Wrath of the Righteous

[section]

The Motherless nods and stalks back into the temple, where he kneels to roll up his kit and sling it back over his shoulder. Looking around, he takes note that the others are packing up to move. "Everyone ready to move, then? A disturbing night for me . . . I feel the need to be in motion."
[/section]

_______________
[sblock=MiniStats]
[SIZE=+1]Medjai Issa[/SIZE]
Male Lawful Good Qlippoth Tiefling (Motherless)
Paladin (Shining Knight/Warrior of the Holy Light) 01

Init +1, HP 11/11, Speed 30
AC 17, Touch 11, Flat-Footed 16
Fort +2, Ref +1, Will +4

Base Attack Bonus +1
GreatSword +5 (2d6+6, 19/x2)
EarthBreaker +5 (2d6+6, 20/x3)
Dagger +5 (+2 Ranged, 10') (1d4+4, 19/x2)
Cestus +5 (1d4+4)

Lamellar (Leather) Armor (+4 Armor, +1 Dex, +2 Natural)

Abilities Str 18, Dex 12, Con 11, Int 08, Wis 14, Cha 14

Condition None
[/sblock]
 

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Calloh, half-elf bard

Calloh similarly prepares to journey onward, "Yes, the sooner we leave here, the better, in my estimation."

[sblock=Calloh's sheet]
View attachment 58769
Calloh [pronounced “callow”]

Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
440+120=560 XP [post # 211] +40+120+10 [post 255] = 730 xp

[sblock=Ability Point Buy, 20 pts]
S11 (1pts)
D14 (5pts)
C12 (2pts)
I14 (5 pts)
W12 (2 pts)
C16 (5 pts=14) (+2 racial)
[/sblock]

Final Ability Scores at L1:
S11 +0
D14 +2
C12 +1
I14 +2
W12 +1
C16 +3

BAB: 0

AC: 17 [10+3+2+2]
HP: 10 [8+1+1]

SAVES:
Fort +1
Ref: +4
Will: +3
+2 to save vs. Enchantment/Fear effects
Immune to magic sleep effects

SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha = +4
Concentration 0 rank +1 Wis +2 Feat Bonus = +3
Diplomacy 1 rank +3 Cha = +4
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 Feat Bonus = +7
Profession (Musician) 1 rank +1 Wis = +2
Sleight of Hand 1 rank +2 Dex = +3
Stealth 1 rank +2 Dex = +3
Use Magic Device 1 rank +3 Cha = +4

Languages: Common, Elvish, Sylvan

FEATS 1+1 racial (skill focus)
Weapon Finesse (Dex mod. instead of Str with certain wpns *+2* but shield ACP applies *-1* for a net +1)
Skill Focus [Perform (stringed instruments)]

BARDIC PERFORMANCE, 7 rounds/day [3 used]
Countersong [allies use my Perform check in place of saving throw]
Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]
Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]
Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]

SPELLS [Per day: L0 - at-will, L1 - 1+1] [Save DC = 13+spell level]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1
Hypnotism - 1

PP
GP 0
SP 4
CP

EQUIPMENT [105 gp starting funds]
Studded Leather Armor [25 gp, +3 AC]
Heavy Wooden Shield [7 gp, +2 AC]
Rapier [20 gp, 1d8 damage] [+1 att, +0 dam] [+2 w/o shield]
Daggers 2 [@ 2 gp, 1d4 damage] [+1 att melee-feat (+2 w/o shield) or +2 thrown-dex]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Borrowed Arrows - 6
Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]
Waterskin [1 gp]
Trail Rations 3 days [@ 5 sp per day]
Backpack [2 gp]
Bedroll [1 sp]
Traveler's Outfit [1 gp]

Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist

History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' disappearance sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.

FYI -- Calloh is advancing as a Bard with an eye toward gaining levels in a PrC later. Arcane Archer and Eldritch Knight are his PrCs of interest at this time. Arcane Archer requires him to have a BAB of +6, which he would either obtain by being Bard3 Fighter4 -- CL7, or Bard2 Fighter5 also CL7. Eldritch Knight requires at least one level of fighter and 7th level in bard, so CL8. Or, Eldritch Knight could be pursued by adding a third class, sorcerer to the mix, making Bard2 Fighter1 Sorcerer5, which is also CL8. If he shaved the bard level off he could do that at CL7 as well, but when the third class enters the mix, Calloh will face some XP penalties that will probably make it cost-prohibitive. Realistically, then, we're looking at Arcane Archer at CL7, Bard4 Fighter3. Let's hope that this game continues in good health for a few more years, then!
[/sblock]
 

[sblock=OCC]
Sorry for delay. I got sideswiped by by multiple units ending at once as well as other responsibilities at work. As a result of my hiatus however, Elewan has decided that the break was too long, so this game is no longer able to hold his interest. Understandable, but occasional breaks to account for real life must be expected none the less. I will DMPC Hannah and start looking for someone to take her place.


