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Game Master Anon A Mouse

Now done with Crypt of the Everflame, our brave adventurers continue on to discover where the stolen amulets have gone in Masks of the Living God.


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Definitely not a vampire Courtyard

This is the discussion thread. It's used for out of character (ooc) conversations. For example, this will be where we create our characters.

- All characters start at level 1.
- Core classes
- Core races (human is a safe choice if you don't know what to pick)
- Pick either of these two stat arrays:
1) 17, 15, 15, 13, 13, 12
2) 18, 14, 14, 13, 12, 10

- Everybody starts off with 150 gold (focus on weapon, armor, and anything you need for you class such as a spell component pouch or thieves' tools. You'll be provided in game with things like torches and rations).
- No traits (if you don't know what a trait is, don't worry about it)

These forums have a built in dice roller that we'll be using. You can play around with it or you can wait until I talk about it.

Dice rolls:
Stat Array 1: 4d6 ⇒ (6, 6, 2, 6) = 20 15
4d6 ⇒ (2, 2, 6, 4) = 14 13
4d6 ⇒ (3, 6, 4, 6) = 19 17
4d6 ⇒ (6, 3, 4, 1) = 14 12
4d6 ⇒ (5, 4, 1, 6) = 16 15
4d6 ⇒ (2, 6, 2, 4) = 14 13

Stat Array 2: 4d6 ⇒ (5, 5, 5, 2) = 17 14
4d6 ⇒ (4, 4, 5, 3) = 16 8
4d6 ⇒ (6, 5, 1, 3) = 15 9
4d6 ⇒ (6, 5, 1, 3) = 15 12
4d6 ⇒ (2, 2, 2, 5) = 11 10
4d6 ⇒ (1, 6, 5, 2) = 14 7
Whelp, no one's going to want that stat array.

Stat Array 3: 4d6 ⇒ (3, 2, 4, 4) = 13 18
4d6 ⇒ (5, 5, 4, 5) = 19 12
4d6 ⇒ (1, 2, 3, 4) = 10 10
4d6 ⇒ (5, 3, 6, 6) = 20 14
4d6 ⇒ (4, 2, 3, 4) = 13 14
4d6 ⇒ (2, 2, 4, 2) = 10 13

First steps: Post here stating what class you want to play. This will help avoid having a party entirely of, say, wizards. From there, feel free to start making your character or tell me if you need guidance. I can also give advice on what choices you might want to consider. For example, there are a LOT of feats out there. If you tell me what kind of character you want, I can probably point you to several that might be helpful.

If at any point you have questions or are completely lost, please speak up! Remaining silent will do no one any good, and someone else may have the exact same question. :-)


I would love to play a druid I'll work up my character tomorrow, unless anyone really has their heart set on being one.


I will be playing a human wizard. I am at work right now, so once I get home I will update this with my character sheet.


http://www.myth-weavers.com/sheet.html#id=735518
Erazmus Solmonath, a young man who has been studying magic since he was a child, on the road after an incident in which he may have set someone's house on fire in a quarrel over gambling debts. He sees his exodus as a great opportunity to make some gold. Erazmus loves the feeling of power that magic gives him, so he has studied evocation but neglected training in transmutation and enchantment.

It's been awhile since I have had to do any imaginatin' so my backstory is extra lame. I'm still working on my spellbook but I should start with 8 1st level spell slots (3 + INT mod + 1 school slot). Due to my high INT mod, I also have an extra daily spell slot for first, second, third and fourth level spells. Basically I will start each day with 3 cantrips and 2 1st level spells. Unless, I have this wrong. If anyone can double check this, I would appreciate it.


Definitely not a vampire Courtyard

I've posted a few extra details about the game in the gameplay thread, if people want to try to tie their background in to it. Since the focus on this game is to get people up and running, I'm a little less concerned with people having strong backstories.

Also, if you want to create an alias, there's a link at the top of the page called "My Account". If you then scroll down to "Messageboard Aliases" and choose the "Create new" (or whatever it's called), the set up should be pretty straight forward.

@Polyfamous: Your sheet shows up as blank for me (although I've definitely had that problem before with Mythweavers). I'll try messing around with a few things tomorrow evening.

