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I do have one additional query. Via Spirit Guide, I can choose to have access to the Arcane Enlightenment ability of the Lore Shaman. It lets the user tack on chosen Sorc/Wiz spells to their spell list given some restrictions.
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (Minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
The issue is it was written for the way Shamans handle spells, specifically mentioning that it adds spells to the list of those the character can prepare. By RAW, this would make it useless, as I can't prepare spells at all. The Spirit guide archetype lets me use Charisma in place of the Shaman's Wisdom casting stat, but makes no mention of conflicts like this.
How would you prefer to handle it?
Kyrroeth, as a Kellid, I will give you Hallit as a free bonus language.
Daishin, that's a tough one. I have no problem, switching the wording to allow you to cast them. The problem I forsee is that you can switch out spells daily, though is that any worse that what a wizard can do? Note also Spirit Guide says vice versa, so you would only be able add Wisdom number of spells.
Will approve tomorrow.
I am a big fat liar and have to stall for time. In the meantime:
Is Jezla's lycanthropy in her blood or did she contract a weak form of the disease-curse? What if the weretiger that she got it from was responsible for killing one of her friends? I also would some way to work your character into the kingdom as one of the higher-ups.
I think when Kresnik channels his Lore spirit he has a limited few to choose from - either people he's known, or they're tied to the land and have to be flavourful. That would be balanced, but I'm also torn in giving you free reign because of the chaotic nature of the First World - or perhaps random spells?
Frankly, two truly random spells would be next to useless. The point is in being able to pick out things that will probably come in handy that day.
Limiting the selection to spells he encounters would help, but becomes less of a limit as time goes on, especially with the resources of a budding nation involved.
If you like the idea of it being random, one possibility would be to randomly determine not the spells, but the school. I roll dice at the beginning of the day to determine one or two magic schools, and I can pick from within those. Still liable to disappoint (Roll divination on a day nothing needs revealing for instance), but I could work with it. Makes sense in the fluff too, getting in touch with random specialists in various fields.
Less random might be to restrict it to Enchantment and Illusion spells, the hallmarks of the Fey. Though I might request if that's the case, open it up to Enchant/Illusion from any list.
Another alternate would be to change it such that the ability matches the closest equivalent on the Oracle side, Arcane Archivist. Basically it would let him carry a Wizard spellbook around and cast from that. Catch is that the spell levels are all bumped up by one when used this way, and the spell disappears from the book when used as if it were a scroll. So it is if anything even more flexible, but carries an extra cost, both monetary and in terms of casting resources, and unless he spends a lot of time and money on duplicates, it means his ability to repetitively cast a certain spell this way is pretty nixed.
P.S. In regards to slotting the pair of us in, just a suggestion. Kresnik is well qualified based on my understanding of the rules for several of those leadership positions and might have been recommended by one of the party's contacts if any of them are the type to look for talent in unusual people.
I don't know if Jesla can claim the same, but she might be interested in Theaton's splinter settlement just as a place to get away from the usual tech heavy settlements. Edited: daishain on 22nd Nov, 2016 - 4:22pm
I will go with Jesla being born with lycanthropy. It is passed from generation to generation in her family. How will the people of Brevoy react when she turns into a tiger? Would she be considered a monster of some sort? For her placement into the campaign she has been in the area for four years now. I would say that she joined a mercenary company of some sort and has attained a high position possibly. She would prefer the wilderness and to be away from cities. Daishain had a good suggestion about Theaton's area. That would be to her liking. Edited: Kyrroeth on 22nd Nov, 2016 - 4:58pm
I had one other question Icon. Is it possible to choose from were-tiger/were-tiger kin traits when choosing racial traits? There is nothing game breaking there. I'm just wanting to add something that would fit her background a little more. Thanks for allowing me the Hallid language also.
Daishin, did you mean a conical hat in the description, or a tall top hat?
I might be missing some things as you're starting at a higher level, but shouldn't your CMD be 10 -2 strength +1 Dexterity +4 BAB -1 size +1 deflection = 13?
