GM Brew |
Discussion thread now open for Dragon's Demand. I will be running this module in campaign mode which means PCs are not limited to PFS limitations when creating characters. At the conclusion of campaign, all characters who play entire mod will get Chronicles that they can apply to a new character or an existing character. If you apply all chronicles to same character, that character will receive a bonus fourth chronicle. So please post your character concepts and ideas so that we can launch the game.
copmc |
Brew, I will be playing a first level Nagaji ninja. I have 2 Chronicles listed under that character and he did receive a way finder as part of one scenario. Are the items and gold aquired by that character usable in the new adventure?
I was considering tweaking the character since he has not advanced past first level. I may also purchase a few items before the adventure starts.
GM Brew |
You absolutely can play your nagaji, but all characters will start out from scratch so you would not have that equipment at start of game. Once you complete the scenario, you can apply all the chronicles to the nagaji and receive the 4th bonus sheet. In campaign mode, the characters exist by themselves in a bubble just for the campaign itself. The chronicles awarded upon completion allow for folks to then create the character in the organized play campaign (PFS) if they choose. You do not have to create the same characters when you apply the sheets though. For example, you could play an entirely different character through the campaign then apply the sheets to the nagaji when the mod is complete. Kind of confusing I know.
GM Brew |
For clarification, here is how John Compton (OP Coordinator) explains how to apply chronicles:
When playing in the home game or "campaign mode" style, the player should receive the Chronicles all at once. In this way, the Chronicle sheets apply immediately as soon as each one is applicable. The only way to add Chronicle sheets in between would be to have applied all of the sheets that you could and still need to gain another level to qualify for the next.
Example:
– I play the whole thing and apply the credit to a 1st level character.
– I must immediately apply sheet #1 (Tier 1–3) and sheet #4 (Tiers 2, 4, or 6 only), bringing me to level 3. Once that happens, I qualify to receive sheet #2 (Tier 3–5), bringing me to level 4.
– I cannot yet apply sheet #3 (Tier 5–7) because I am only level 4. I can now play whatever I want until I reach 12 XP, at which point I am level 5, and sheet #5 applies immediately.
Think of it sort of like applying GM credit to a character who is not yet of the appropriate level. You apply everything you can and then hold the rest in reserve until you would legally qualify for them.
copmc |
When we make changes to a pfs character, before reaching second level, what restrictions are there? Are we allowed to do a complete reboot or are we limited to only changes to the character's equipment, stats and feats?
I am considering whether I want to change the race of my nagaji to human. Disguise may play a major factor for the ninja class and I am not sure how easy it will be to change a nagaji's appearance.
Wicked Brew |
Per the guide, you can rebuild the character from scratch before reaching level 2. After level 2, you can retrain per rules set forth in Ultimate Campaign but its expensive. So bottom line, you could rebuild your nagaji to make him human if you wanted. Or, you could play a human ninja during the campaign and assign the chronicles to the nagaji. Remember, the character you play during the campaign is not a pfs character. You will get chronicles to assign to a pfs character upon completion.
Arklore |
well that is a interesting concept copmc..hmmmmmm
so we got a ninja at least in the group....I think they may be a wizard out there....was there anything else definitive?
I intend to play something different , but I am waiting to see what everyone else selects unless we get to a start date, in which case I will go with what I know.
GM Brew |
Play what you want. This will be a great opportunity to explore a class. So many to chose from in Pathfinder. After we get what everyone wants to play, we will see if there are any balance issues and adjust accordingly. Also, since this in campaign mode, things like hirelings and NPC companions are in play so keep that in mind as well.