But based on your description, sounds like you have 19 Int? One important thing to note is the terminology for spells: Your spell slots are how many spells you can cast in a day. This is not the same thing as the spells you have in your spellbook (not sure if there's a term for this).

So your math is pretty close, but the +1 school slot goes with the number of spells you can prepare to cast each day, not with the spells in your spellbook.


Since I usually go with wizards or rogues, I was thinking about trying something different and play a fighter or something of the sort. for no particular reason, a fighter who has some sort of deep connection to/fixation with his spear.

will try to build the sheet later today.


I'm going to be playing a Dwarf Monk. Are we allowed Archetypes? If so he'll be a Drunken Master. If not, no worries, doesn't affect the character story wise.


;)
DM Puppet Master wrote:
This is not the same thing as the spells you have in your spellbook (not sure if there's a term for this).

"Spells Known". :)


DM Puppet Master wrote:


So your math is pretty close, but the +1 school slot goes with the number of spells you can prepare to cast each day, not with the spells in your spellbook.

Ok, thanks for the correction. After correcting that, I pretty much just have to buy gear and then I'm done.


Definitely not a vampire Courtyard
ineptbeerman wrote:
I'm going to be playing a Dwarf Monk. Are we allowed Archetypes? If so he'll be a Drunken Master. If not, no worries, doesn't affect the character story wise.

As long as they're Paizo archetypes, you can use them. So Drunken Master is fine.

Hotaru wrote:
DM Puppet Master wrote:
This is not the same thing as the spells you have in your spellbook (not sure if there's a term for this).
"Spells Known". :)

Normally I use "Spells Known" for spontaneous casters. If you already understand the spellcasting system, you'd probably understand what I meant, but I didn't want to potentially confuse new people.

-----

@Polyfamous: I briefly looked over your character sheet, and it looks like your skills are off. The max number of ranks you can put into a skill is your level. Which means right now you can only put 1 rank into any given skill. So you should redistribute the extra points you have in K(Arcana) and Spellcraft.

-----

To recap what we have thus far:
Polyfamous - Human wizard
ineptbeerman - Dwarven monk
panegyric - Fighter type
Uthraed - Druid


;)

Hm. Awkward. I thought this was still the recruitment thread when I decided to help out. I'll just... show myself out. :)


As this is my first character I'd like something easy. From what I've read in the hero's handbook I think a human rogue would be ok but I am open to suggestions.

I'll fill the character sheet later today.


So, here goes my first attempt at a fighter.

http://www.myth-weavers.com/sheet.html#id=736041

still need to write some sort of background story, will probably do it tomorrow, if that's alright


DM Puppet Master wrote:
ineptbeerman wrote:
I'm going to be playing a Dwarf Monk. Are we allowed Archetypes? If so he'll be a Drunken Master. If not, no worries, doesn't affect the character story wise.
As long as they're Paizo archetypes, you can use them. So Drunken Master is fine.

Wonderful, I'm just finishing up my Character sheet now then. I'm excited to play this, I had the idea for this character probably ten years ago and never had the occasion to play it! Then I saw that archetype in the Advanced Players Guide and got all giddy.

Question, as a monk I don't need much in the way of gear, but I'm not finding any stats on cost, weight, etc for a cask of ale (to be worn as a backpack)... any idea where I might find that?


Male Half-Elf Druid 4 HP: 24/24 AC:16 TAC: 12 FF:14 Saves: 4:3:9 Init: +6 Per: +17

Here is the rough right up of my character sheet, I am not sure if i did spells right because I have never played a caster and I know he is not geared yet. Also do I make up a separate sheet for my companion?


Yeah, i realized my skills were wrong this morning and fixed it. I just have one question about spell materials. I can't find the cost of mercury anywhere and it's required for Floating Disk. I kinda just need to know if a drop costs more or less than 1gp as I took Eschew Materials as a feat.


Definitely not a vampire Courtyard

Some quick responses. Will look over character sheets posted thus far tonight.

@Tache: I'm personally of the opinion that anything that isn't a spellcasting class is relatively "simple," so I think a rogue should be fine.

ineptbeerman wrote:
Question, as a monk I don't need much in the way of gear, but I'm not finding any stats on cost, weight, etc for a cask of ale (to be worn as a backpack)... any idea where I might find that?

