For any communications or the like for these games.
Neph, you're thinking of a paladin/factotum build, right? Details?
Yeah, general idea is a Paladin of Freedom//Factotum with the Red Mind ability at level 4. I have an idea of a smart strategy type person who puts their mind to use to help other people out without being tied down by lawfulness. Or they'll use laws that can benefit themselves. Stuff like that.
Sounds good. I'm going to prompt you to rollchar soon.
[20:58] <Kotono> 16, 15, 15, 13, 9, 8. That's set 1. Roll set 2?
[20:59] <Kotono> 14, 14, 14, 13, 13, 11.
So the question is whether it's worth it to take a stat set that's a bit higher in tradeoff for two negative stats. It's probably better to take the second set, it has a total of more stats anyway.
Too bad about no 18 though.
Probably 14 in STR/CON/INT, 13 in WIS/CHA and 11 in DEX? That's not too too bad for a start.
Alrighty then. Any idea on race?
Am I allowed to take things with LA higher than 1?
No. Let's keep it simple for now. If your PC dies in a blaze of fire and bad dice we can re-examine this issue.
I guess I should've said "LA higher than 0" in hindsight, haha. Let me investigate.
Leaning Axani or Cansin, haven't really decided on either one. Axani fits better with the general idea I have, but Cansin fits the "free-thinker" type too.
EDIT: Of course, there's always bog-standard human too.
Cool, just lemme know when you decide and get deeper into character building.
I'll brainstorm some ideas tomorrow at work and see if I can come to a conclusion.
Sure, just post when you've figured it out.
Yeah, let's go with Cansin. Might as well try something a little different.
Also, I realize this is really far off, but is it same to assume that Red Mind would let me work with Paladin-themed PrCs and make them Intelligence based instead? (Looking at Hellreaver, as an example here)
If not, I can probably just take PrCs on the Factotum side instead.
No, it just covers paladin abilities.
Okay, I'll just work on the other side for PrCs and stay Paladin, I suppose.
Works. Bear in mind level 5 may have different priorities than level 1, too. In other words see where you're at when you get there.
Oh, yeah. I just have always liked the way you plan out builds, so I was thinking of having a general idea of where to put things when the time comes.
Assuming I am not killed by a house cat at level 1, anyway.
Fair enough.
How's it going?
Yeah, I've settled on the Paladin/Factotum Cansin. Depending on where we're starting I can drum up a little bit more of a fleshed out idea.
Any preferences there, then?
As long as it isn't Baator or some other awful place, I think it'll be okay! I trust your judgement.
Okay for now assume a Prime Material. Let me know what your character's general goals are going to be?
Generally speaking, Fitzcarald (Fitz for short) has found his calling - nay, his passion to simply helping others with logic, reasoning, and maybe a little bit of mischief. He received a dream some time ago of figure clad in all red armor that bade him to use his wit to make the world a better place in the name of The Red Knight. Battle and strategy take many forms, which can include quick thinking to make sure someone doesn't get swindled, or helping someone subvert a law that isn't in their own interests.
So generally going around "Do-gooder" style with a flair for a little bit of improvisation as needed.
Okay. I'm thinking that sort of character would do well in more of a frontier setting, perhaps?
It would definitely not do well in Lifasa!
Okay then. I can work with that. We'll start somewhere small and expand it over game play and time.
Finport is an old place. Word is it used to be a goblin camp, wiped out by pirate raids. Eventually the dwarves built a port here, before they suffered long reversals. Then elves build something here but it didn't last and - ah, what's the point. It's a melange of buildings of all styles and types, from new to older than anyone cares to reckon. Off on the southern coast, away from Orland or Alfar.
These days it's a no man's land of a port. Not quite a pirate's nest, too many people who care and have power would object to that. But somewhere pirates can visit without fear of arrest. A free city ran by a fat old merchant prince named Berdacci, home to adventurers, pirates and the refuge of half a dozen other cities before its time on this location.
How has Fitz ended up here and why is he here?
He's traveled from place to place, usually on one whim or another, imparting a bit of tactical knowledge to people to help them on their travels. However, once he heard about Finport, he knew it would be the place to go - people get swindled all the time, especially by pirates. He knew this place would be a great opportunity to spread a bit of knowledge to the downtrodden, to help them use the free city for their own gain, and still manage to do a bit of good in the process.
He's here, now - led by a dream, both his own and his patron's, to do good deeds for those who need it, and to add to The Red Knight's worshippers.
That should o. Go ahead and get your character sheet done and post it whenever you're ready, then we can start to talk about sessions.
Roger that.
Because it has been a while, do I get the 16 skill points at level 1 plus whatever my class would give? So Factotum is 6+int so 9 + 16 = 25 at level one?
And I can put Character Level + 3 into each skill?
The bonus skill points are added and multiplied as normal.
Yes to max skill ranks.
Oh, so is it 6+int x 4? So in this case it would be 9x4 = 36?
I feel like I probably asked this question when I was making Moore for B5...
Tally your skill points, including any bonus ones from houserules, and then multiply by four, yes.
So - just to be 100% clear then -
Base Factotum is 6+int - so 9 - then am I also getting the 4 from the houserule? So if so that is 13, then multiply that by 4 is 52.
Yes.
There is one more terrible matter we must settle.
A player has to post logs. That means you, Neph. It is the terrible price to be paid for this game.
Okay.
What's my starting gold for buying stuff? Surely I get a minor artifact or two, yeah?
It's 4d4*10.
[blockquote]Rolled 4d4 : 1, 4, 1, 4, total 10[/blockquote]
How incredibly average. But also fitting. 100 gold it is. That can't buy me a minor artifact. :(
Indeed. Or...you can take what behind the curtain, right there where Sylvie stands. Your choice.
Someone like Fitz could never resist taking a chance.
no whammy, no whammy, no whammy, stop! Show me the curtain!
Then let's see what's behind it. It's the DM's roll, which is...
[blockquote]Rolled 4d4 : 3, 2, 1, 2, total 8[/blockquote]
A total of 80 gold. I'm sorry, but thanks for playing. Good luck!
for some reason I read that as 800. Anyway, 80 it is.