In happier news though, I’m very impressed with The Sword of Valor module. It’s going to be very cool to play it and hopefully we can keep things moving and getter there sooner rather than later. [/sblock]


Aravashnial stumbles forwards before Hannah catches him and helps steady his balance.


“Demons are tricky lad. They can have an effect on you, even with actively trying. I agree with Sir Jorgun though, we should move out of here as quickly as possible. Every person now counts in the battle for the city!”


Horgus adds his two coppers too, as usual, “I agree with the elf for once. Battles aren’t won by swords and magic alone. The longer we wait, the less of an impact we will have. We must move as swiftly as possible!”


Horgus walks talks with Medjai as they go. “Keep in mind that we’re all in shock still. Sad to say, but I’ve seen if before. Such horrific battle would shake the confidence of anyone. Unless I have missed my guess, you are a creature of law, and that is something I respect. You are also mortal, which means that no matter what, you have the freedom to choose order.”


After 40 minutes of travel, you come to another cavern where stone figures are carved into the the walls. Each depicts a different crusader clad in armour and wielding weapons, but their carved stone features contain expressions of sadness.
 

[section]
Jorgun Revendka, Male Human Inquisitor 1

Jorgun slowly walks into the room, checking the statutes for any other identifying marks. He turns back to the others and asks, "Do you any of you recognize these warriors? Perhaps they are saints or the like."

[sblock=Actions]Checking the statues for writing, etc. Perception: 1D20+6 = [3]+6 = 9

Identifying statues Knowledge (Religion): 1D20+5 = [3]+5 = 8

Aaand we're truly back in form seeing as how I can't roll.[/sblock]
[/section][sblock=Character Sheet]Jorgun Revendka
Male Human Inquisitor 1
LN medium humanoid
Init +3 Senses Normal Vision Listen +6 Spot +6
DEFENSE
AC 16, touch 13, flat-footed 13
hp 10
Fort 4 ,Ref 3 ,Will 4
OFFENSE
Speed 20 ft
Melee Longbow 3 (1d8/x3) or Greatsword 2 (2d6+3/19-20/x2)
Space 5 Reach 5
STATISTICS
STR 14 DEX 16 CON 14 INT 12 WIS 14 CHA 8
Base Atk 0 Grp20
Feats Point-Blank Shot, Precise Shot
Skills Climb +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Sense Motive +7, Stealth +6, Survival +6, Swim +5, Climb +5, Knowledge (nature) +5
Languages Common, Hallit
Gear Longbow, Greatsword, Arrows (20), Holy Symbol - Silver, Backpack , Bedroll , Pouch - belt (empty), Flint and Steel, Holly, Pot - iron, Mess kit, Torch (2), Rations - trail (per day) (2), Waterskin , Kit - Gear Maintenance, Traveler's outfit , Wooden Flute, Holy Text of Erastil
[/sblock]
 

[section]