Try here. If you can't find something, I'll poke around and make something up.

Finnrick wrote:
Also do I make up a separate sheet for my companion?

Yes, you will need a character sheet for your companion. You don't necessarily need it in a mythweaver's sheet (just somewhere in your character's profile is fine), but it should exist somewhere.

Polyfamous wrote:
Yeah, i realized my skills were wrong this morning and fixed it. I just have one question about spell materials. I can't find the cost of mercury anywhere and it's required for Floating Disk. I kinda just need to know if a drop costs more or less than 1gp as I took Eschew Materials as a feat.

If a spell doesn't list a cost, it's assumed material components are available in a spell component pouch/of negligible cost. See here.


btw, any suggestions on the character build are more than welcome.

I'm off to bed now!


OK, I think I'm mostly done. I figured out the cost of ale, per gallon and scaled it up, I hope that works.

Meet Runvald "Bottle-Kisser" Steeltoe: Dwarf, monk, philospher, and drunken eccentric misfit. Wearing filthy rags, and armed with only a quarterstaff, he's often seen taking drinks off of the multiple bottles of beer, wine and liquor he tends to carry around. Though constantly intoxicated and not terribly personable he is guided by a strong sense of what is right and never strays from his own ethical code.


Jaed Zandorias has always been a shy person. He only has a few friends and he is not even sure if "friend" would be the best word for describing them. When he was a kid he would spend most of the time alone. His favorite hobby was to climb to the top of a tree or a rooftop and observe the people coming and going, immerse in their own thoughts and unaware of his existence. And this did not change when he grew up. Not tall or short, not thin or fat, nonexistent for his fellow townsmen. He comes and goes as he wills not caring about anyone but himself. Now he has to share his path with others; let's see how this works out.

This is my first try to filling the character sheet. I followed the Hero's handbook but probably I made some mistakes. Please let me know so I can correct them. One thing I could not find anywhere is the weight of the adventurer’s kit that is mentioned in the guide.


Erazmus should be good to go. If anybody sees something missing, please let me know.


Definitely not a vampire Courtyard

I've gone through and made comments on all the character sheets I've seen. I've made both mechanical comments and some suggestions about your created character. It should be noted that the suggestions are 100% optional. It's your character, so as long as it's rules legal, you can do what you want.

A few general comments/common things I saw:
- Favored class bonus: Pathfinder has this idea of a "favored class". Normally it's whatever your first level is in. Everytime you gain a level in that class (including at level one) you get to pick either +1 HP or +1 skill point. (@polyfamous, panegyric, ineptbeerman, tache)

- Extra languages: You get a bonus first level language equal to your Int modifier. So if your in is +4, you get +4 extra languages known (@polyfamous, panegyric, finnrick, tache)

Polyfamous:
Mechanics
- You HP should be 7 (1d6 + 1 Con)
- I don't see a note as to what your arcane bond is (familiar or special object)
- When we begin, you will need to note somewhere what spells you have prepared
- You need an alignment

Suggestions
What kind of character are you trying to build? Are you going for more ranged attacks or melee ones (Magic Missile is ranged, Shocking Grasp is melee)? I ask because if you're going for melee, your Armor Class (AC) is very low (so it's easy for enemies to hit you) and I would suggest swapping out one of your spells with Mage Armor (+4 AC) and possibly making your Con higher. If you're going for ranged spells, Combat Casting may not be all that useful to you since ideally you won't be next to enemies when you try to shoot them (which is mainly when you'd need to cast defensively).

panegyric:

Mechanics
- Your base Fort save is +2, so you should have a total of +4 to your Fort save
- You need to specify what your Craft skill is since, for example, Craft (weapons) is treated as a different skill from Craft(armor)
- You have 1 extra skill point that comes from being human that you haven't used
- Your spear will actually be doing 1d8+6 damage and your warhammer and javelin will both do an extra +4 damage.
- Your touch AC is 13 (10 + 2 Dex + 1 Dodge)
- Just in case you're unaware, you won't be able to use both your spear and shield at the same time, since your spear is 2-handed. You're perfectly free to use the shield with your warhammer or javelin though. Or you could switch to using a short-spear, which does less damage but is one-handed.

