Oh, that's where you want to be, I forgot my compass directions for a second. I swear it won't happen again.
The hours of anguish and effort left Archival in a sheen of sweat. He felt unnaturally surrounded by waist high grass, mountains to the east, the low hanging sun to the west, three centaur corpses and a fresh grave. The only escape routes were the road, some few hundred feet north, or the river to the south. However south is also where the tracks headed.
Caelum points out a figure to the south, another centaur stands atop a cliff 800 feet away. This one is stockier, shaved and bearded and wears much armour and jewellery. The dead centaurs look smaller, younger, and have wild hair and no jewellery. In fact, they all look feminine. The figure simply stands there, watching from afar.
And with that you can post your reply in the prologue thread at Source 2j. If you decide to push your horse to get to Restov quickly include Forced March checks.
With the experience points Theaton now has over 6,400 so he has leveled up to level 4 ranger. I added +1 to wisdom and added 6 points in skills. I also adjusted my hit points to be 5 +1 for constitution thus +6 so now at 33. It also says I can get a animal companion as like a druid. Can a wolf come join and be my companion? Here is the character sheet for level 4
Theaton
Male Half-Elf Ranger 4 | [Neutral Good]
Description
Age 23
Looks Blonde hair, Blue eyes
Height/Weight 5' 6" Tall, 145 lbs. (Medium)
Representing Kntoran
Strength 13 (+1) Hit Points: 33 Current HP: 33
Dexterity 12 (+1)
Constitution 13 (+1)
Intelligence 10 (+0)
Wisdom 16 (+3)
Charisma 10 (+0)
Initiative +1 +2 +1 = 4 (Dexterity, elvan reflex and survivor)
Skill focus will be tracking first choice or wilderness survival as second choice not sure which you would allow.
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics*+1 = [Dexterity] 1+0+0
Appraise+0 = INT 0+0+0
Bluff+0 = [Charisma] 0+0+0
Climb*+8 = [Strength] 1+4+3
Craft+0 = INT 0+0+0
Diplomacy+0 = [Charisma] 0+0+0
Disable Device*" +1 = [Dexterity] 1+0+0
Disguise+0 = [Charisma] 0+0+0
Escape Artist*+1 = [Dexterity] 1+0+0
Fly*+1 = [Dexterity] 1+0+0
Handle Animal" +0 = [Charisma] 0+0+0
Heal+2 = [Wisdom] 2+0+0
Intimidate+0 = [Charisma] 0+0+0
K (Arcana)" +0 = INT 0+0+0
K (Dungeoneering)" +7 = INT 0+4+3
K (Engineering)" +0 = INT 0+0+0
K (Geography)" +0 = INT 0+0+0
K (History)" +0 = INT 0+0+0
K (Local)" +0 = INT 0+0+0
K (Nature)" +7 = INT 0+4+3
K (Nobility)" +0 = INT 0+0+0
K (Planes)" +0 = INT 0+0+0
K (Religion)" +0 = INT 0+0+0
Linguistics" +0 = INT 0+0+0
Perception+7 = [Wisdom] 3+2+0+2 [half-elf]
Perform+0 = [Charisma] 0+0+0
Profession" +4 = [Wisdom] 3+1+0
Ride+1 = [Dexterity] 1+0+0
Sense Motive+4 = [Wisdom] 3+0+1
Sleight of Hand*" +1 = [Dexterity] 1+0+0
Spellcraft" +0 = INT 0+0+0
Stealth*+6 = [Dexterity] 1+2+3
Survival+13 = [Wisdom] 3+4+3+3
Swim*+7 = [Strength] 1+3+3
Use Magic Device" +0 = [Charisma] 0+0+0
* Armor Check Penalty -3
" Trained Only
Equipment
Bedroll
Blanket
Trail rations 14 days
50' rope
Quiver for arrows 2 score cap.
Backpack
Flint/steel
Traits:
Armor Expert
You have worn armor as long as you can remember, either as part of your training
To become a knight's squire or simply because you were seeking to emulate a hero.
Your childhood armor wasn't the real thing as far as protection, but it did
Encumber you as much as real armor would have, and you've grown used to moving in
such suits with relative grace. When you wear armor of any sort, reduce that
Suit's armor check penalty by 1, to a minimum check penalty of 0.
Elven Reflexes (Half-Elf)
One of your parents was a member of a wild elven tribe, and you've inherited
A portion of your elven parent's quick reflexes. You gain a +2 trait bonus
On initiative checks.
Survivor
Years of living in violent squalor have sharpened your senses and given you
An ardent distrust of humanity. You gain a +1 trait bonus to initiative and
Sense Motive checks. Sense Motive is always a class skill for you.