Scimitar 15 gp 1d6, 18-20x2
Scale Mail 50 gp
Red Knight's Holy Symbol, wooden 1gp
Explorer's Outfit 10gp
And that's it! 4gp left over.
Thankfully Fitz doesn't need to eat so no need to spend money on food right now!
I think I've got everything in order, just need to find a picture at this point.
Okay, we're going to start sometime later in this week. Probably Thursday.
Okie dokie.
-1 gold for information
Good first session. What days look good next week, Neph?
If we're talking evenings, then Mondays or Thursdays are good for me, or the weekend.
Let's try Monday next week. We'll see about Thursday closer to the day.
Sounds good to me.
Fitzcarald (finally) reaches level 2!
Paladin 2 and Factotum 2
8 on d10 for a total of 10 and a new maximum HP total of 22.
BAB +1
Fort +1
Divine grace, which raises his saves by +2, lay on hands for +4/day
+1 Inspiration point and Arcane Dilettante which maybe I'll learn to spell one day.
6+4+3 = 13 skill points, everything goes up by 1, except Knowledge: History which stays and I put a point into Spellcraft.
Also, I completely and totally forgot about this feat, but since it's level up time and I've not actually used any spells anyway, do you have any issue with my retroactively taking this? It won't affect anything until level 4 anyway.
Holy Warrior
By giving up your spellcasting ability, you gain access to bonus feats much as a fighter does. This choice does not, however, close you off from divine influence—in fact, several of these feats actually increase your divine power.
Level: 1st.
Replaces: To select this class feature, you must sacrifice your spellcasting ability.
Benefit: You no longer gain spells as a paladin, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels.
You can select any feat from the following list for which you meet the prerequisites: any divine feat (see Page 53), Cleave, Extra Smiting, Extra Turning, Great Cleave, Improved Smiting, Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, and Trample.
This is an extraordinary ability.
Special: A paladin who selects this path can no longer use scrolls, wands, or other magic items that require access to a spell list, unless she has another spellcasting class that grants access to the appropriate spells.
Go for it.
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=6 ]{6}, [ 1d6=4 ]{4}, [ 1d6=4 ]{4}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=1 ]{1}, [ 1d6=3 ]{3}, [ 1d6=6 ]{6}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=3 ]{3}, [ 1d6=1 ]{1}, [ 1d6=5 ]{5}, [ 1d6=6 ]{6}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=6 ]{6}, [ 1d6=5 ]{5}, [ 1d6=4 ]{4}, [ 1d6=2 ]{2}, [ 1d6=3 ]{3}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=2 ]{2}, [ 1d6=4 ]{4}, [ 1d6=4 ]{4}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=4 ]{4}, [ 1d6=4 ]{4}
<•Kotono> 18, 15, 15, 15, 14, 12 for set 1. Roll set 2.
--------------------------
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=6 ]{6}, [ 1d6=4 ]{4}, [ 1d6=6 ]{6}, [ 1d6=5 ]{5}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=3 ]{3}, [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=2 ]{2}, [ 1d6=2 ]{2}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=5 ]{5}, [ 1d6=6 ]{6}, [ 1d6=4 ]{4}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=1 ]{1}, [ 1d6=3 ]{3}, [ 1d6=4 ]{4}, [ 1d6=6 ]{6}, [ 1d6=2 ]{2}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=1 ]{1}, [ 1d6=3 ]{3}, [ 1d6=3 ]{3}, [ 1d6=4 ]{4}
<Iddy> roll 5#1d6
<Kobot> Iddy rolled 5#1d6 --> [ 1d6=2 ]{2}, [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=1 ]{1}, [ 1d6=2 ]{2}
<•Kotono> 17, 15, 13, 11, 11, 10 for set 2. I think that's not a hard choice between them.
Picking Set 1.
<Iddy>roll 1d10 HP Lvl 2
<Kobot> Iddy rolled 1d10 HP Lvl 2 --> [ 1d10=7 ]{7}
Meanwhile, in Warrior's Rest:
"A good death," The Red Knight declares, looking on at the chess board.
Here Jetina lets out a long sigh as she reaches out, one of her pawns gently tipped over. The clatter of its fall is soft, and moments later the fallen piece is picked up and moved aside. "A good death, but I had hopes for him."
"As I have hopes for the other two," The Red Knight says, "I'll tell Jarem, one of his may drift their way. Unless you have another?"
"Not likely, not fast enough," Jetina looks on at the chess board in deep thought. "Maybe one of Alicia's or one of hers?"
"Antenora's or Latha's would do well," The Red Knight concurs, "Tempus has no real interest in the area beyond a few warriors. Still, with it being relatively light on established deities, the area is prime for new divinities to expand into. But for now?" The Red Knight has a glass of wine from nowhere, a toast raised. "To Phane."
"To Phane, he will rest well." Jetina matches that, a taste of the wine. "To Fitzcarald and Kreios. Will they live up to your hopes?"
"They will. They may fail, they may die - but as long as they are loyal and true to my beliefs, I am content." The Red Knight drinks up as well afterwards. "Though at this rate Fitzcarald comes close to death every few days." A pause. Not quite a frown, but close. "He could use a bodyguard."
"I have an idea," Jetina begins at that, leaning in and lowering her voice. "You see..."
Fitzcarald reaches level 3! Somehow! After dying! Sort of!
[21:34] <Fitzcarald> roll 1d10+2 level 3 hp
[21:34] <Kobot> Fitzcarald rolled 1d10+2 level 3 hp --> [ 1d10=9 ]{11}
11+22 = 33 Hit points. I'm sensing a theme here.
Paladin 3 and Factotum 3.
BAB goes up by 1, skills all go up. Ref/Will go up by 1. I gain a new feat here, that will go into Weapon Focus (Scimitar). He is also changing out Power Attack for Combat Expertise, because it's clear that trying to swing his weapon and hit things isn't working, so let's go more defensive so he can protect people around him. :)
Lay on Hands goes to 3 x 2 = 6 health per day. I gain Divine Health and Aura of Courage.