Medjai walks quietly by Horgus' side, listening in shock as the man takes an uncharacteristically supportive tone with him. What's this? Surely the curmudgeon can't be warming up . . . especially to one such as I! Hmmm. Perhaps I've misjudged the man. He thinks for a moment as Horgus concludes, then responds, "You're right, of course. Though I carry the taint of demons in my blood I choose every day to follow the tenets of the Dawnflower, holding fast to my faith in her teachings that the redemption of any creature is possible." He sighs and glances sideways at Horgus. "And what of you, sir? I'm only recently come to Kenabres . . . actually, I'm only recently come to Mendev . . . and I confess I know next to nothing about the details of the city's goings on. It's plain we've fallen into the company of important people and that you and Aravashnial are previously acquainted. Is your, um, disagreement something that will hinder our efforts to reach the surface?"

~~~~~

Upon seeing the statues Medjai comments, "More and more these tunnels surprise me. They look sad; I wonder who carved them and why."
[/section]

_______________
[sblock=MiniStats]
[SIZE=+1]Medjai Issa[/SIZE]
Male Lawful Good Qlippoth Tiefling (Motherless)
Paladin (Shining Knight/Warrior of the Holy Light) 01

Init +1, HP 11/11, Speed 30
AC 17, Touch 11, Flat-Footed 16
Fort +2, Ref +1, Will +4

Base Attack Bonus +1
GreatSword +5 (2d6+6, 19/x2)
EarthBreaker +5 (2d6+6, 20/x3)
Dagger +5 (+2 Ranged, 10') (1d4+4, 19/x2)
Cestus +5 (1d4+4)

Lamellar (Leather) Armor (+4 Armor, +1 Dex, +2 Natural)

Abilities Str 18, Dex 12, Con 11, Int 08, Wis 14, Cha 14

Condition None
[/sblock]
 

When they finally depart, Luna keeps her spear at the ready. While walking, Lunas take the ring out, and show it to Calloh. "Master Calloh, I was hoping your skills in history will assit us in determining more about this gold ring we found. Maybe something about the first crusade again?"

-----------------------

Luna looks at the statues, looking for some sort of holy symbol.

[sblock=OOC]
Know: Religion: 1d20+4=8 Nope :(
[/sblock]

[sblock=Luna Stats]
Luna Lightbringer
AC: 16 (15 flat-footed, 16 touch)
HP: 10/10
CMB: +3* CMD: 14 * +2 vs Demons
Fort: +4 Reflex: +1 Will: +4 (+2 vs Charm/Compulsion)
Perception: +4 (Darkvision 60')
Initiative: +1
Current Weapon in Hand: Longspear; +3 1d8+4
Current Conditions in Effect: 2 AoO a round(Can make flat foot) ;
Acid/Cold/Electricity Resistance: 5

Touch of Glory(5/5): Gain +1 on next Cha based check. Last 1 hour or until used.
Seize the Initiative (5/5): At combat start, Ally within 30 rolls twice;
Daylight(Racial 1/day): Cast Daylight as SP ability
Dragon Scale (3/3): Resist Energy 3xday (Cold/Electricty. CL 19)
Channel Energy(4/4): 1d6

Level 0 Spells: Create Water, Mending, Stabilize
Level 1 Spells: Bless, Prot from Evil, Magic Weapon (D)

Holding Equipment:
2 CLW pot's
Gold Ring (Waiting for Calloh to wake up after watch to ID it if she cannot)
Masterwork warhammer
[/sblock]
 

"Like I've said, I'm a private person. Suffice to say, I hate demons as much as any crusader and want to see the Worldwound put back in the ground. Unfortunately, I've also seen my fair share of murder and brutality. It's never easy the first time."

"Anyhow, you'll find no saint here, but there's no evil in my heart either. I would love to see the elf publicly embarrassed as I have been, but I'm not going to put anyone's lives at risk to do it. Once we get the city safe again, all bets are off."

[sblock=occ]Even though 24 hours haven't quite passed yet, Medjai can attempt a diplomacy check to improve Horgus' attitude.[/sblock]
 

Calloh, half-=elf bard

Calloh looks at the ring to see if he can identify any markings on it, or whether he knows aught about such an item. {knowledge check about Luna's ring (1d20+3=22)} Observing the carved figures, Calloh becomes wistful, and begins to strum a soft and sad requiem for fallen heroes.

[sblock=Calloh's sheet]
View attachment 58769
Calloh [pronounced “callow”]

Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
440+120=560 XP [post # 211] +40+120+10 [post 255] = 730 xp

[sblock=Ability Point Buy, 20 pts]
S11 (1pts)
D14 (5pts)
C12 (2pts)
