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  #91  
Old May 28th, 2020, 07:52 PM
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Okay I think I've finally decided on my character! I'll start writing up my application finally

I do have one question about it though. The template gives +0 CR at HD 3 or less and increases to +1 at 4-10. Just making sure that means at level 4 I'm effectively staying there for an extra level's worth of exp before actually reaching 5th.
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  #92  
Old May 28th, 2020, 09:44 PM
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Since you are using CR for monster PCs, would you allow any of the Pathfinder "simple" templates as homebrew? I am thinking of things like the Simple <class>, Simple Giant or Simple Advanced templates.
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  #93  
Old May 28th, 2020, 09:46 PM
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@btccg: i dont know if this answers your question, but he's letting me use Savage Species progression.
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  #94  
Old May 28th, 2020, 10:13 PM
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Quote:
Originally Posted by orichulum View Post
@btccg: i dont know if this answers your question, but he's letting me use Savage Species progression.
I know, and I am quite familiar with, the savage species rules. I am only asking as PF has some 'simple' templates that are used to enhance a monster / monster PC and PF uses the CR as ECL rule for monster PCs as well, so the templates should be comparable to 3.5 in CR ratings.
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  #95  
Old May 28th, 2020, 10:19 PM
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I'd like to add this stuff to my application:
 


For convenience, it's also tacked on as an edit to my original app, so as to find everything in one place!
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  #96  
Old May 28th, 2020, 11:12 PM
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I noticed something about my choice of soulmelds. Sphinx Claws say "You can use your sphinx claws as natural weapons that deal 1d8 points of damage plus your Strength modifier." Is that two claw attacks? Or just one? The other claws (or at least Bloodtalons) deal 1d4 and explicitly say you get two claw attacks, but the wording of Sphinx Claws is unclear, since it's pluralized as "natural weapons", but doesn't say two attacks. (These aren't the usual claws I use (Claws of the Wyrm), so I'm unsure.)

@smeowlin: I can't wait to see what you decided on~

Last edited by Ermine; May 28th, 2020 at 11:28 PM.
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  #97  
Old May 29th, 2020, 04:34 AM
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Smeowlin: Ah templates that change CR, the bane of my house rule. Yes it does mean that you effectively stay at the same place for two levels (sorry)

btccg: PF has some extra things that don't quite stack the same as 3.5 so I would have to look at each template individually Simple advance I can't agree with but Simple Giant I would allow. (Simple advanced is a lot better than most any other template for its cost)

Crimson: Those are fine

Ermine: Two attacks, I try to keep consistent, if all the others gives you two attack so should this one unless specified otherwise.

So there is another house rule that I remembered, it simplifies the game and makes things easier but since I did not put it in in the beginning I want to make sure nobody loses their mind over it. (Sorry to anyone who hates late add-ons.)

Spot and Listen become one skill (you can decide which you want to use); so do move silently and hide, again choose which one you want to use. Instead of two rolls to sneak around and two rolls to find someone you only need one.
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  #98  
Old May 29th, 2020, 04:54 AM
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That's totally fine! The template is really strong but I like that it's a trade off for penalizing me at later levels so I don't feel like I'm abusing anything

And I'm always for consolidating skills like that!
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  #99  
Old May 29th, 2020, 05:37 AM
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  #100  
Old May 29th, 2020, 06:44 AM
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Skills consolidated (as Stealth and Perception). Saved me a skill point, so she's even better at making poisons.
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  #101  
Old May 29th, 2020, 07:15 AM
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Application for Arandiel
right-aligned image

Name: Arandiel Moondown
Sheet: https://www.rpgcrossing.com/profiler/view.php?id=85108
Race: Spellwarped Grey Elf
Class: Ranger (Mystic)
Description: Arandiel stands tall for an Elf at 5'7". Her pale skin has an ashen-grey tinge to it, and her ghostly white tresses tumble down to just below her shoulder blades. Her intense, vibrant teal eyes rest above her slightly upturned nose and roseate lips. Her most striking feature is a rather gruesome and bizarre magical scarring that leads from her left eye all the way down her cheek and ends just above her jawline. She has a toned, athletic physique with light, feminine curves.