Base Speed [ 30 (6 sq.) ]
AC [16] = 10 +4 [Chain Shirt] +1 [MWLight Steel Shield] +1 [[Dexterity]]
Touch AC [11] Flat-Footed [15]
Base Attack Bonus +4
Basic Melee Attack +6
Basic Ranged Attack +7
Weapon Attack Bonus Critical
MW Long Sword +1 19-20X2
Type range ammo damage
Martial melee none 1d6 s 1d8 m
Weapon Attack Bonus Critical
MW Long Bow +2 X3
Type Range Ammo Damage
Martial 100 ft arrows(40) 1d6 s 1d8 m
Fortitude Save +5 = 4 [base] +1 [Con]
Reflex Save +5 = 4 [base] +1 [[Dexterity]]
Will Save +4 = 1 [base] +3[[Wisdom]]
CMB +5 = 4 [BAB] +1 [[Strength]] +0 [size]
CMD +16 = 10 +4 [BAB] +1 [[Strength]] +1 [[Dexterity]] +0 [size]
Feats
Light Armor Proficiency
Medium Armor Proficiency
Endurance
Diehard
Martial Weapon Proficiency
Rapid Shot
Shield Proficiency
Simple Weapon Proficiency
Notes:
Carrying Capacity
Light Load: 50lbs.
Medium Load: 100lbs.
Heavy Load: 150lbs.
Lift Over Head: 150lbs.
Lift Off Ground: 300lbs.
Push or Drag: 750lbs.
Languages
Common
Elven
Ranger Spells Per Day Bonus Spells + 1 1st, +1 2nd, +1 3rd
1St level spells: 1 (0 +1)
2nd level: -
3rd level: -
4th Level: -
Special Abilities
Half-Elf
Low-Light Vision
Adaptability: Skill Focus (Bonus feat)
Elf Blood: Half-elves count as both elves and humans for any racial effects.
Elven Immunities: Immune to magic sleep. +2 to saves vs. Enchantment
Keen Senses: +2 Perception
Multitalented: Choose two favored classes.Bonus Languages: Any (Except secret languages)
Ranger
Combat style: Archery Took the rapid shot feat for my first combat style feat.
Track
Wild Empathy
1 Favored Enemies: humanoid-gobliniod
1 Favored terrain: Forest
Hunters Bond
Boots of Elvinkind
Gold: 630 gold 6 silver
Experience Points 6,474
1st level spells:
Alarm, Animal Messenger, Calm Animals, Charm Animals, Delay Poison, Detect animals or plants, Detect Poison, Endure Elements, Entangle, Hide form Animals, Jump, Longstrider, Magic fang, pass without trace, Read magic, Resist energy, Speak with animals, Summon nature’s ally I.
The wolf animal companion is fine, just note that it isn't exactly the same as the wolf monster entry. You take the starting statistics of the wolf (In the animal companion chapter), then you choose which skills and feats you want it to have as well as the standard list of tricks with the bonus from the table.
However, you don't have any ranks in Handle Animal which will be necessary in controlling your wolf efficiently. It will be trained enough to attack enemies you target, but any trained tricks are a DC 10 to order it. In the Handle Animal skill it says you get a +4 circumstance bonus, so you only need 2 ranks, and the +3 class skill bonus to automatically succeed, or you could put in 1 rank, and fail on a natural 1.
Or you could choose the Hunter's Bond with allies instead, which I believe is a lot weaker.
The weapon attacks meed to be updated, or actually better to remove them I think.
Is it just me or are you missing a feat?
I have more gold recorded than you wrote, 650, but I didn't get an exact figure for the bribe to the fey, did you leave 22 gold and 4 silver for them? I assumed you left about 3 or 4 gold.
It seems you missed the XP for exploring the first quarter of the region (1200 XP) and for killing Tuskgutter the boar (267 XP)
And Finally, the spell list you posted is fine (Add Detect Snares and Pits as well), but there are many more sources of Ranger spells than just the Core Rulebook if you're interested in them. There are so so many,
PS. The sheet is starting to get a bit cluttered, if you could remove the extra bits of info. That is anything that can't be looked up can be removed, such as the trait descriptions, the weapon attacks and the spell list. Like the others have posted, a short skill list would help. Just remove skills you don't have ranks in or don't have a bonus (Note: you have a miscellaneous bonus to Sense Motive). Of course, if it helps you as a reference, you don't have to remove anything.
And put it up on the online character sheet under your character portrait.