Factotum side, I gain Brains over Brawn and Cunning Defense, two rather important things to keep me alive in the future. Arcane Dilettante rises to first level spells as well, so that is cool.
Question: For feats that require the ability to turn undead/channel energy, does Opportunistic Piety count as having it? You probably adjudicated this a million years ago somewhere else, but I wanted to check here.
Opportunistic Piety (Su): Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can spend 1 inspiration point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have inspiration points left to spend. If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your factotum level + your Int modi?er. The energy will also deal the same amount of damage to undead targets.
As an example of something that requires this:
Divine Might
( Complete Warrior, p. 106)
[Divine]
You can channel energy to increase the damage you deal in combat.
Prerequisite
Power Attack (PH) , STR 13, turn or rebuke undead ability,
Benefit
As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
It does not.
rats
Kreios reaches level 3.
<Kreios> roll 1d10+2 Level 3 HP
Kobot> Kreios rolled 1d10+2 Level 3 HP --> [ 1d10=2 ]{4}
21+4 = 25 Hit points.
Swashbuckler 3 and Archivist 3.
Skills: +9 total, Concentration/K:A/D/N/P/Spellcraft.
Ref: +1.
Archivist:
Dark Knowledge: +1 use.
2nd level spells: +2 slots/day.
Swashbuckler:
Insightful Strike
Lvl 3 Feat:
Reach Spell
For the moment this game will tentatively continue, but we'll see how I hold up. (See my post in JC adventures if you haven't.)
Diving line between Fitz's game and the new game.
Doing some clean up and prep for the new game, don't mind me.
A new game, a new nagging.
I'm working on a simple map for this game as well as some background information. Here's a not done preview but I probably won't get it done today. I am working away and hope to get something more substantial posted Monday.
https://i.imgur.com/0mgJZMT.jpg
Character sheets topic is up. On a related subject, how's your sheet going, Cor?
19:04 <Corwin> Set1
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=3 ]{3}, [ 1d6=2 ]{2}, [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=4 ]{4}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=3 ]{3}, [ 1d6=2 ]{2}, [ 1d6=3 ]{3}, [ 1d6=5 ]{5}, [ 1d6=3 ]{3}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=2 ]{2}, [ 1d6=3 ]{3}, [ 1d6=3 ]{3}, [ 1d6=1 ]{1}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=1 ]{1}, [ 1d6=1 ]{1}, [ 1d6=2 ]{2}, [ 1d6=5 ]{5}, [ 1d6=3 ]{3}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=1 ]{1}, [ 1d6=3 ]{3}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=5 ]{5}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}
19:04 <Corwin> Set2
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=5 ]{5}, [ 1d6=5 ]{5}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=6 ]{6}, [ 1d6=3 ]{3}, [ 1d6=2 ]{2}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=6 ]{6}, [ 1d6=4 ]{4}, [ 1d6=1 ]{1}, [ 1d6=5 ]{5}, [ 1d6=3 ]{3}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=6 ]{6}, [ 1d6=1 ]{1}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=5 ]{5}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=2 ]{2}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}
19:04 <Corwin> roll 5#1d6
19:04 <Kobot> Corwin rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=2 ]{2}, [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=3 ]{3}
19:06 <•Kotono> How do they total up?
19:08 <Corwin> 9, 11, 10, 10, 13, 17 vs 17, 15, 15, 17, 15, 13
How do Thursdays and Saturdays strike you to game on, Cor? Say noon to 3 PM my time, see how that works for us. Does that work for you?
Sure, that works.
Cool. Session 1 will be Thursday, October 26th at noon.
Ok
Does Brains over Brawn add Int to Init?
Yes, it's why Sylvie's init is so good.
[19:59] <Kotono> roll 5#1d6 example
[19:59] <Kobot> Kotono rolled 5#1d6 example --> [ 1d6=2 ]{2}, [ 1d6=5 ]{5}, [ 1d6=1 ]{1}, [ 1d6=1 ]{1}, [ 1d6=5 ]{5}
[19:59] <Kotono> 12? Oh Kobot, glad that's the demo.
[20:01] <Nephrite> roll 5#1d6
[20:01] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=1 ]{1}, [ 1d6=3 ]{3}, [ 1d6=5 ]{5}
[20:01] <Nephrite> roll 5#1d6
[20:01] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=4 ]{4}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=4 ]{4}
[20:01] <Nephrite> roll 5#1d6
[20:01] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=6 ]{6}, [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=2 ]{2}
[20:01] <Nephrite> roll 5#1d6
[20:01] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=3 ]{3}, [ 1d6=5 ]{5}, [ 1d6=5 ]{5}
[20:01] <Nephrite> roll 5#1d6
[20:01] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=2 ]{2}, [ 1d6=4 ]{4}
[20:01] <Nephrite> roll 5#1d6
[20:01] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=1 ]{1}, [ 1d6=2 ]{2}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}
[20:02] <Kotono> 14, 14, 13, 16, 15, 13.
[20:02] <Nephrite> not awful, middling, but not awful
[20:02] <Kotono> Very middle of the road first set.
[20:02] <Nephrite> roll 5#1d6
[20:02] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=6 ]{6}, [ 1d6=5 ]{5}, [ 1d6=2 ]{2}, [ 1d6=6 ]{6}
[20:02] <Nephrite> roll 5#1d6
[20:02] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=3 ]{3}, [ 1d6=3 ]{3}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}
[20:02] <Nephrite> roll 5#1d6
[20:02] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=3 ]{3}, [ 1d6=2 ]{2}
[20:02] <Nephrite> roll 5#1d6
[20:02] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=3 ]{3}, [ 1d6=1 ]{1}, [ 1d6=6 ]{6}, [ 1d6=6 ]{6}, [ 1d6=4 ]{4}
[20:02] <Nephrite> roll 5#1d6
[20:02] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=5 ]{5}, [ 1d6=3 ]{3}, [ 1d6=6 ]{6}, [ 1d6=5 ]{5}, [ 1d6=2 ]{2}
[20:02] <Nephrite> roll 5#1d6
[20:02] <Kobot> Nephrite rolled 5#1d6 --> [ 1d6=4 ]{4}, [ 1d6=2 ]{2}, [ 1d6=4 ]{4}, [ 1d6=5 ]{5}, [ 1d6=5 ]{5}
[20:02] <Kotono> 17, 13, 15, 16, 16, 14.