Morgan D'Novan |
Morgan
Half-elf swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 56, 125)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield)
hp 12 (1d10+2)
Fort +1, Ref +4, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . rapier +4 (1d6+1/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5)
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 16, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Dodge, Skill Focus (Acrobatics), Weapon Focus (rapier)
Traits tactician, warrior of old
Skills Acrobatics +7, Bluff +6, Climb +3, Escape Artist +4, Perception +6, Sleight of Hand +4, Swim +3; Racial Modifiers +2 Perception
Languages Azlanti, Common, Draconic, Elven, Shoanti
SQ elf blood, inspired panache
Other Gear studded leather, buckler, blunt arrows[APG] (20), dagger, rapier, shortbow, backpack, bedroll, belt pouch, flint and steel, mess kit[UE], soap, trail rations (2), waterskin, 60 gp, 4 sp
--------------------
Special Abilities
--------------------
Deeds
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
copmc |
There are some classes that i feel don't fit into the classic fantasy style RPG setting.
It would be interesting to play a pulp fantasy/steampunk/Lovecraftian style of adventure. League of Extrodinary Gentlemen and Hellboy come to mind when thinking of that genre of gaming. I can see the use of alchemist, gunslinger, inquisitor or any of the occult classes be used.
GM Brew |
I hear on that copmc. I thought the same way at first but I have become more comfortable with the way it is done by Paizo with the Golarion setting. I see it as like 80% classic fantasy with just a smidge of steampunk mixed in. I do not entirely embrace the gunslinger, but I like the occult classes as well as alchemist, investigator and the rest.
Looking forward to seeing what you have cooked up. Anybody heard from Caoilte or Izzy?
copmc |
Takumi
Male fetchling ninja 1 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Ultimate Combat 13)
LN Medium outsider (native)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will -1
Defensive Abilities shadow blending; Resist cold 7, electricity 7
--------------------
Offense
--------------------
Speed 30 ft.
Melee katana +2 (1d8+2/18-20) or
. . nunchaku +2 (1d6+2)
Ranged shortbow +3 (1d6/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—disguise self
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 10, Int 12, Wis 9, Cha 16
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative
Traits reactionary, unscathed
Skills Acrobatics +7, Climb +6, Disable Device +7, Disguise +7, Escape Artist +7, Linguistics +5, Perception +3, Stealth +9, Swim +6, Use Magic Device +7; Racial Modifiers +2 Stealth
Languages Common, Osiriani, Shae
SQ poison use
Combat Gear oil (2); Other Gear leather armor, arrows (20), katana[UC], nunchaku, shortbow, backpack, bandolier[UE], bedroll, flint and steel, hemp rope (50 ft.), thieves' tools, torch (2), trail rations (5), waterskin (2), 7 gp, 6 sp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
copmc |
I sent out a text to the other guys but I haven't received a response. If the week is a stressful one then take it easy and don't feel pressured to get the game out this weekend if you are not ready. If it takes another week then I am ok with that. I look forward to getting started but I would much rather wait until you are able to enjoy GMing. I will try reaching out to the guys again.
Takumi-copmc |
I am posting using this alias which is my character name. I just did not see a place to stick the stat block information for quick access. I can place it in the discussion forum once we start game play unless there is a better place for it.
Takumi-copmc |
I don't have the option of creating a profile for an alias. Only the create new Pathfinder society character or create new Pathfinder Core character allows me to create a profile. Other alias is for posting on message boards and offers no option for entering additional info. It is not a big issue to just have a PDF of my character on my phone or computer for reference. Just posting in case others had a similar issue.
GM Brew |
If you hit "My Account" upper right of page, just left of "pathfinder society" it will take you to your account page. In the middle left of that page, there should be a box that says "Aliases" which should give you the option to create alias. Once you create an alias you should then be able to hit the alias name for that alias' page and it should look like this:
Brew's non PFS Alias for SF pregen Iseph
Once on that page, you should have a tab for that specific alias' profile which in turn should give you the option to edit profile. In the edit profile page, you then should see data entry fields similar to PFS character. As you can see in the above link, I was able to add a stat block even though that alias is neither PFS or SFS character.
No big issue to be certain and I have no preference on how you want to post, but you should have the option to create a separate and distinct profile for your character if you want.
D'Novan |
OK, this is the Character I am going with.