Suggestions
There's not really going to be much downtime for crafting, so you may want to rethink putting a skill point into it.

Also, I don't know if you considered it, but Power attack is a pretty common fighter feat and a good way to do extra damage, especially if you're sticking with a 2-handed weapon.

Finnrick:
Mechanics
- You don't seem to have chosen your 1st level feat (skill focus is a bonus feat granted by your race)
- Your touch AC should be 12 (16 - armor) and your FF AC should be 14 (16 - Dex)
- You need an alignment
- Can you add that you're a half elf somewhere to the top of the page? Maybe right before "Medium"

Suggestions
You might want to consider grabbing an offensive 0th level spell. Also a melee weapon of some sort. Even if you plan to mostly go for ranged attacks, it's useful in case someone gets close to you. And you will definitely want to grab a spell component pouch for your material components.

Also, if you're going for primarily ranged fighting, ideally you'd want to have precise shot. Unfortunately, it has a pre-req feat, so unless you wanted to be human, there isn't really a way to get it at this level. This may mean that many of your attacks will be taking a -4 to hit.

ineptbeerman:
Mechanics
Only issue I noticed is that you're missing a favored class bonus mentioned above. :-)

Suggestions
Technically speaking, you might benefit from having a higher Str or Dex rather than Wis, but eh. Overall looks pretty well built.

Tache:
Mechanics
- You get an extra skill point for being human that you haven't used.
- Your HP is actually 10 (1d8 + 2 Con)
- Your armor introduces an Armor Check Penalty of -1, which means all your Dex/Str skills have a -1 to them.

I could not find the adventurer's kit in my copy of Hero Lab. So instead I'll just tell you the weight of the items in it.
- Backpack 2 lbs
- Bedroll 5 lbs
- Belt pouch 0.5 lbs
- Sack -.5 lbs
- Torch x10 10 lbs
- Trail rations x5 5 lbs
- Waterskin 4 lbs

By my calculations, you're at 65 lbs, which puts you in a medium load, which isn't great for a Dex based character. There are several ways you could handle this:
1) Remove some of the items (as I said, you'll be provided in game with a few things. You can decide what you might want to leave in town once you find out what those things are)
2) See if you can get one of the stronger members of the party to carry some of your stuff (may not make much sense for your character, but you could always try playing up that you're struggling with your load and see if anybody offers help)
3) Carry your backpack slung over one shoulder and prepared to immediately drop it if combat starts (dropping something is a free action).

Suggestions
If you're going for a mainly melee build, you would probably benefit from weapon finesse, which lets you use your Dex for To Hit rather than Str.

Also, I'm inputting everybody's characters into Hero Lab, so if people want, I can provide them with their character's stat block that it outputs.


Definitely not a vampire Courtyard

Added some info about some of the NPCs you'd know about in the game play tab. You don't necessarily need to read all of it, but perhaps at least look at the info about the mayor and the person who's class matches yours. Although given that most of the module takes place on your quest, you may not be interacting with the NPCs a whole lot except for whatever you do before you head out and when you return.


I appreciate all the effort you're putting in to helping us and I implemented some of your suggestions.

I planned to list which spells I prepared each day when we started a new day and then keep track of it in my notebook IRL so I don't lose it in the thread.


@DM Puppet Master: thanks for the heads up on the skills, somehow missed the human racial bonus!

on power attack, I was in between that and mobility (which seemed to be a pretty popular feat for fighters). I will probably follow your advice, but just to be sure I understood it, on 1st level damage with a spear would be 1d8+9 (str + base attack + power attack + power attack two handed bonus)

also, I'm aware of the shield not being usable with the spear, myth weavers just included the AC bonus automatically. I expect to use it with the warhammer, when I want to be more defensive or piercing damage is at a disadvantage.

here's the revised version: http://www.myth-weavers.com/sheet.html#id=736041

if there's nothing else that needs fixing, I'd be keen on having that stat block

also, I echo polyfamous: thanks for the effort in helping us!


