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The Inquisitives Rhakir's PBEM game.

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  #1  
Old 12-07-2011, 01:10 AM
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Default Character for a PBEM Campaign (3.5 Pathfinder, 4th Level)

Magus 1/Elf Paragon 3 (resuming Magus going forward; Magus is his favored class)

Str 14 - 1 (age mod): 13 (+1)
Dex 17 +2 (Elf) -1 (age mod): 18 (+4)
Con 15 -2 (Elf) -1 (age mod): 12 (+1)
Int 15 +2 (Elf) + 2 (Elf Paragon) +1 (age mod): 20 (+5)
Wis 14 +1 (4th lvl bump) +1 (age mod) (+2): 16 (+3)
Cha 10 +1 (age mod): 11 (+0)

+1 to one stat; 4th level bump, +2 to Int and Dex, -2 to Con; 1st level Elf bonus, +2 Int Elf Paragon bonus; -1 to Str, Dex, Con, +1 to Int, Wis, Cha (age modifiers)

FORT: +3 (base): +1 (Con mod): +4
REF: +3 (base) +4 (Dex mod): +7
WILL: +3 (base) +3 (Wis mod): +6

HP: 8 (max first level hp) + 5 + 5 + 5 (1/2 d8 +1 per level) + 1 x 4 (Con bonus): 27 hp total

BAB: +2

Elven Courtblade (1d8/1d10; 18-20/x2; 6 lb.; P and S; Two-handed weapon; Finessable)
+2 (BAB) + 1 (Weapon Focus) + 4 (Dex mod) +1 (Masterwork): +8 to hit, +1 damage

AC: 10 +4 (Dex mod)

Init: +4 (Dex mod)

Move: 30 (base)

Skill Points:

First level: 2 (class) + 5 (Int mod) + 1 (favoured class bonus) x 4 (1st level): 32
Levels 2: 2 (class) + 5 (Int mod): 7
Level 3: 2 (class) + 5 (Int mod): 7
Level 4: 2 (class) + 5 (Int mod): 7
53 total (8 skill points per level going forward, presuming Magus levels)

Class Skills:

Magus

Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)

Elf Paragon

Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)

note: no bonus for overlapping class skills, but also, once a class skill, always a class skill

Consolidated Class Skill List (reconciled with PF skill categories):

Acrobatics, Climb, Craft (any), Diplomacy, Fly, Intimidate, Knowledge (any), Perception, Profession, Ride, Spellcraft, Stealth, Survival, Swim, Use Magic Device

Languages: Common, Elven (starting languages), Draconic, Goblin, Gnome, Dwarven, Daelkyr (bonus languages for Intelligence score).

Feats: 1 (starting), 1 (lvl 3)

Candidate Feats: Weapon Finesse, Combat Casting (+4 to Concentration checks for spellcasting in melee)

Bonus Feats: Weapon Focus (Elven Courtblade)


Racial Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Elf Paragon Abilities:
Elfsight: An elf paragon has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Resist Enchantments: An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.
Weapon Focus: At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must apply to either the rapier, longsword, shortsword, shortbow, longbow, composite shortbow, or composite longbow. [presumably, this list would also include “elven” designated weapons]
Ability Boost: At 3rd level, an elf paragon's Intelligence score increases by 2 points.

Magus Abilities:

Arcane Pool: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonusfor 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spells per day:

Cantrips ability - can prepare the listed number of cantrips, but they can be cast repeatedly without being expended.

Note: Has 1 level of Magus and 2 additional spell-casting levels from Elf Paragon -- spells known, caster level and spells per day are Level 3.

0 (Cantrips): 4
1: 3 base + 2 (Int mod): 5
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  #2  
Old 12-07-2011, 01:22 PM
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What I'm looking for is help with feat selection and skill point distribution.

Anybody?
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"Jerusalem is not a settlement."
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Old 12-08-2011, 10:00 AM
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Chimaera Chimaera is offline
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Well, there are two feats already there -- you've got two feats to pick and those strike me as the most relevant ones for your character: Weapon Finesse (for obvious reasons) and Combat Casting, to further enhance your melee spellcasting ability.