Strange Revelation is a great feat to pick up and I'll allow it - but unfortunately you don't meet the prerequisites. You need to put more ranks into Religion, and the earliest you can get it is level 5. Due to the archetype, you will get Sidestep Secret at 11th. Or once you have the feat, you could have retrained your 1st revelation at a gold cost - 10 x level 5 x 5 days 250 gp. Or switch feats back to Extra Revelation and wait until next level to swap.
Note that Craft Wondrous also has a prerequisite, achieved at 3rd. Could also be retrained from whatever feat was gained at first level at the cost of 150 gp as well.
And just include your skill with the drawback penalty in Ride 0(3).
The Wayfinder doesn't grant it's survival bonus on all checks, it's just to avoid being lost as per a compass.
Also, at the end of the skill list, include your Armor Check Penalty of -1.
Gain an additional language - I think you increased Intelligence and did not add another.
For expediency, could you list your concentration modifier with your spell list (+ trait), and your basic melee and ranged attack bonus in the combat box.
Now on to gear. For the pebbles with continual flame, since you do not have the spell on your list, may I suggest Ioun Torches? They're handsfree!
The downside is you don't have high enough caster level to craft them, nor your pink and green ioun stone.
Everything else can be crafted (Except the ring), but by my spreadsheet, you're over by about 2000 gold. Level 6 WBL is 8000. You didn't craft the armor or train the mount, did you?
I'll let slide that some of the alchemical goods are harder than you can do when taking 10, also in the campaign I think I'll disallow taking 10 on crafting.
And finally, regarding the Lore spirit, simplest is best. I'll just let you pick any two wizard spells daily. I'll leave the flavour entirely up to you, i.e. If your spirits have names and how many of them you know.
Kyrroeth
The run-of-the-mill people of Brevoy would fear such a monstrous ability at first, but once they get to know it is under your control entirely, they would treat it similar to a druid's wild shape, albeit a little more unstable since it doesn't last as long and it's only when you rage. There's no obvious sign that it's the result of lycanthropy.
As it happens to be, Archival has hired a mercenary band of cavalry archers. Would you want to buy a bow and lance and be one of them? You could come across Theaton's settlement while scouting, and decide you want to stay. Or just show up at his settlement as the head of your own mercenary group?
Weretiger traits should be fine. No worries regarding the language - it's how the organised play does it as well.
Your HP seems short by 3 at the moment, and your Knowledge Nature has a +1 I'm not sure where from.
With Improved initiative, shouldn't you have +5? And your melee attacks should be at +10, the +6/+1 on the table refers to iterative attacks; when you take the full-attack action you get multiple attacks at a lower bonus.
When you use Beast Shape, your skills actually do not change (Except for a +1 from strength), but you did correctly modify the attacks for strength increase and size decrease. Just treat the claws as a primary attack, full BAB and strength - I don't see why they would be secondary unless combined with manufactured weapon attacks.
Could you either note down your flat-footed and touch AC, or all the modifiers that go into AC?
EDIT: My hooded lantern weighs 2 lb, and also you described your armor as mithral, but didn't include it in your list of gear. You also spent 10000 gold, when at 6th level, half of wealth should be 8000. Edited: iCon on 24th Nov, 2016 - 3:57am
Let's see:
-Basically a top hat yes
-CMD should indeed be 13, failed to adjust that when Dexterity went down
-Concerning feats, instead of making chassis changes at this point, I'll shift points towards Kreligion, and pay for the retrain in Craft Wondrous.
-Noted on the wayfinder, I misread the description.
-Likewise noted on additional notations.
-He has the excitable trait, but not the improved initiative feat, the former is just a +2 bonus
-Had the Ioun stone down as bought rather than crafted. For some reason I was lumping rings in on the wondrous list. I should know better.
-Might add an ioun torch, mainly had the pebbles for the sake of being able to throw light via the sling where it was needed.
-No he did not train Sticky, nor craft the armor. I'll run through everything again and try to find any mistakes other than the extra grand for the ring.
However, all that will need to wait apparently. Tried to open up the editor and start making changes. But with this new system, it seems I can't do so until you switch him to active. Edited: daishain on 24th Nov, 2016 - 4:17am