[20:03] <Kotono> Just flat better.
I am taking set 2 because I understand how numbers work.
Devar reaches level 4!
[13:26] <Devar> roll 1d10+4 Level 4 HP
[13:26] <Kobot> Devar rolled 1d10+4 Level 4 HP --> [ 1d10=2 ]{6}
26+6=32 HP
Paladin 4 and Wizard 2
All skills go up by 1
+1 Charisma for 20 Charisma, this boosts all the various Paladin things.
1d6 channel energy, 8 times a day
2 level 1 spells per day, CL=2
+1 BAB and +1 Fort (on top of the +1 from Charisma)
+1 Level 0 and Level 1 Wizard spells.
Anne's done as is a custom PrC for her (well the first draft anyway) once she hits level 6. Sanda's next, she'll be done tonight or more likely tomorrow. I'll post then, I want Sanda to be posted first even though I worked Anne out first.
Custom PrC is up. I'll work on Sanda tomorrow and get her+Anne posted.
Sanda reaches level 5!
- Wizard 5 and Duskblade 5.
- 4 on a d8 for a total of 7 hit points and a grand total of 39 hit points.
- +1 BAB for a total of +5.
- Gains 5th level wizard spellcasting. This is 2 3rd level spells, she selects greater mage armor and vampiric touch. The latter's as close to healing as she can get.
- Gains quick cast 1/day. A nice emergency option for her whens he needs it.
- Gains 5th level duskblade spellcasting. Her new spell is dimension hop as small teleportation is useful.
- No change to saves.
- Skills go up as normal.
- Weapon Focus (Quarterstaff) as her W5 feat from Combat Wizard.
I apologize for how long this is going to be.
Is it fair to say at this point the cast could learn some sanctified spells? I think we've fought enough undead to have some built up good-guyness.
Assuming we can do that, Devar's going to make sure he gets Luminous Armor written in his spellbook, and probably avail himself of the temple of Mystra to write as many spells as they have into it since it's a good time to do that.
I'm also going to be swapping Devar's first level feat (assuming there's no problem doing so) to the following:
Eldath's Peace
While you do not necessarily have to take a vow of nonviolence or peace to serve The Quiet One, She gives you the ability to use your force of personality instead of your fists.
Prerequisite: Eldath as a deity, cha 13, must be taken at or before the first monk level
Benefit: You use your charisma modifier instead of wisdom for all monk abilities.
Devar Reaches Level 5!
Paladin 5 and Wizard 3.
[15:10] <Devar> roll 1d10+4 Level 5 HP
[15:10] <Kobot> Devar rolled 1d10+4 Level 5 HP --> [ 1d10=8 ]{12}
Devar's HP rises from 35 to 47.
Gets a second use of Smite Evil!
He will take the Celestial Wings ACF and not gain a mount and instead gain wings that grant a fly speed of 50ft (good).
BAB goes up by 1 to 5 and skills go up, nothing noteworthy there, no new Paladin spells or anything.
He does gain access to 2nd level Wizard spells, which will come in handy.
Anne reaches level 5!
- Cleric 5 and Paladin 1. Debated it, decided a dip is worth it for her. Probably two levels for the save bonus. She'll also take the Inquisitor variant.
- 9 on a d10 for a total of 12 hit points and a grand total of 60 hit points.
- +1 BAB for a total of +5.
- +1d6 to channel energy. Obviously big for her.
- Gains 5th level cleric spellcasting. That's 2 3rd level spells plus her 3rd level domain spell. Anne goes with (Heroism), Cure Diseasex2. This will change later but for now it's needed.
- Gains aura of good, which is irrelevant as she's already a cleric.
- Gains detect evil. A useful tool for what it is.
- Gains a daily use of smite evil. A nice trump card for her but not much else.
- Gains favored enemy (undead). Inquisitor trades three things that are pointless for her and gives her a nice bonus in favored enemy, so she's all over it.
- +2 fort from paladin. Highly appreciated right now.
- Skills go up as normal.
Quote from: Nephrite on September 26, 2024, 04:52:49 PMI apologize for how long this is going to be.
Is it fair to say at this point the cast could learn some sanctified spells? I think we've fought enough undead to have some built up good-guyness.
I don't have any objection. However, hold off on adding any spells (beyond any granted by your level up) for the moment, as there's going to be some discussion of Mystra's temple.
QuoteI'm also going to be swapping Devar's first level feat (assuming there's no problem doing so) to the following:
Eldath's Peace
While you do not necessarily have to take a vow of nonviolence or peace to serve The Quiet One, She gives you the ability to use your force of personality instead of your fists.
Prerequisite: Eldath as a deity, cha 13, must be taken at or before the first monk level
Benefit: You use your charisma modifier instead of wisdom for all monk abilities.
I'm okay with it.
Quote from: Anastasia on September 26, 2024, 06:16:34 PMQuote from: Nephrite on September 26, 2024, 04:52:49 PMI apologize for how long this is going to be.
Is it fair to say at this point the cast could learn some sanctified spells? I think we've fought enough undead to have some built up good-guyness.
I don't have any objection. However, hold off on adding any spells (beyond any granted by your level up) for the moment, as there's going to be some discussion of Mystra's temple.
QuoteI'm also going to be swapping Devar's first level feat (assuming there's no problem doing so) to the following:
Eldath's Peace
While you do not necessarily have to take a vow of nonviolence or peace to serve The Quiet One, She gives you the ability to use your force of personality instead of your fists.
Prerequisite: Eldath as a deity, cha 13, must be taken at or before the first monk level
Benefit: You use your charisma modifier instead of wisdom for all monk abilities.
I'm okay with it.
Noted and no problem, I'll just leave them blank for now.
