This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Orsino 'Orsin' Bessatte wrote:
I'll be Nale then, no contest.
Sorry, you're a bard. You're not nearly optimized enough to be Nale. Nale is a multiclassed rogue/fighter/sorcerer who specializes in enchantment spells. Because bards are underpowered.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Sunphoenix72 wrote:
Hello everyone. I am a fellow player with STR Ranger in two other games and he has asked me to consider joining this game.
Just saying hello.
Hello.
I'm Shinon, the group's ranged DPS. Urban Ranger going into Horizon Walker. My character's got a lot of deep-seated trust issues based on some events that happened in his backstory.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Perhaps a somewhat beaten up Tiefling?
we have been able to keep thing going at a fast clip. If another is brought in, I will certainly help by keeping closer to the group(No more running off to drown my sorrows in ice cream)
That actually is a gret idea Andrea but I previously ruled no tieflings as PCs', so I won't change that midcourse. I have a grand plan for tieflings throughout this campaign - as you all are just discovering.
My GM'ing style promotes developing those backstories you have trouched upon Andrea. Anyone brought in has to be able to handle the 50 - 80 post fast clip.
Male Human {Black American} Monk 1 / Paladin 2 / Bard 1
Well a group of five is a good number considering most Adventure paths are setup to deal with 4 PC's.
But I'm not really interested in playing a rogue, not my usual character class. I'd like to play a Half-Elf, Fig [Two-Weapon Fighter] / Wizard [Evoker] / Eldritch Knight...
But I understand the DM's plot/balance issues, so I'll let you all discuss it. I don't absolutely have to play - if there is no room for a new character.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Sunphoenix72 wrote:
Well a group of five is a good number considering most Adventure paths are setup to deal with 4 PC's.
But I'm not really interested in playing a rogue, not my usual character class. I'd like to play a Half-Elf, Fig [Two-Weapon Fighter] / Wizard [Evoker] / Eldritch Knight...
But I understand the DM's plot/balance issues, so I'll let you all discuss it. I don't absolutely have to play - if there is no room for a new character.
I dunno how that will work out for you. We haven't found too many scrolls so far, and if you prestige, you lose the automatic +2 spells per level from wizard, which means the only way you get access to new spells is through scrolls or research.
Now, obviously Baldwin could include scrolls in the loot we find, but seeing as we mostly fight bandits and monsters now, it's not exactly realistic to pick up a scroll of levitate or stinking cloud from one of them.
Plus, while we generally do have some down time between combats, if you spend all of it at the library researching new spells you won't get to roleplay with us as much, but if you don't, your character will fall behind in terms of versatility.
If you want my honest opinion, I would advise you to either go straight wizard or swap the wizard in your build with sorcerer.
Male human bard 7/pathfinder savant 2: 64/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5
Orsin the Chelish diva's build is definitely UMD and sonic/fire damage spell based. Admittedly, the damage spell selection for bards is more single-target than AoE. He's also doing the more traditional bard stuff like power attack two-handed fighting and party face type stuff.
Male Human {Black American} Monk 1 / Paladin 2 / Bard 1
I can't switch to Eldritch Knight before Wizard 5 anyways... so I don't think spell acquisition is a real issue. That's at least 4 levels away. I let the DM worry about loot and item or spell acquisition... that's just all a matter of good DMing.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Orsino 'Orsin' Bessatte wrote:
Orsin the Chelish diva's build is definitely UMD and sonic/fire damage spell based. Admittedly, the damage spell selection for bards is more single-target than AoE. He's also doing the more traditional bard stuff like power attack two-handed fighting and party face type stuff.
Needs moar fire and less sonic. Come on, you promised us in the Recruitment that you would have fire, and I have yet to see a single spark! Be a man and set your enemies ablaze!
Quote:
I can't switch to Eldritch Knight before Wizard 5 anyways... so I don't think spell acquisition is a real issue. That's at least 4 levels away. I let the DM worry about loot and item or spell acquisition... that's just all a matter of good DMing.
If you say so. I personally prefer the ability to pick and choose my spells rather than having the DM hand them to me.
The Magical Knack trait will be useful to you, by the way. It gives you a +2 CL that can't exceed your HD. You lose one CL for dipping fighter and one CL for the first level of Eldritch Knight, so even if you're a spell level behind, at least your CL won't suffer.
