WotBS (conversion to Pathfinder) OOC

Hmm... a few things to reply to let's see...

I though twhen Vertexx69 said he would be a wizard or witch he was refreing to either a male or female caster. Didn't know witch was a class at the time.

And we will play with Scribe Scroll I want to do a few things to help you with "saving" unused spells. Will explain more later, looking into it.

Thanks Songdragon for the fix and new spot here in EnWorld.

Haven't read the full rules for eidolon as I am waiting for my APG.

And what about using the stone for when you have an ideal?? :p since there are no lightbubls about. :lol:

HM
 

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LOL!!! Using the stone for when we get a good idea, interesting theory. You know, I can pass it along to someone else at anytime, so that might be worth exploring.

Aaron hears the questions and inquiries, as he turns to the group. "Let's put our thinking hats on..."

His hood is pulled over his head, as he contemplates the conundrum. Suddenly, a light springs forth, hovering above his head.

"Ah! I think I have an idea!"

uh, maybe not.... LOL

And as for the Scribe Scroll, that is an interesting theory, especially with the rule that you can only scribe a scroll one per day, as you can only use one spell a day for the scribe scroll feat. But, I would like to hear your thoughts!
 
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In the place of Selective Channeling, I am considering (from the APG)...

Saving Shield (Combat)
You def lect attacks that could mean your ally’s death.
Prerequisite: Shield Proficiency.
Benefits: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

Any thoughts? I am not sure how often a cleric channels in combat, and then I can only choose 2 foes not get the healing if I did use it on combat. I know that Marda and Aaron will be in combat often and the summoners' summons, so offering some protection is nice. I will decide, soon. Thanks.
 

...

Any thoughts? I am not sure how often a cleric channels in combat, and then I can only choose 2 foes not get the healing if I did use it on combat. I know that Marda and Aaron will be in combat often and the summoners' summons, so offering some protection is nice. I will decide, soon. Thanks.

I like Selective Channel. My cleric got it and in the PF game I run, the players cleric healed the hobgoblins twice because he had not chosen the feat.

Just my 2 cents.
 

It is defenitly a good feat speacially when you have higher lvls of channel energy, I mean do you want to give the enemy 3d6 or 4d6 points of healing?

Scribing Scrolls on the go...

It says that items maybe created as a character adventures. Now this is alot easier in town than out in the woods so for those times when you will be "out in the wilds" please note how much of your leftover gp has been converted into materials to create an item. This will assume you picked up extra parchment, inks, and quills for scrolls, or powders, herbs, and vials for potions.

So in the wilds you may take this "material gp" and use from it to create an item or scroll. Once the pool is empty you will need to go into town to refill it. Simple.

You don't need start with any of this as we are starting in Gate Pass, and you can say that you aquired everything you needed before leaving town.

HM
 


I have added a background for Marda and decided to keep the selective channeling. Here is hoping for a Charisma boosting item, among other things.
 

I'm starting to wonder if Barrik's atheism will be a problem... A devoted Cleric and an Inquisitor, along with a monster-summoning atheist half-orc. A little odd...

Well, maybe not fully atheist. He does believe in the gods, and Outsiders (especially because of his Eidolon), but he strikes me as the type to find the gods undeserving of such worship. So he doesn't worship them. Any of them... I don't think he'll be vocal about it, unless pressed, but I do wonder, looking at our faith-powered party members.
 

Great background SongDragon, I now have a way to get you and FtF's characters into the game will work my way around to the others.

[sblock=text character sheet]
Basic Information
Race : dwarf
Class : cleric (Aura: Chaotic - Faint) Says Good faint below
Level : 1
Experience : 0 Not really needed now.
Alignment : Lawful Good
Languanges : Celestial, Common, Dwarven, Orcish
Deity : Gracenyes

Ability Scores

Strength 16 +3
Dexterity 13 +1
Constitution 10 +0 +2 racial
Intelligence 15 +2
Wisdom 14 +2 +2 racial
Charisma 14 +2 -2 racial

Combat
Hit Points 8 = 1d8
Armor Class 19 = 10 +6 (armor) +2 (shield) +1 (dex) (+4 dodge vs giant)
Armor Class (Touch) 11 = 10 +1 (dex) (+4 dodge vs giant)
Armor Class (Flatfooted) 18 = 10 +6 (armor) +2 (shield)
Initiative +1 = +1 (dex)
Base Attack Bonus +0 = +0 (class/es)
Combat Maneuver Bonus +3 = +0 bab +3 (str)
Combat Maneuver Defense 11 = 10 +0 bab +3 (str) +1 (dex) (+4 bs bull rush or trip while on ground)CMD should be 14
Fortitude +2 = +2 (base) +0 (con)
Reflex +1 = +0 (base) +1 (dex)
Will +4 = +2 (base) +2 (wis)
Speed 20 ft
Damage Reduction n/a
Spell Resistance +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+2 trait bonus on all saving throws against charm and compulsion effects.
am I reading this right you would get a +4 bonus to say a charm person spell?
Weapons
Heavy Mace (melee) +3 = +0 bab +3 str (1d8+3, 20/x2)