This is really just a modification of what we talked about, but it changes it from a feat tax to an ACF. I think it's something people who take a Vow of Nonviolence might consider. It's certainly a loss in combat power, but not every character is combat focused.
Alternate Class Feature
Eldath's Quiet Fists
Many of those who follow the path of The Quiet One wish to fight with words instead of weapons, especially a flurry of them.
Class: Monk
Deity: Eldath
Level: 1st
Replaces: If you select this alternate class feature, you do not gain flurry of blows or its improvements.
Benefit: You may use your charisma modifier instead of Wisdom for all monk abilities, if it is higher. At 11th level, you gain a bonus to Diplomacy checks equal to one-half of your Monk level.
Factotum 5//Monk 5
18:14 <Skaya> roll 1d8 lvl5 hp
18:14 <Kobot> Skaya rolled 1d8 lvl5 hp --> [ 1d8=6 ]{6}
Aside from gaining 8 hp, Skaya gains Opportunistic Piety. Flurry penalty is reduced to -1. +1 inspiration point, arcane spell emulation goes to lvl2 (I'm going to go with Mirror Image and False Life by default), AC bonus from monk raises by 1, Purity of Body gained (both too late to be of use and too weak to have been useful in the first place). +BAB, but saves or feats are next level.
A judgment call came up for one of Anne's vows, so I made a ruling. It's crossposted here since it may matter for loot one day.
Anne has taken a vow to tend to the poor. While she is not under a vow of poverty, she has promised to use her skills to provide for the lowest in society. She must uphold this whenever possible and spend at least 50% of her income on support for the poor. Likewise, she honors this vow by serving at an orphanage. Through this vow she spreads hope in a better tomorrow for those who otherwise would have none.
Additionally, Anne has taken a vow of chastity until marriage. Should she marry and start her own family, she is eligible to have her vows reviewed and changed. Anne has no plans to marry as of now, though the option is left open for the future.
These vows provides Anne relatively few restrictions on her behavior, but in exchange is a large drain on her finances.
Ruling One: When selling things previously purchased from funds already reduced by donations, Anne is not obligated to give 50% of those funds to the poor. It's to prevent situations where she's double taxed on the same income. She may still in some cases as she sees fit. This ruling may be revised if it comes to violate the spirit of Anne's vow or otherwise be detrimental to it.
I am trying to create a few extra Abjuration spells for down the line use.
Greater Shield
Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
This spell functions like shield, except the armor bonus increases to +8.
Greater Deflect
Abjuration [Force]
Level: Duskblade 4, Sor/Wiz 4, Spellthief 4
Components: V,
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round or until discharged
This spell functions like lesser deflect, except that you gain a shield bonus to AC equal to your caster level against the next attack made against you before the end of your next turn.
Quote from: Nephrite on September 27, 2024, 06:33:17 PMThis is really just a modification of what we talked about, but it changes it from a feat tax to an ACF. I think it's something people who take a Vow of Nonviolence might consider. It's certainly a loss in combat power, but not every character is combat focused.
Alternate Class Feature
Eldath's Quiet Fists
Many of those who follow the path of The Quiet One wish to fight with words instead of weapons, especially a flurry of them.
Class: Monk
Deity: Eldath
Level: 1st
Replaces: If you select this alternate class feature, you do not gain flurry of blows or its improvements.
Benefit: You may use your charisma modifier instead of Wisdom for all monk abilities, if it is higher. At 11th level, you gain a bonus to Diplomacy checks equal to one-half of your Monk level.
We'll give it a try with you and see how it goes.
Quote from: Nephrite on October 01, 2024, 12:21:23 PMI am trying to create a few extra Abjuration spells for down the line use.
Greater Shield
Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
This spell functions like shield, except the armor bonus increases to +8.
Greater Deflect
Abjuration [Force]
Level: Duskblade 4, Sor/Wiz 4, Spellthief 4
Components: V,
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round or until discharged
This spell functions like lesser deflect, except that you gain a shield bonus to AC equal to your caster level against the next attack made against you before the end of your next turn.
Shield's bonus for 2 levels is too high. For example, Greater Mage Armor goes from +4 to +6 from 1st to 3rd level. That aside, I don't want to start escalating armor class too high right now. Shield's also a shield bonus to AC, not armor, those are distinct bonus types. It also increases the duration notably, so I'm going to reject that one.
I'm also going to say no to the second spell. Let's see how well you do with baseline deflect before we roll out a stronger version.
That's fine - I can always come up with them later down the road as needed.
Loot! Loot! Loot! Loot!
Mettle is powerful, but generally speaking most classes can get it at Level 7-9ish via PrCs. I don't think most people would take this, but I also don't think most people would take that many levels of Knight, either...
Alternate Class Feature: Protected by the Grove
Knights of Eldath sometimes choose to protect themselves against magic with their willpower, rather than protecting themselves from attacks with armor.
Class: Knight
Deity: Eldath
Level: 4th
Replaces: If you select this alternate class feature, you do not gain armor mastery (medium) or armor mastery (heavy).
Benefit: You are able to shrug off the effects of most magic. You gain the benefits of the Iron Will feat. If you already have it, you may select another feat. At 9th level, you gain the mettle Supernatural ability.
Congratulations, it's level up time! The party goes from level 5 to level 6. Choose your next level wisely.
Additionally, each of you have the Sphere of the Elements. Bear in mind that the level adjustment of that template has to be paid off as racial hit dice. If you choose to use your sphere now, it can be done before or after you level up, as you prefer.
There's a lot of elementals out there, including para and quasi elementals. Bear in mind that not all have 3.5 or even 3.0 templates. If you're interested in one that lacks a 3.5 template, talk to me and we'll go over it. I'll make one for you if necessary, but only one and only once you've chosen one you really want. This will come after discussion so there shouldn't be any surprises.
I would be curious in the following:
Radiance
Positive
Astral (?? it is a plane!)
Astral doesn't have elementals so that's out.
For positive there's the vivacious creature template, which has some issues and is a big commitment. To be honest I'm on the fence of allowing it anyway since the incorporeality is a big issue.