Male Half-Elf Druid 4 HP: 24/24 AC:16 TAC: 12 FF:14 Saves: 4:3:9 Init: +6 Per: +17

Thanks for the info on my character. I planned to do some of that but I didn't even think about the range attack stuff. 2 questions, can I take 2 of the same first level spell like 2 cure light wounds, and second how many levels do you plan on taking this group like up to level 3 and beyond or is it much shorter. Just wondering because of what feat I would take.


Definitely not a vampire Courtyard

@panegyric You can definitely stick to mobility if you want, I just wanted to make sure you were at least aware of power attack. And yes, your calculations for damage are correct. Although it looks like you may have overestimated your character's intelligence: you now have 1 too many languages and 1 too many skill points (The skill part may be my fault; I think I may have forgotten to add your craft skill into my calculations. Sorry about that!)

@Finnrick: Yup, you can prepare as many copies of the same spell as you have spells you can cast. As for levels, the module itself takes everyone to 2nd level. I will consider running the modules that are meant as sequels, but I probably won't decide until after I've finished this one. For now I'd say prepare just to go to 2nd, and if I continue onwards, I'll allow everyone some free retraining.

Since people are getting reasonably close to done on their character sheets, I think what I'll do is start the gameplay late tomorrow night (sometime after 10:30pm PST since I have one of my IRL games after work). People will be able to start interacting with each other/some NPCs in character and sometime after everyone has checked in, I will start moving people forward.


@DM Puppet Master thanks for your help and advice. I have corrected the HP and skills, added languages and the favored class. I have also removed the adventurer's kit and picked some of it contents individually. This saved my money and weight. If my calculations are correct I am now at 51 lbs.

I have also replaced improved initiative with weapon finesse. I was thinking on using mainly the crossbow and go for ranged attacks but I think that with such high DEX Mod weapon finesse makes more sense. Either way my AC should be high enough so that I'm not that easy to hit.

I would also appreciate that stat block if the character is ready. And I also join the others to thank you for your help and effort. I'm eager to start the adventure!


M human Fighter 3 | HP 32/35 | AC21 FF18 T13 | CMB: +7 CMD: 20 | F +5 R +2 W +1 | Init +2 | Per +4

@DM Puppet Master: ok, think it's done now.

as for my background:

the rethgifners are relatively new arrivals at kassen. half a family, half a monastic order of ascetic warriors, they hold a deep reverence towards the lifetime undertaking of honing one’s skills in fighting and becoming one with their spears. though the family keeps to itself, it is generally respected and welcomed because of its members’ skill and usefulness as fighters. they are especially esteemed by the guard captain, with whom the family keeps an amicable relationship.

etam rethgifner is the youngest child of the family, and the only male son in what has been a household of amazons for a long time. The same as his mother and 4 sisters, he is strict, blunt, honest and deeply values his family’s name and his spear.


I am working on my character now, I was leaning towards a barbarian. Playing one of those in my other game as well. Any suggestions?


MCCL wrote:
I am working on my character now, I was leaning towards a barbarian. Playing one of those in my other game as well. Any suggestions?

Looks like we could use a primary healer to round things out....


Definitely not a vampire Courtyard

Tache: Looks like you're still missing a favored class bonus
Finnrick: Looks like you're still working on some stuff. Let me know when you want me to take another look!
MCCL: Are you asking for suggestions on a barbarian build or suggestions on a class?

Stat Blocks for finished characters:

Erazmus Somonath:

Male human evoker 1
NG Medium humanoid (human)
Init +1; Senses Perception +2
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Special Attacks intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day—force missile (1d4+1)
Evoker Spells Prepared (CL 1st; concentration +5)
Opposition Schools Enchantment, Transmutation
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 12, Int 19, Wis 15, Cha 15
Base Atk +0; CMB +1; CMD 13
Feats Dodge, Eschew Materials, Scribe Scroll
Skills Appraise +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nature) +8, Spellcraft +8
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ arcane bond (ring)
Other Gear dagger, - arcane bond ring -, backpack, bedroll, hip flask[UE], ink, inkpen, spell component pouch, spellbook, 116 gp, 8 sp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+1, 7/day) (Sp) As a standard action, magic missile strikes a foe.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