I14 (5 pts)
W12 (2 pts)
C16 (5 pts=14) (+2 racial)
[/sblock]

Final Ability Scores at L1:
S11 +0
D14 +2
C12 +1
I14 +2
W12 +1
C16 +3

BAB: 0

AC: 17 [10+3+2+2]
HP: 10 [8+1+1]

SAVES:
Fort +1
Ref: +4
Will: +3
+2 to save vs. Enchantment/Fear effects
Immune to magic sleep effects

SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha = +4
Concentration 0 rank +1 Wis +2 Feat Bonus = +3
Diplomacy 1 rank +3 Cha = +4
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge = +4
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 Feat Bonus = +7
Profession (Musician) 1 rank +1 Wis = +2
Sleight of Hand 1 rank +2 Dex = +3
Stealth 1 rank +2 Dex = +3
Use Magic Device 1 rank +3 Cha = +4

Languages: Common, Elvish, Sylvan

FEATS 1+1 racial (skill focus)
Weapon Finesse (Dex mod. instead of Str with certain wpns *+2* but shield ACP applies *-1* for a net +1)
Skill Focus [Perform (stringed instruments)]

BARDIC PERFORMANCE, 7 rounds/day [3 used]
Countersong [allies use my Perform check in place of saving throw]
Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]
Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]
Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]

SPELLS [Per day: L0 - at-will, L1 - 1+1] [Save DC = 13+spell level]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1
Hypnotism - 1

PP
GP 0
SP 4
CP

EQUIPMENT [105 gp starting funds]
Studded Leather Armor [25 gp, +3 AC]
Heavy Wooden Shield [7 gp, +2 AC]
Rapier [20 gp, 1d8 damage] [+1 att, +0 dam] [+2 w/o shield]
Daggers 2 [@ 2 gp, 1d4 damage] [+1 att melee-feat (+2 w/o shield) or +2 thrown-dex]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Borrowed Arrows - 6
Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]
Waterskin [1 gp]
Trail Rations 3 days [@ 5 sp per day]
Backpack [2 gp]
Bedroll [1 sp]
Traveler's Outfit [1 gp]

Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist

History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' disappearance sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.

FYI -- Calloh is advancing as a Bard with an eye toward gaining levels in a PrC later. Arcane Archer and Eldritch Knight are his PrCs of interest at this time. Arcane Archer requires him to have a BAB of +6, which he would either obtain by being Bard3 Fighter4 -- CL7, or Bard2 Fighter5 also CL7. Eldritch Knight requires at least one level of fighter and 7th level in bard, so CL8. Or, Eldritch Knight could be pursued by adding a third class, sorcerer to the mix, making Bard2 Fighter1 Sorcerer5, which is also CL8. If he shaved the bard level off he could do that at CL7 as well, but when the third class enters the mix, Calloh will face some XP penalties that will probably make it cost-prohibitive. Realistically, then, we're looking at Arcane Archer at CL7, Bard4 Fighter3. Let's hope that this game continues in good health for a few more years, then!
[/sblock]
 
Last edited:

The ring appears to pre-date the Crusades by several hundred years, and depicts a knot of gold that is significant to a mystical branch of Torag's worshipers to believed that retreating in the the bowls of the earth made them spiritually closer to their god.

Even though Luna doesn't recognize most of the symbols on the cravings, she does spot the occasional statue with the symbol of the Inheritor.

[sblock=occ]Perception checks if you haven't made one.[/sblock]
 

Calloh, half-elf bard

Calloh tells Luna, "The ring appears to pre-date the Crusades by several hundred years, and this knot of gold here is significant to a mystical branch of Torag's worshippers who held that they could become closer, spiritually, to their god by retreating deeper and deeper into the the bowels of the earth. Very peculiar."

[sblock=Calloh's sheet]
View attachment 58769
Calloh [pronounced “callow”]

Alignment: N/G
Half-Elf -- Favored Classes - Bard, Fighter
Bard 1
440+120=560 XP [post # 211] +40+120+10 [post 255] = 730 xp

[sblock=Ability Point Buy, 20 pts]
S11 (1pts)
D14 (5pts)
C12 (2pts)
I14 (5 pts)
W12 (2 pts)
C16 (5 pts=14) (+2 racial)
[/sblock]

Final Ability Scores at L1:
S11 +0
D14 +2
C12 +1
I14 +2
W12 +1
C16 +3

BAB: 0

AC: 17 [10+3+2+2]
HP: 10 [8+1+1]

SAVES:
Fort +1
Ref: +4
Will: +3
+2 to save vs. Enchantment/Fear effects