Radiance is fire and positive energy, so probably similar to half fire elemental, but more light. Blindness/light immunity in place of fire immunity. Probably tweaks to the SLAs to fit as well.
I'd be fine with something like vivacious creature, just without the incorporeality, if you wanted.
I think the homebrew healer I did has that as a capstone, actually. Go check that and see what it does for that and report back.
Yes, I'm tired after swimming and delegating ruthlessly. It's in homebrew.
So just to have it all in one place:
Size and Type: The creature's type changes to outsider. Not native outsider - https://www.d20srd.org/srd/typesSubtypes.htm
Important bits about outsiders:
Darkvision to 60 ft, don't need to sleep, eat. Die when they are killed.
Speed: A vivacious creature gains a fly speed equal to its base land speed with perfect maneuverability.
Armor Class: Gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Special Attacks: A vivacious creature retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. It also gains the following special attack.
Positive Energy Ray (Su): A vivacious creature can fire a positive energy ray once every 1d4 rounds with a range of 60 feet.
With a successful ranged touch attack, the vivacious creature infuses a target with positive energy equal to 1d4 + its Cha modifier. This attack damages undead and heals living creatures. Creatures that exceed their full normal hit points from this effect need to make Fortitude saves as if in a positive-dominant environment.
Special Qualities: A vivacious creature has all the special qualities of the base creature. In addition, it gains the following special qualities.
Fast Healing (Ex): Vivacious creatures regain hit points at a rate of 5 hit points per round.
Limited Spell Resistance (Negative Energy) (Ex): A vivacious creature has spell resistance equal to 15 + Hit Dice (maximum 35) against any spell or spell-like ability that uses negative energy, including inflict spells.
Positive Energy Aura (Su): Any living creature within 10 feet of a vivacious creature gains 1 hit point per round due to the aura of positive energy surrounding it. Creatures that exceed their full normal hit points from this effect need to make Fortitude saves as if in a positive-dominant environment. Creatures with immunity to positive energy effects, as well as other vivacious creatures, are not affected by this aura. If conscious, a vivacious creature can suppress this aura as a free action.
Abilities: Increase from the base creature as follows: Constitution +2, Charisma +2.
Level Adjustment: Original LA is +5, you could probably reduce it to 4 since you're losing out on a lot of the better stuff?
Since Rina's made her mind up already, she's going to use the Sphere of Elements and become half fire elemental as well as reach level 6. She'll do it before she levels and start paying off the +3 LA immediately.
Rina reaches level 6!
- Half Fire Elemental 1 and Scout 6.
- Rolls a 5 on a d8 for a total of 11 hit points and a grand total of 73 hit points.
- +1 BAB for a total of +6.
- Gains flawless stride. Mildly useful.
- All saves rise by two.
- All skills go up as normal.
- Darkstalker(6) as her new feat. She needs it sooner or later, so may as well get it now.
Now for the Half Fire Elemental template.
- Type changes to outsider.
- Gains darkvision 60ft. A useful pickup.
- No longer needs to eat, drink or sleep. Breathing's somewhat optional for Balmuria outsiders, this is something outsiders shed sooner or later, and stronger ones never need to in the first place. With Rina's lungs air's likely to soon become a suggestion rather than a need.
- Gains the fire subtype.
- Gains immunity to fire.
- Gains vulnerability to cold. Yuki-Onna's Sword gives resistance 10 to cold, which certainly helps mitigate that.
- +1 bonus to natural armor. More AC helps her as always.
- +4 Dex. A big gain for her considering she uses weapon finesse and has evasion.
- +2 Int. Not huge for her but it lets her grab and max another skill. She takes Knowledge(Geography).
- +2 Cha. Not huge for her again, but a larger bonus opens up some possibilities down the line.
- Gains 3 SLAs she already has. The daily uses stack so she has 2/day of burning hands, produce flame and flaming sphere.
Anne's going to take her level up before deciding on the sphere, so let's get that out of the way.
Anne reaches level 6.
- Lifespark 1 and Paladin 2.
- 2 on a d10 for a total of 5 hit points and a grand total of 65 hit points.
- +1 BAB for a total of +6.
- DC of channel energy rises by 1.
- Gains improved radius (10ft). One of those useful when you need it abilities, but really needs the next level in Lifespark to shine.
- Gains a new 2nd and 3rd level spell slot. She adjust things and notably loads up remove blindness/deafness for obvious reasons.
- Gains divine grace. +3 to all saves is nice and that'll improve in time. As usual it's a good pickup.
- +1 fort saves.
- Skills go up as normal.
- Touch of Healing(6) as Anne's new feat. Let's be honest, she's the healer and she knows it, so this is emergency healing or cheap ways to heal up when serious damage has been taken. The +1 healing CL on top of it is nice.
Okay, I thought about it and let's not do the positive/negative planes. Vivacious is just more than I want to wrangle here. These templates are already a big gain.
Okay, on reflection Anne realizes this is too much of a once in a lifetime chance and uses her sphere. She'll go with Half Air Elemental.
- Type changes to outsider.
- Gains darkvision 60ft. A useful pickup.
- No longer needs to eat, drink or sleep. Breathing's somewhat optional for Balmuria outsiders, this is something outsiders shed sooner or later, and stronger ones never need to in the first place. As half air elemental, this is likely almost immediate for Anne, as she's part air. Even if she still needs some, she's her own supply.
- Gains the air subtype.
- Gains a fly speed of 60ft (perfect). Not a fast one since she's only half air elemental, but fly speeds are generally higher than land speeds.
- +1 natural armor, more AC is always nice.
- +2 Dex. It's okay for her, more init and ref is good.
- +2 Int. Her new skill is Knowledge (Arcana).
- +2 Wis. Huge for her all things considered. Also another second level spell, which for the moment she slots in another lesser restoration.
- +2 Con. Sure, why not?
- +2 Cha. This boosts turning with both another turn per day and with another +1 to the DC.
- Immunity to disease. This saves her a level of paladin.
- Immunity to cold. This is a strong pickup.
- Gains the following SLAs 1/day: Obscuring Mist, Wind Wall, Gaseous Form.