Incidentally, if we're going up against devils in this game (quite possible with all the devil-worship in this city), you might get some use out of the Spell Penetration feat or a similar caster-level bump.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Hey, guys (and Andrea), I just thought of something. We've got all this defensive info in our class level headers in order to help make things easier for Baldwin, but none of us included our CMD in that. It can only make things easier for Baldwin if we do, so I'm going ahead and putting it in myself, but I just thought I'd point it out and suggest it to the rest of you.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Shinon wrote:
Hey, guys (and Andrea), I just thought of something. We've got all this defensive info in our class level headers in order to help make things easier for Baldwin, but none of us included our CMD in that. It can only make things easier for Baldwin if we do, so I'm going ahead and putting it in myself, but I just thought I'd point it out and suggest it to the rest of you.
Male Human Fighter(Tower Shield Specialist) 6/ Hellknight 2 +5 int, AC 26, Touch 12, FF 25, Fort +8, Ref +4, Will +5 HP66/82, Perception +12
Sunphoenix, play what you want. once the group gets passed 5 players it really doesn't matter what you play. We have enough melee characters that if you made a fighter/wizard, we would have you covered. And between you and Orsin, the team would have enough arcane magic.
Orsin the Chelish diva's build is definitely UMD and sonic/fire damage spell based. Admittedly, the damage spell selection for bards is more single-target than AoE. He's also doing the more traditional bard stuff like power attack two-handed fighting and party face type stuff.
Needs moar fire and less sonic. Come on, you promised us in the Recruitment that you would have fire, and I have yet to see a single spark! Be a man and set your enemies ablaze!
Quote:
I can't switch to Eldritch Knight before Wizard 5 anyways... so I don't think spell acquisition is a real issue. That's at least 4 levels away. I let the DM worry about loot and item or spell acquisition... that's just all a matter of good DMing.
If you say so. I personally prefer the ability to pick and choose my spells rather than having the DM hand them to me.
The Magical Knack trait will be useful to you, by the way. It gives you a +2 CL that can't exceed your HD. You lose one CL for dipping fighter and one CL for the first level of Eldritch Knight, so even if you're a spell level behind, at least your CL won't suffer.
Incidentally, if we're going up against devils in this game (quite possible with all the devil-worship in this city), you might get some use out of the Spell Penetration feat or a similar caster-level bump.
I had already considered this... <SUNAMBER> Alaerin Summerhawke is the charcter I'd be playing... but this version needs to be tweeked to fit more in line with Golarion and his history must be...'modified' to fit the world - as this is a Scarred Lands character...but basically this is what he will look most like.
John Deos wrote:
Sunphoenix, play what you want. once the group gets passed 5 players it really doesn't matter what you play. We have enough melee characters that if you made a fighter/wizard, we would have you covered. And between you and Orsin, the team would have enough arcane magic.
Yes, also something I considered is that indeed after 5 PC's the sixth is just icing on the cake anything he/she does can only add more capabilities to the party.
Male Human {Black American} Monk 1 / Paladin 2 / Bard 1
LOL.. this is based on the Scarred Land's DM.. he needs to be adjusted..like I said he's not ready to play as yet. There is no ambidexterity trait.. that is a DM's house rule. I'm working on the proper modifications for standard Pathfinder now...
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
Sunphoenix72 wrote:
LOL.. this is based on the Scarred Land's DM.. he needs to be adjusted..like I said he's not ready to play as yet. There is no ambidexterity trait.. that is a DM's house rule. I'm working on the proper modifications for standard Pathfinder now...
Oh...Now I'm sad. I was really excited about the Ambidexterity trait. I was going to put that on every rogue I built ever.
When I conceptualized that last segment, I thought a 7 versus 2 odds would create a diplomacy moment. That didn't workout. Oh, well...things will certainly be interesting now. It'll just add another layer of intrigue.
Male Half-Elf Urban Ranger 3 HP 25/29, Initiative +5, AC 16, Touch 13, FF 13 CMD 16 Fort +4 Ref +6 Will +2
baldwin the merciful wrote:
When I conceptualized that last segment, I thought a 7 versus 2 odds would create a diplomacy moment. That didn't workout. Oh, well...things will certainly be interesting now. It'll just add another layer of intrigue.
Against any other combination of our party members, it would have. But not the 5 Charisma inquisitor and the hot-headed vigilante.
Anyone see Bourne Legacy yet? I saw it Saturday, it was good. I liked how the introduced the different agent but it was not as good as the others. Still a worthwhile move to see.