Ethan Rethgifner:

Human fighter 1
LN Medium humanoid (human)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee spear +6 (1d8+6/×3) or
warhammer +5 (1d8+4/×3)
Ranged javelin +3 (1d6+4)
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 15, Int 13, Wis 13, Cha 12
Base Atk +1; CMB +5; CMD 18
Feats Dodge, Power Attack, Weapon Focus (spear)
Skills Acrobatics -2 (-6 to jump), Climb +4, Perception +2, Survival +5, Swim +4
Languages Common, Dwarven
Combat Gear oil (5); Other Gear scale mail, light wooden shield, javelin, spear, warhammer, backpack, bedroll, hemp rope (50 ft.), sack, 78 gp, 3 sp
--------------------
Special Abilities
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Runvald 'Bottle-Kisser' Steeltoe:

Dwarf monk (drunken master) 1 (Pathfinder RPG Advanced Player's Guide 110)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 Wis)
hp 14 (1d8+6)
Fort +4, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee quarterstaff +2 (1d6+3) or
quarterstaff flurry of blows +1/+1 (1d6+2) or
unarmed strike +2 (1d6+2) or
unarmed strike flurry of blows +1/+1 (1d6+2)
Special Attacks flurry of blows, hatred, stunning fist (1/day, DC 14)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 15, Int 13, Wis 19, Cha 10
Base Atk +0; CMB +2; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Dodge, Improved Unarmed Strike, Stunning Fist, Toughness
Skills Acrobatics +6 (+2 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +6, Escape Artist +6, Knowledge (history) +5, Perception +8 (+10 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin
Other Gear quarterstaff, backpack, belt pouch, blanket[APG], hemp rope (50 ft.), soap, torch (10), trail rations (5), waterskin, 142 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stunning Fist (1/day, DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).


DM Puppet Master wrote:

I've gone through and made comments on all the character sheets I've seen. I've made both mechanical comments and some suggestions about your created character. It should be noted that the suggestions are 100% optional. It's your character, so as long as it's rules legal, you can do what you want.

A few general comments/common things I saw:
- Favored class bonus: Pathfinder has this idea of a "favored class". Normally it's whatever your first level is in. Everytime you gain a level in that class (including at level one) you get to pick either +1 HP or +1 skill point. (@polyfamous, panegyric, ineptbeerman, tache)

- Extra languages: You get a bonus first level language equal to your Int modifier. So if your in is +4, you get +4 extra languages known (@polyfamous, panegyric, finnrick, tache)

** spoiler omitted **

** spoiler omitted **...

I'm going to stick with the higher WIS, it works character-wise and I also like the idea of the WIS bonus to AC and bigger Ki pool when I get there. Thanks for the reminder of the favored class bonus!


Sorry, I didn't notice the "including at level one". I'll get the extra HP. I have updated my character sheet to reflect that.


Definitely not a vampire Courtyard

@ineptbeerman: Sounds good.
@Tache: No problem. Here's your character's stat block.

Jaed Zandorias:

Human rogue 1
N Medium humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 11 (1d8+3)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
short sword +5 (1d6+2/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 12, Wis 13, Cha 10
Base Atk +0; CMB +2; CMD 18
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +4, Climb +5, Disable Device +9, Escape Artist +8, Knowledge (dungeoneering) +5, Perception +5, Sense Motive +5, Stealth +8, Swim +5
Languages Common, Dwarven
SQ trapfinding +1
Other Gear studded leather, dagger, light crossbow, short sword, backpack, bedroll, belt pouch, chalk, hemp rope (50 ft.), sack, thieves' tools, waterskin, 42 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

For those of you who haven't already, I would suggest making a character alias. (Go up to the "My Account" link at the top of the page and scroll down to "Messageboard Aliases").


DM Puppet Master wrote:


For those of you who haven't already, I would suggest making a character alias. (Go up to the "My Account" link at the top of the page and scroll down to "Messageboard Aliases").

I need to get my post count up, apparently you need 10 posts to do that... so apologies in advance if I comment on something that doesn't need my input...