Dwarven Waraxe (melee) -1 = +0 bab +3 str -4 untrained (1d10+3, 20/x3)

Light Crossbow (ranged) +1 = +0 bab +1 dex (1d8, 19-20/x2)
(80ft range)


Racial Traits:
• +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
• Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision: Dwarves can see in the dark up to 60 feet.
• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
• Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
• Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
• Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class Features

• Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Faint) Says Chaotic faint up top
• Spells 3 0-level (DC 12)/ 2+1 1st-level (DC 13)
• Channel Energy (Su): 1d6 (DC 12)(DC 14) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day)
• Domains:

• Nobility-Martyr: 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 5 times per day. Sacrificial Bond (Su): At 8th level, when an ally within 30 feet takes damage from an attack, you can, as an immediate action, transfer this damage to yourself.
Domain Spells: 1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies, 5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand, 9th—storm of vengeance.

• Glory-Heroism: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 5 times per day.
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.
Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.


Spells
0-level (3 per day) (DC 12):
Create Water, Detect Magic, Stabilize
1st level (2 per day + 1 domain) (DC13):
Bless, Command, Divine Favor(d)

Feats
Persuasive (Occupation) +2 to diplomacy and intimidate
Selective Channeling (1st level)

Occupation
Diplomat: The diplomat is a noble that specializes in negotiation. (160g to start)
Alignment: Any
Skills: Perception becomes a class skill
Bonus Feat: Persuasive

Traits
Birthmark: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Ease of Faith: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Skill Points: 4 = +2 class +2 int + 1 favored class 5 points total; 5 were spent
Max Ranks: 1 ACP: -6
Code:
Acrobatics           -4 = +0 ranks +1 dex -6 acp [COLOR=red][B]-5[/B][/COLOR]
Appraise             +1 = +0 ranks +2 int (+2 for gems/metal) [COLOR=red][B]+2[/B][/COLOR]
Bluff                +2 = +0 ranks +2 cha
Climb                -3 = +0 ranks +3 str -6 acp
Diplomacy            +9 = +1 ranks +2 cha +3 class +2 feat +1 trait
Disguise             +2 = +0 ranks +2 cha
Heal                 +2 = +0 ranks +2 wis
Intimidate           +4 = +0 ranks +2 cha +2 feat
Knowledge (nobility) +6 = +1 ranks +2 int +3 class
Knowledge (religion) +6 = +1 ranks +2 int +3 class
Perception           +6 = +1 ranks +2 wis +3 class
Ride                 -4 = +0 ranks +2 dex -6 acp [B][COLOR=red]dex is +1 should be -5[/COLOR][/B]
Sense Motive         +6 = +1 ranks +2 wis +3 class
Spellcraft           +2    = +0 ranks +2 int
Stealth              -5    = +0 ranks +1 dex -6 acp
Survival             +2 = +0 ranks +2 wis
Swim                 -3 = +0 ranks +3 str -6 acp

Equipment (starting funds 400g = 240g cleric + 160g occupation (diplomat))
Code:
                    Weight (lbs)     Cost (in gold)
brestplate armor     worn             30     200
heavy wooden shield    worn, left arm         10     7
heavy mace          sheathed, left side     8     8 [COLOR=red][B]cost = 12gp[/B][/COLOR]
(battle scepter of Gracenyes)
dwarven waraxe         baldric, back         8     30
light crossbow         slug over back         4     35
10 bolts         quiver, at right hip     1     1
 
backpack         worn             2     2
belt, pouch         worn             0.5     1
scroll case         backpack         0.5     1
silver holy symbol     worn             1     25
waterskin         backpack         4     1
bedroll         backpack         5     0.1
flint and steel     backpack         --     1
rations (4 days)     backpack         4     2
silk rope (50ft)     outside of backpack     5     10
exporler's outfit     worn             --     --


Treasure: 75gp, 9 sp, 0 cp Gems: n/a have you at 73gp 9sp if your starting gp is correct for the occupation (I can't check that) sure you want that much leftover gp? and not a scroll or two?

Total weight carried: 83
Maximum weight possible: 76 light, 153 medium, 230 heavy

Details
Size: medium
Gender: female
Age: 48
Height: ft 3' 10"
Weight: lbs 141
Hair Color: dark auburn
Eye Color: brown
Skin Color: light earth
Demeanor: Gentle, but forthright. Sure of herself.


[/sblock]
 

I'm starting to wonder if Barrik's atheism will be a problem... A devoted Cleric and an Inquisitor, along with a monster-summoning atheist half-orc. A little odd...

Well, maybe not fully atheist. He does believe in the gods, and Outsiders (especially because of his Eidolon), but he strikes me as the type to find the gods undeserving of such worship. So he doesn't worship them. Any of them... I don't think he'll be vocal about it, unless pressed, but I do wonder, looking at our faith-powered party members.

And they worship the same deity so maybe they will bring him around eventually. I mean you can only get cured so mmany times before you will have to say thank you to them and thier god. Maybe he's an Agnostic??

HM
 

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