So as part of this, I'm considering redoing Devar from the ground up so he'd look more like this:
Pal 2/Half Lightning (Storm?) Elemental 2/Monk 2//Wizard 5/Abjurant Champion 1
He'd buy off the last level of the Lightning Elemental at 7.
The downside here is he loses aura of courage and divine health, but the latter is rather moot with the disease immunity anyway.
The other thing he loses out on is the channel energy, but I'm not sure that's really important, given Anne's general focus on it and the fact that we have two lesser vigor wands and also a boat load of money to probably be able to buy something like some magic item that can cast mass lesser vigor once or twice a day or something.
I'm open to opinions and thoughts on this - I haven't fully decided what I'm doing yet so wanted to just post about it first.
The bigger question is, really, can you offload the outsider levels to the time before you got the outsider transformation artifact rather than lvl6+?
On the issue of healing loss, that's not a problem since we can buy more wands.
I've got a question of my own. If I keep it simple, Water or Air are really the best choices for me. If I pick the same Air option as Anne, how would the fly speed mesh with my wings? Hopeful for exciting interactions rather than just overwriting the bird wings altogether with superior Air elemental flight.
Quote from: Corwin on March 28, 2025, 04:33:10 AMThe bigger question is, really, can you offload the outsider levels to the time before you got the outsider transformation artifact rather than lvl6+?
It's been done in rebuilds in previous Balmuria games. I used to insist the LA be paid immediately. I'm not interested in rebuilding any NPCs for this so they'll pay it off in the future.
On a related subject, debating how Sanda's going to use the sphere. Anyone have a suggestion?
Quote from: Corwin on March 28, 2025, 04:35:55 AMI've got a question of my own. If I keep it simple, Water or Air are really the best choices for me. If I pick the same Air option as Anne, how would the fly speed mesh with my wings? Hopeful for exciting interactions rather than just overwriting the bird wings altogether with superior Air elemental flight.
Quite probably, but it's one of those you don't know until you try it things.
Anne probably would've done that if she wasn't so conservative about these things.
I had considered keeping Devar's wings but it's a big investment in terms of levels versus just using the pendant and seeing what happens.
Sanda? Well, there are several options. Really, none of them are bad, but the main two as I see it are Water, which gives her the narrative ability to overcome her limp, plus it raises her casting and allows her to use Water Breathing. Air is somewhat better than Water, but in Sanda's case she'd prefer to have +str over +dex, and we have the pendant to give her emergency flight if she actually needs it. Another option is Earth, especially since the gift is said to be with as few demerits as possible. I'd presume that the -2 Dex is mitigated, and that boosts Sanda's Str and Con a lot, giving her the ability to be the muscle wizard she truly is. +3 Natural Armor, too, though no +Int. Yeah, go with Water, Sanda.
For myself, I'm leaning towards Air.
Re: Devar, I'd agree that losing the wings is what hurts the most, not the turning or the paladin heals. But we do have some very nice bird wings!
I was aiming for Factotum//Monk thus far, but if we're getting fun templates maybe I should reconsider. Is Chameleon open? And if so, I can take Able Learner and go for it? Actually, how would that feat work with our Pathfinder-style skills?
Yeah If we didn't have something to offer the fly speed I'd just leave it alone since having any form of flight has been Strong.
Quote from: Corwin on March 28, 2025, 10:39:28 AMSanda? Well, there are several options. Really, none of them are bad, but the main two as I see it are Water, which gives her the narrative ability to overcome her limp, plus it raises her casting and allows her to use Water Breathing. Air is somewhat better than Water, but in Sanda's case she'd prefer to have +str over +dex, and we have the pendant to give her emergency flight if she actually needs it. Another option is Earth, especially since the gift is said to be with as few demerits as possible. I'd presume that the -2 Dex is mitigated, and that boosts Sanda's Str and Con a lot, giving her the ability to be the muscle wizard she truly is. +3 Natural Armor, too, though no +Int. Yeah, go with Water, Sanda.
For myself, I'm leaning towards Air.
Re: Devar, I'd agree that losing the wings is what hurts the most, not the turning or the paladin heals. But we do have some very nice bird wings!
Water or Ice are what I have in mind for Sanda. I'm not sure how either help with her limp, though.
Quote from: Corwin on March 28, 2025, 11:15:14 AMI was aiming for Factotum//Monk thus far, but if we're getting fun templates maybe I should reconsider. Is Chameleon open? And if so, I can take Able Learner and go for it? Actually, how would that feat work with our Pathfinder-style skills?
Sylvie was grandfathered into chameleon after I realized how nuts it was in gestalt. I'd have to have a good reason to let someone else take it, but I'm willing to listen at least.
I treated Able Learner as a feat tax and nothing more for Sylvie, and didn't think further about it.
What would be the difference between Water and Ice, mechanically? And I thought of Ice as well, since a nice elemental offered to teach Sanda Ice magic (as a human pet, probably). Just wasn't sure what Ice would be, and didn't want you to work at making something that may not be needed.
As for the limp, once Sanda has a physical uplift across the board, that's narrative opportunity to say she's overcome the past injury that caused it. Sanda has Dex 10 which is normal, but if she specifically needs higher Dex to be cured, she can just go Air and also gain nice flight along the way.
Sanda reaches level 6.
- Retraining Insightful Reflexes to Frozen Magic for her 3rd level feat. She'll retake Insightful Reflexes at 6 so this isn't a big deal.
- Frost Mage 1 and Duskblade 6.
- 7 on a d8 for a total of 10 hit points and a grand total of 49 hit points.
- +1 BAB for a total of +6.
- +1 bonus to natural armor. Always a nice upgrade.
- Gains spell power+2. This is strictly okay.
- Gains a new 2nd and 3rd level wizard spell slots. For now they're Acid Arrow and another Vampiric Touch.
- Gains another 1st and 2nd level duskblade spell per day.
- Gains a new duskblade spell known. Sanda goes with See Invisibility.
- +1 all saves.
- Skills go up as normal.
- Insightful Reflexes(6) as Sanda's (not) new feat.
Decent level. More on her template in the next post.