@ineptbeerman I think you cannot change your avatar name after you have posted 10 posts with it but you can create a new one. I was able to create mine and I have less than 10 posts.

By the way, should we post in the "Discussion" tab using our aliases or is it just reserved for the "Gameplay"?


Definitely not a vampire Courtyard
Tache wrote:
By the way, should we post in the "Discussion" tab using our aliases or is it just reserved for the "Gameplay"?

For the discussion tab it doesn't matter too much which alias you use. Gameplay you should try to just post under your character alias.

If you have you character alias, you should feel free to "dot" in the gameplay tab. Which just means that you submit a post (any post) in it. This should make the game appear under your profile's "Campaigns" tab.

As a side note, it's common for people to post in recruitment threads with the message of "dot" or "." as a way of showing interest. I believe the origin of that is the fact that once you do, a dot appears next to that thread when you're browsing all recruitments, though that's just a theory.


Apologies, again, but gonna quickly get my post count up so I can get my alias working.


M Dwarf Drunken Master Monk (favored)

Alright, let's get this rollin'!


Male Half-Elf Druid 4 HP: 24/24 AC:16 TAC: 12 FF:14 Saves: 4:3:9 Init: +6 Per: +17

Hey I am at work and can't edit my profile character from here but I did up my cats info and made a back story. I have a couple of last minute questions are my cat and I going to be on the same initiative or different. Under tricks do I have to teach it attack or does it know that. Also I know that I haven't taken a feat yet but I will when I get to a computer, I'm posting from my phone. Thanks for all the help creating a druid is harder than the fighter that I usually roll.


Definitely not a vampire Courtyard

@Finn: Yup, spellcasting and companions that aren't familiars generally make things harder when you create your character.

To answer your questions, your cat will act on your initiative to make things simpler but you can't interleave your actions. Which just means one of you must completely finish your turn before the other one can start, so you can't move and then have your cat move and then have you attack and then have your cat attack.

Your animal companion starts off knowing a certain number of tricks. Handle Animal has some details on how many tricks your companion can known, plus you get some bonuses for being a druid. I don't think this is strict RAW (read as written), but I'm going to say that any trick your animal companion knows you can get him/her to do without a handle animal check. Tricks your companion doesn't know, you'll need to make a check for.

@MCCL: I don't need a full crunch just yet, but I need to know at least your character name and class in order to start you off in the game later tonight. Although it's fine with me if you show up a bit later than the other PCs. However, all crunch will need to be finalized before the PCs leave town.


Working on it now, I will go with a dwarf barbarian. And apparently I will be able to get my alias going once I finish this post, since I should hit ten.

As for a name: Artair


Our party should be able to deal out quite a bit of damage with this lineup... hopefully we can figure out a way to stay healthy... heh.


Let's hope we can hit harder and faster than we are being hit :)


Male Half-Elf Druid 4 HP: 24/24 AC:16 TAC: 12 FF:14 Saves: 4:3:9 Init: +6 Per: +17

I have some heals if we need them


@Finnrick That's the "Cure Light Wounds" spell, right?

Is there a place where we can buy healing potions? Or do they have to be made by a PC?


Definitely not a vampire Courtyard

If you would like, before you leave town, you can head to the Temple of Erastil to buy some potions of CLWs. They cost 50 gold and heal 1d8+1.


I finished my character, I think. I need to do my equipment still. And I tried to paste the info into my alias, but I don't think I did it right.


Definitely not a vampire Courtyard
MCCL wrote:
I finished my character, I think. I need to do my equipment still. And I tried to paste the info into my alias, but I don't think I did it right.

Awesome! I'll look it over and tell you if I see any issues. If not, I'll give you the Hero Lab generated stat block, which may be formatted a bit better.

Edit: As far as I can tell, looks good! Here's the Hero Lab stat block, although it looks like yours might have more details (I think HL cuts some stuff off).

Hero Lab stat block (if you want it):

Artair
Dwarf barbarian 1
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (1d12+2)
Fort +4, Ref +2, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hatred, rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Athletic
Skills Acrobatics +6, Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +10, Heal +2, Knowledge (nature) +6, Perception +5 (+7 to notice unusual stonework), Survival +5, Swim +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Orc
SQ fast movement
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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