Arandiel wears a dark cloak with her hood up most of the time to shield her magical scar from casual glances. Underneath her cloak she wears a rather plain, grey linen tunic along with leather trousers. She wears worn leather thigh high boots, a single leather glove on her right hand and an iron gauntlet on her left. Her obvious weaponry includes a masterwork quality double khopesh and a masterwork darkwood composite longbow.

Background: Arandiel did not grow up with a normal childhood. Her parents were both experimented on heavily by a mad Elven wizard using ancient and forgotten magic. The wizard was delighted when they were able to produce a child, and he decided to raise her as his own while taking her on as an apprentice when she grew old enough to learn magic. She did not realize at the time that she was merely another experiment of his, and that she was under constant observation. One day while taking care of some chores for the mad mage, Arandiel discovered his writings detailing his experiments on her parents and his subsequent torture and murder of them when he decided that he had learned all that he could.

She did not feel any particular attachment to her parents, though she did believe that she would soon suffer the same fate. Arandiel planned her escape from his tower for an entire year before doing so and taking her father's bow with her (which she would say is more because of its practical use than any emotional attachment) along with a strange and exotic double khopesh, a wand, and a couple of scrolls. She mostly escaped because the wizard had been increasingly absent, but she also believes that he may have let her leave and might continue to watch her.

After escaping, Arandiel had to learn how to survive on her own in the little mountains. Despite the name, it wasn't exactly a walk in the park for someone who had been kept inside of a tower all of her life. She managed to persevere while learning to make use of weapons moreso than magic. She has had very little interaction with others besides trading with settlements and nomads, and she doesn't tend to stay in one place out of concern that the mad mage may find her and take her back.

Personality: Arandiel's thought process is alien, and she's adjusting to societal norms. She tends to be cold and aloof, but not out of any particular animosity. She doesn't understand sarcasm and struggles to be empathetic towards others. She's incredibly curious and is mostly motivated by a desire for knowledge.
Custom/Unusal Items:
Masterwork Double Khopesh: The middle grip of this double-bladed weapon is made of steel and wrapped in dark leather. The guards right before the blades are bronze and shaped like open lion mouths with the wickedly sharp blades protruding from them.

Masterwork Composite Bow: This bow is made from Darkwood, making it sturdier and lighter weight than a normal bow. It's engraved with feather-like patterns starting from the middle up towards the end of each side of the bow. Engraved in Elvish towards the top is the name "Moondown".



Last edited by smeowlin; Jun 3rd, 2020 at 08:09 PM.
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  #102  
Old May 29th, 2020, 08:34 AM
Ermine Ermine is offline
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The only one of us with the forethought to buy a horse.
Then again, I can teleport at will, so...but that's 10 feet and it takes 6 seconds, so I may as well walk at that point.
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  #103  
Old May 29th, 2020, 08:45 AM
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Well to be fair, I mostly bought a horse because carrying a tent and bedroll everywhere with me seems a little awkward otherwise

I've had some terrible luck with having my character's horse and replacement horse dying in like one session so I'm hoping this one doesn't suffer the same fate.
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  #104  
Old May 29th, 2020, 09:10 AM
Ermine Ermine is offline
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It will be our continued goal to keep the horse alive!
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  #105  
Old May 29th, 2020, 09:33 AM
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In my IRL games with my wife and friends, we always have a pack mule named "Rufus". Rufus always dies horribly in some horrific fashion (packed away to be eaten by a dragon, living sacrifice for demonic ritual... anything except a death by natural causes, really).

It's become somewhat of a tradition. If Rufus survives an adventure, we're always like "holy crap, what's he still doing here?" New mules are dubbed "Rufus mk. II" or some other such silliness.
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