Sanda goes half-water elemental, it's just too big an opportunity.
- Type changes to outsider.
- Gains darkvision 60ft. A useful pickup.
- No longer needs to eat, drink or sleep. Breathing's somewhat optional for Balmuria outsiders, this is something outsiders shed sooner or later, and stronger ones never need to in the first place. Sanda will probably be slowest on this, but she does get to breathe underwater.
- Gains the water subtype.
- Gains the ability to breathe underwater. One of those abilities you really need when you need it.
- Gains a swim speed of 60ft.
- +1 natural armor, more AC is always nice.
- +2 Str. Obviously a useful gain for her.
- +2 Int. Sanda's new skill is Knowledge(A&E). This is also an extra 1st level spell per day/known for both classes.
- +2 Wis. This helps fix a weakness of Sanda's and overall gives her a lot more insight.
- +2 Con. Obviously huge for her and helping her catch up on HP.
- +2 Cha. Not important for Sanda as of now.
- Immunity to disease. No one complains about this after that plague.
- Immunity to water. Niche pickup but it doesn't hurt.
- Gains the following SLAs 1/day: Obscuring Mist, Fog Cloud, Water Breathing.
Additionally, Sanda no longer has the Limp special quality, due to an increase in Constitution and the template added to her.
I think Skaya will replace Kung Fu Genius (lvl1 feat) with the custom Cunning Ascetic feat since it basically does all that but better.
And now the actual build. Factotum 6//Monk 6, let's just stay the course here.
21:47 <Skaya> roll 1d8 hp lvl6
21:47 <Kobot> Skaya rolled 1d8 hp lvl6 --> [ 1d8=5 ]{5}
Bastia's Belt means that Skaya's AC bonus, unarmed damage and speed boost are treated as a monk of five levels higher, so that means Monk 11. AC bonus is 2+Int, unarmed damage is 1d10, speed bonus is +30. Not much changes here.
Fort, Ref and Will all gain +1 from Monk 6, BAB raises by 1, Skaya also gains a new Monk feat (she'll go with Improved Trip). Monk 6 also provides her with Slow Fall 30ft.
Factotum 6... gives nothing. Cunning Knowledge rises from +5 to +6, that's it.
Now let's put the half-Air Elemental template on top of this, and see if the wings combine with the innate flight!
Copied from Anne's post:
- Type changes to outsider.
- Gains darkvision 60ft.
- No longer needs to eat, drink, sleep or breathe.
- Gains the air subtype.
- Gains a fly speed of 60ft (perfect).
- +1 natural armor.
- +2 Dex.
- +2 Int.
- +2 Wis.
- +2 Con.
- +2 Cha.
- Immunity to disease.
- Immunity to cold.
- Gains the following SLAs 1/day: Obscuring Mist, Wind Wall, Gaseous Form.
Give me a fort save, Skaya. It isn't bad if you fail it.
22:34 <Skaya> roll 1d20+9+7 fort
22:34 <Kobot> Skaya rolled 1d20+9+7 fort --> [ 1d20=7 ]{23}
The wings Skaya have evolve and strengthen. They support her flight, which increases the speed of it to 90ft.
Awesome! Does Monk's Fast Movement work on flight?
Monk's fast movement applies to all modes of movement.
Half-Lightning Elemental
Creating a Half-Lightning Elemental
"Half-lightning elemental" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
Size and Type
The base creature's type changes to outsider with the air subtype. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged.
Armor Class
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Special Attacks
A half-lightning elemental retains all the special attacks of the base creature and also gains the following special abilities.
Spell-Like Abilities (Sp)
The base creature gains the following spell-like abilities depending on its total hit dice. Previous levels stack, so a half-lightning elemental with 3 hit dice gains both shocking grasp and lightning arrow. All spell-like abilities may be used once per day. The save DCs are Charisma based.
1-2 hit dice: Shocking grasp.
3-4 hit dice: Lightning arrow (as acid arrow, but electricity damage).
5-6 hit dice Call lightning.
7-8 hit dice: Lightning bolt.
9-10 hit dice: Call lightning storm.
11-12 hit dice: Chain lightning.
13-14 hit dice: Control weather.
15-16 hit dice: Lightning fog (as acid fog, but electricity damage).
17-18 hit dice: Elemental swarm (lightning quasi-elementals only).
19+ hit dice: Plane shift.
Special Qualities
A half-lightning elemental has all the special qualities of the base creature, plus the following special qualities.
- Immunity to electricity and disease.
Abilities
Increase from the base creature as follows: Dex +2, Con +2, Int +2, Wis +2, Cha +2.
Level Adjustment
+3
---
As for the air subtype gains, that'll be the same as what Anne and Skaya got (not counting Skaya's wings, which are a separate enhancement).
Just noting it here that Devar is using the amulet to get his wings back and is hopeful to combine them with his newfound air elemental stuff too!
[18:19] <Devar> roll 1d20+24 fort save
[18:19] <Kobot> Devar rolled 1d20+24 fort save --> [ 1d20=2 ]{26}
That roll works out for you, same speed boost as Skaya got to your fly speed.
Perfect! Okay, so here's the official level up to 6:
There was a bunch of recalculations that happened on the back end, his new spread is the following: Paladin 2/Monk 2/Half Lightning Elemental 1//Wizard 5(Abjuration Specialist)
Devar reaches level 6!
He's buying off his second level of Half Lightning Elemental here and getting his first level of Abjurant Champion on the other side. Next level with be the third level of the Lightning Elemental, then after that Knight.
2 on a d8 for a total of 33 base hit points. With the con bonuses and toughness, this equates to a grand total of 78 hit points.
BAB goes up by 1
Saves go up by 1 at this level
Due to the bonuses from intelligence he gets a new skill, he's going to take Climb on the incredibly insane off-chance he can't fly again. He learned his lesson.
Due to the recombobulating, he's gained third level Wizard spells, which he's just putting into Dispel Magic for the time being. If Sanda has any suggestions he's happy to take them.
Abjurant Champion gives +1 bonus to all the armor-granting spells and also Extended Spell to them.