Edited: iCon on 21st Jun, 2015 - 7:29am
This is the main sheet and I do not mind it cluttered some. The sheet I maintain on the thread will be the shorter version. Could you give me a list of all spells available or the source of these lists. I do not have many Pathfinder books. Plus where I can find the stats on what my wolf companion would have. Or where to find those stats. I did add the missing experience and a feat. Will get them all listed in the game character sheet.
Edited: KNtoran on 21st Jun, 2015 - 1:49pm
No problem, I hope the admin doesn't mind the links. In truth, I don't have that many Pathfinder books either. I read the core rules online and in an app.
The spells can be found at Source 3h and the wolf companion is at Source 4i. You can scroll up on that second link for the companion advancement table. It seems like a vary long page, but that's because all of the rules regarding companions have been collated. That includes the new Companion Archetypes rules if you want to swap for different mechanics for your companion.
Did you want me to add the wolf to the story or would you prefer to put it into the game world?
Not sure what you want us to do for HP so I will just add the roll to this post, but I can adjust if you use another method. I took another level in fighter and gained the weapon focus feat as my bonus feat (Focus in longsword); I gained two skill points and I placed one in profession (Soldier) and the other in Diplomacy. Hopefully I've calculated everything correctly.
Mykael Brewmor
Male Human Fighter lv-2 [Lawful Good]
DESCRIPTION
21yrs old
5'10" Tall 180lbs
Brown hair,/blue eyes
EXPERIENCE POINTS
1720
HP: 12 AC: 17 (Scale Mail + heavy steel shield)
Touch AC: 10 Flat Footed AC: 15
Speed: 30ft (20ft with heavy armor)
BAB: +2; CMB: +5; CMD: 15
Saves:
Fort +5 (3 base+2 ability); Reflex +0; Will +0
[Strength]: 16 (+3)--(Placed +2 racial bonus here)
[Dexterity]: 10 (+0)
CON: 14 (+2)
INT: 10(+0)
[Wisdom]: 10 (+0)
[Charisma]: 14 (+2)
Initiative: +4 (0 ability mod. + 4 Improved Initiative Feat)
Speed: 30ft (20ft with armor)
SKILLS
Total bonus= Ability mod + Ranks + Misc Mod
Acrobatics +0
Appraise +0
Bluff +2
Climb +7 (1 rank)
Craft +0
Diplomacy +3 (1 rank)
Disable Device (Untrained)
Disguise +2
Escape Artist +0
Fly +0
Handle Animal (Untrained)
Heal +0
Intimidate +6 (1 rank)
Knowledge (Untrained)
Linguistics (Untrained)
Perception +0
Perform +2
Profession (Soldier) +4 (1 rank)
Ride +0
Sense Motive +0
Sleight of Hand (Untrained)
Spellcraft (Untrained)
Stealth +0
Survival +0
Swim +7 (1 rank)
Use Magic Device (Untrained)
FEATS
*Improved Initiative [+4 bonus on initiative checks]
*Power Attack [Trade melee attack bonus for damage]
*Cleave [Make an additional attack if the first one hits]
*Bravery +1 [+1 Will save vs. Fear]
*Weapon Focus (Longsword) [+1 atk bonus]
TRAITS
*Armor Master [When you wear armor of any sort, reduce the armor check penalty by 1, to minimum penalty of 0]
*Sword Scion [start with longsword and gain +1 trait bonus on attacks made with this weapon]
*Defender of the Society [+1 bonus to AC when wearing medium or heavy armor]
WEAPONS
--Long sword--
+7 attack (+1 attack bonus for sword scion trait; +1 bonus for weapon focus)
1d8+3 slashing damage (19-20/x2);
--Short bow--
+2 attack
1d6 piercing damage (X3)
20 arrows
--Short sword--
+5 attack
1d6+3 piercing damage (19-20/x2)
--Shield spike--
+5 attack
1d6+3 piercing damage (X2)
--Spiked gauntled--
+5 attack
1d4+3 piercing damage (X2)
ARMOR/SHIELDS
--Scale Mail Armor--
--Heavy Steel Shield--
My rule for hit points is 1/2 the hit die + 1 + Con, to keep it fair. That's the same system Pathfinder Society uses.
For a fighter that's 6 hit points, then modified.
You appear to be missing a skill rank as well as a Favored Class Bonus for both levels 1 and 2.
I also didn't notice before, you should have your shield bonus to Flat Footed AC, and also include the Defender of the Society trait to all 3 values of AC (Yes even Touch according purely to the rules).
And you've managed to short change yourself of 600 XP.
I recommend subscribing to the Rules, Settings and Questions topic to get email notifications. We had just been discussing the hit points