Immune to magic sleep effects

SKILLS 6+2=8 pts @ 1st Level
Bluff 1 rank +3 Cha +3 class skill = +7
Concentration 0 rank +1 Wis +2 Feat Bonus = +3
Diplomacy 1 rank +3 Cha +3 class skill = +7
Disable Device 0 rank +2 Dex = +2
Knowledge (Planes) 1 rank +2 Int +1 bardic knowledge +3 class skill = +7
Knowledge (all others untrained) 0 ranks +2 Int +1 bardic Knowledge = +3
Linguistics 0 rank +2 int = +2
Perception 0 rank +1 Wis +2 Racial = +3
Perform (Stringed Instruments) 1 rank +3 Cha +3 class skill +3 Feat Bonus = +10
Profession (Musician) 1 rank +1 Wis +3 class skill = +5
Sleight of Hand 1 rank +2 Dex +3 class skill = +6
Stealth 1 rank +2 Dex +3 class skill = +6
Use Magic Device 1 rank +3 Cha +3 class skill = +7

Languages: Common, Elvish, Sylvan

FEATS 1+1 racial (skill focus)
Weapon Finesse (Dex mod. instead of Str with certain wpns *+2* but shield ACP applies *-1* for a net +1)
Skill Focus [Perform (stringed instruments)]

BARDIC PERFORMANCE, 7 rounds/day [3 used]
Countersong [allies use my Perform check in place of saving throw]
Distraction [counters magic effects that are sight-dependent, check replaces saving throw if higher]
Fascinate [1 creature, Will DC 13 or -4 to skill checks made as reactions]
Inspire Courage [+1 on saves vs. fear/charm, and +1 att/dam rolls]

SPELLS [Per day: L0 - at-will, L1 - 1+1] [Save DC = 13+spell level]
Daze - 0
Detect Magic - 0
Summon Instrument - 0
Read Magic – 0
Cure Light Wounds - 1
Hypnotism - 1

PP
GP 0
SP 4
CP

EQUIPMENT [105 gp starting funds]
Studded Leather Armor [25 gp, +3 AC]
Heavy Wooden Shield [7 gp, +2 AC]
Rapier [20 gp, 1d8 damage] [+1 att, +0 dam] [+2 w/o shield]
Daggers 2 [@ 2 gp, 1d4 damage] [+1 att melee-feat (+2 w/o shield) or +2 thrown-dex]
Short Bow [30 gp, 1d6 damage] [+2 att, +0 dam]
Borrowed Arrows - 6
Lute, Exceptional Quality [14 gp] [3 gp is ordinary cost]
Waterskin [1 gp]
Trail Rations 3 days [@ 5 sp per day]
Backpack [2 gp]
Bedroll [1 sp]
Traveler's Outfit [1 gp]

Traits: 1. Riftwarden [Campaign Trait] 2. Courageous 3. Anatomist

History: Calloh was born to two adventurers, his mother was an elf champion and his father a human wizard. They were both Riftwardens who adventured into the Worldwound on a secret mission soon after Calloh was born. They left their newborn son with trusted allies, perhaps knowing that their odds of returning were slim. In any case, they met their doom in the Worldwound. Not long after their departure, the foster parents that they had chosen for their son noticed that a mark had appeared on the inside of Calloh's right leg – The Sign of the Seeker's Spiral. [Riftwarden Orphan Trait bonus of +2 on Concentration checks.] The mysterious circumstances of his parents' disappearance sparked an insatiable curiosity in Calloh. When he grew up, he was so intent on making new discoveries and learning new things that he almost seemed fearless when it came to new places, experiences, people, and creatures. [Couageous Trait bonus of +2 on Saves vs. Fear Effects.] Now that Calloh has fully come of age, he seeks to learn the destiny of his parents, hoping against hope that he may somehow find them alive and be able to bring them home safely. For his last trait, Calloh chooses Anatomist, which gives him +1 on rolls to confirm critical hits.

FYI -- Calloh is advancing as a Bard with an eye toward gaining levels in a PrC later. Arcane Archer and Eldritch Knight are his PrCs of interest at this time. Arcane Archer requires him to have a BAB of +6, which he would either obtain by being Bard3 Fighter4 -- CL7, or Bard2 Fighter5 also CL7. Eldritch Knight requires at least one level of fighter and 7th level in bard, so CL8. Or, Eldritch Knight could be pursued by adding a third class, sorcerer to the mix, making Bard2 Fighter1 Sorcerer5, which is also CL8. If he shaved the bard level off he could do that at CL7 as well, but when the third class enters the mix, Calloh will face some XP penalties that will probably make it cost-prohibitive. Realistically, then, we're looking at Arcane Archer at CL7, Bard4 Fighter3. Let's hope that this game continues in good health for a few more years, then!
[/sblock]
 
Last edited:

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