In terms of skills, those kind of depend on your character concept, to some degree. You've got 53 ranks to spend total, with 8 ranks per level going forward. If I were you, I would figure out the minimal set of 8 skills you want to keep maxed from your list of consolidated class skills and start with those. With 53 ranks and maximum of 4 ranks per skill as a cap, you've got 13 skills you can have maxed, with one rank left over. Given how much you like languages, toss the spare point into Linguistics and pick up another language. From your class list, max your set of 8 "keep maxed" skills (32 ranks worth) and then spread around the remaining 20 ranks (53 - 1 for Linguistics, -32 for your core skills). That's either 5 more skills maxed out at 4th level or more skills at lower ranks.

Interestingly, I don't see Concentration on your list. I'll double-check the PFOGC and see what that's all about, but it should definitely be on your core list. If you flesh out a little bit more about your character, skill selection should be more straightforward.
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Old 12-08-2011, 02:57 PM
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Pathfinder doesn't have Concentration as a skill you can add ranks to anymore. Instead, it is wrapped into the section on Concentration Checks and Casting Spells.
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Old 12-08-2011, 03:07 PM
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All the better, then; the Combat Casting feat remains relevant, but that's one less thing to worry about sinking skill ranks into.

Personally, I would keep Stealth, Perception, Spellcraft and Acrobatics maxed. That's 16 ranks spoken for -- the rest really do depend on character specifics.
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Old 12-09-2011, 01:05 AM
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Is the sword capable of being wielded one-handed or must it always be held in two hands?
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Old 12-09-2011, 08:26 AM
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Quote:
Originally Posted by Mouser View Post
Is the sword capable of being wielded one-handed or must it always be held in two hands?
I believe it can be wielded either way, but I'll have to double-check.
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Old 12-09-2011, 11:41 AM
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Bah! I can't believe I missed that; it is in fact a two-handed weapon and as such is not an appropriate weapon for your character, in that you need a hand free for your mixed melee and spellcasting. Mea culpa and grovelling apologies.
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Old 12-12-2011, 04:56 AM
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Quote:
Originally Posted by Chimaera View Post
Bah! I can't believe I missed that; it is in fact a two-handed weapon and as such is not an appropriate weapon for your character, in that you need a hand free for your mixed melee and spellcasting. Mea culpa and grovelling apologies.
*grumble*

I'm having trouble with my spell selections.

All of the 0 level spells call to me.

Shield and Mage Armor and Magic Missile are required.

Obscuring Mist and Alarm could be useful on campaign.

Expeditious Retreat, Feather Fall, and Jump would also be useful.

I don't get any 2nd level spells until next level.

Magic items.

Mithral shirt - 1100
Handy Haversack - 2000

Traits:

Heirloom Weapon
Warrior of Old
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"Great Marine commanders, like all great warriors, are able to kill that which they love most - their men."
-Cpt. Nathaniel Fick, USMC (ret.)

"Jerusalem is not a settlement."
-Prime Minister Benjamin Netanyahu

"Give a man a fire and he'll be warm for a day, but set a man on fire and he'll be warm for the rest of his life."
-Terry Pratchett
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Old 12-12-2011, 03:54 PM
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All 0 level spells are automatically in the Magus's spellbook.

With 3 caster levels, he should have a minimum of 9 spells in his spellbook (Base 3, +2 INT, +2 @ 3rd level, +2 @ 4th level). Given the researching nature of his background you mentioned to me, I will allow you to roll 3d4 to determine how many additional spells the character has acquired.

All of the spells you mentioned are good for the Magus. Feather Fall is almost essential for living in the City of Towers. If you don't take it as one of your nine, I'd take it as part of the bonus allotment.

Some other spells of interest on the Magus Spell list: Corrosive Touch is interesting from the perspective that most foes (living or not) can be damaged by acid. Hydraulic push is interesting for the novelty of water being used to bull rush opponents. Stone fist is cool if you want or need to go hand-to-hand with the Magus.
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