D'Novan is a War Priest from Cheliax that is a bit of a exile having fled Cheliax due to religious persecution for failure to recognize the new state religion of Asmodeus and the other infernals.
D’Novan
Half-elf warpriest of Iomedae 1 (Pathfinder RPG Advanced Class Guide 60)
LG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 shield, +1 trait)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee bastard sword +3 (1d10+2/19-20) or
. . club +2 (1d6+2) or
. . dagger +2 (1d4+2/19-20)
Ranged shortbow +1 (1d6/×3)
Special Attacks blessings 3/day (Sun: blinding strike, War: war mind), sacred weapon (1d6, +0, 0)
Warpriest Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, sun metal[UC] (DC 14)
. . 0 (at will)—create water, guidance, stabilize
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 12, Int 12, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Improved Initiative, Weapon Focus (bastard sword)
Traits defender of the society, warrior of old
Skills Acrobatics -5 (-9 to jump), Heal +7, Knowledge (religion) +5, Perception +6; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven
SQ elf blood
Combat Gear potion of cure light wounds; Other Gear scale mail, heavy wooden shield, bastard sword, blunt arrows[APG] (20), club, dagger, shortbow, backpack, bedroll, belt pouch, flint and steel, holy text[UE], mess kit[UE], soap, spell component pouch, trail rations (3), waterskin, weapon cord[APG], wooden holy symbol, 76 gp, 26 sp, 1 cp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Gabrielle Niels |
This is my characterGabrielle
Human (Chelaxian) fighter 1
LN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+5 armor, +1 Dex, +2 shield, +1 trait)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee battleaxe +6 (1d8+4/×3) or
. . club +5 (1d6+4) or
. . dagger +5 (1d4+4/19-20)
Ranged shortbow +2 (1d6/×3)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Cleave, Power Attack, Weapon Focus (battleaxe)
Traits blood of dragons, defender of the society
Skills Acrobatics -5 (-9 to jump), Handle Animal +4, Heal +1, Intimidate +4, Perception +1, Survival +4
Languages Common, Draconic
Other Gear scale mail, heavy wooden shield, battleaxe, blunt arrows[APG] (20), club, dagger, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 40 gp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Caoilte |
Here's my guy
Mitchel
Male Human Cleric 1
NG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +6 (+3 Wis, +1 Trait)
Defensive Abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Mace +3 hit, 1d8+3 dmg
. . scimitar(1d6+3) and
Ranged sling +1 (1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Hvy Armor Proficiency, Extra Channel
Traits Indomitable Faith, Rich Parents
Skills Heal +7, Sense Motive +7, Spellcraft +4
Languages Common
Other Gear Banded Mail, Hvy wooden shield, Heavy Mace, scimitar, sling (10 bullets) Cleric's Vestments, 490 gp
--------------------
Special Abilities
--------------------
Rebuke Death 6/day
Firebolt 6/day
Channel Positive Energy 5/day
GM Brew |
Ok, almost have you all loaded into H lab. Ark, I added alternate race trait Ancestral Weapon which gives you a free exotic weapon proficiency and selected Bastard Sword, otherwise your warpriest would not be proficient.
Mitchel domain and prepared spells.
Izzy, I think you sent me your statblock a while ago but I cannot find it. Please resend so I can get your char into my h lab profile and we can fire up the game.
I will prep the board and get our intro posted soon hopefully.
Kell Mox |
I apologize for the delay; I am looking forward to the game.
I'll send the por file over in a bit.
Kell Mox
Male half-orc barbarian 1
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +4 (1d4+3/19-20) or
heavy flail +4 (1d10+4/19-20)
Special Attacks rage (7 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Traits bully, indomitable faith
Skills Acrobatics +6 (+10 to jump), Intimidate +7, Perception +4, Survival +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood
Combat Gear potion of cure light wounds; Other Gear scale mail, dagger, heavy flail, backpack, bedroll, flask, flint and steel, hemp rope (50 ft.), sack, waterskin, wooden holy symbol of Sarenrea Ankh, 26 gp, 7 sp, 7 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.