GM Shai Hulud |
So far the party is:
Wendell "Cat Food" Redgrass. Glaive-wielding Dwarf hunter and tiger companion.
Alentwinnius Ferington Nitemoon. Gnome Fae bloodline sorcerer (Druid VMC).
Fetchling Vigilante Moonlight Stalker.
Aleksara "Cutter" Darkeye. Elf Magus (Kensai) w/VMC Sorcerer (Oni Bloodline)
Liking what I'm seeing!
Wendell Redgrass |
I'm only familiar with the base classes, so all of our choices are like another language for me.
Looks like Willi (Brezik) has a really high Charisma score. Aleksara has a great Intelligence score, and Wendell has a high Wisdom score. I think it's good that we're spread out like that, this campaign looks like it will require a wide array of specializations.
Anyone else going to have a decent to high Charisma score?
Cheers
Aleksara |
Aleksara's will be above average (12), but the Fetchling Vigilante will probably have a really good charisma since he's basically going to be a pathfinder version of batman!
=>
Wendell Redgrass |
Hey everyone. I've been doing some heavy reading about spell casting but I've got a couple questions I'm hoping you can help answer.
1. My 18 Wisdom score grants me 1 bonus spell for 1st, 2nd, 3rd, and 4th spell levels. Am I correct in thinking I only get to use the spell levels as I reach them, so at level 1 I am only getting the 1st level bonus spell?
2. Can I choose a different spell to know with that bonus spell, or can I just cast the one 1st level spell I know twice/day?
I hope the creation process is going well for all of you!
Qina Coldfire |
Correct, you don't receive the bonus spell until you are high enough level to cast them.
The Hunter is a spontaneous caster. Which means you pick your spell only when you level. You start off knowing 2 spells. You start off with one spell slot and receive another spell slot from your high wisdom. So at first level you know two spells and can cast two spells in any combination you like. You can cast spell #1 twice, spell #2 twice, or spell #1 once and spell #2 once. You pick which spell to cast right before you cast it. You don't prepare any spells. When you cast a spell, the spell slot is used up, but you could cast it again with your second spell slot.
You also know 4 0-level spells. You use these as often as you want and they never exhaust. You could cast any 0-level spell 1000 times a day if you wanted.
Wendell Redgrass |
Thanks Qina, that was super helpful!
Just because I'm excited, my starting spells are:
Create Water (O)
Purify Food and Drink (O)
Guidance (O)
Light(O)
Resist Energy (1)
Entangle (1)
I see we have characters with prestidigitation and dancing lights, that will provide us some really great creative opportunity! Can't wait to see those in action.
Qina Coldfire |
I would recommend changing Resist Energy to Cure Light Wounds. We're going to need some healing and you can always take Resist Energy at level 2.
You may also want to consider the social trait Clever Wordplay. You could then use your Int modifier instead of your Charisma modifier for one Charisma based skill, like Handle Animal. Perhaps take a drawback. Haunting Regret would seem to fit your 10-minute background.
Some spells you can look at:
Aspect of the Falcon (Ranger 1)
Gravity Bow (Ranger 1)
Lead Blades (Ranger 1)
Faerie Fire (Druid 1)
Frost Bite (Druid 1)
Snowball (Druid 1)
Shillelagh (Druid 1)
GM Shai Hulud |
No word from Fez but I figure he's quite busy getting ready for what sounds like a large trip. I sent him a PM though so we'll see.
How ready is everyone for RP introductions?
Wendell Redgrass |
@Qina - Thanks again. I must have been looking at an incomplete list the first time, so it's back to the drawing board. Some of the spells you listed look excellent, and I realize that Resist Energy may have very limited usefulness in the first levels of a campaign.
I am going to use Clever Wordplay to boost my Handle Animal skill, since so much of my effectiveness keys on that ability.
@GM - I should be ready by tonight or tomorrow for some RP, but my background is the biggest question mark right now. Still needs some work.
Also, I did find a Drawback and would like GM input:
Wendell is going to be afraid of fire after a near-death experience. Part of the drawback's penalty says "whenever you are adjacent to open flames." Would that include torches? Campfires? I'm going to take it either way, just want to get GM ruling.
GM Shai Hulud |
Wendell:
Yes - torches, campfires, lava flows, fire magic, and redheads :) ok maybe not readheads
But!
No - Candles, covered lanterns, matches, cigarettes (though I doubt he'd be smoking), glowing coals, smoking pits, bubbling tar, and magical light sources
GM Shai Hulud |
Kicked out the Gameplay for you all. Feel free to goof off as much as you like while people finish up. We'll move forward at the end of the week or once we've heard from everyone.
GM Shai Hulud |
Fez is going to sit this out for now so we'll be going with a 5 person party.
Wendell Redgrass |
@GM - Back for another round of questions/rulings!
In the description of the Animal Companion class ability, it reads "A hunter may teach her companion hunter tricks from the skirmisher ranger archetype instead of standard tricks." Now, it seems like that idea was not really thought out... A majority of the skirmisher tricks could not be applied to an animal companion, and many of those that could apply seem pretty broken. Here's a few examples:
Upending Strike (Ex): The Ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.
Vengeance Strike (Ex): The Ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The Ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.
Rattling Strike (Ex): The Ranger can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.
Sic 'Em (Ex): The Ranger can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Ranger to make this attack.
From what I understand, the "Ranger" part is swapped out for Hunter/Animal Companion. But many of them are free actions and have very heavy effects.
I would only be able to select 1-2 of these tricks at most, as I only get 7 total to start and need at least 5 to make sure my animal companion isn't a rampaging wild animal, let alone somewhat useful.
What are your thoughts? Do you approve, or should I just ignore the skirmisher tricks and select from the original list?
NOTE: There comes a time when my tiger can make multiple melee attacks per round, and as a free action it suggests I could use this before each attack? Maybe it could be limited to 1/round?
GM Shai Hulud |
So the way I read it is that all of these tricks are something you teach the companion, so ranger = companion in all of them.
The skirmisher tricks states "A (companion) can use these tricks a total number of times per day equal to 1/2 his (companion) level + his Wisdom modifier" as a limiter on how often the tiger can use the tricks.
Sic'em looks like the only one of those four that wouldn't make sense, unless you're playing it that Redgrass is also the companion of the tiger, which is humorous and I'd allow it on the premise that the tiger commands you to hit a guy. As you said, you only get 7 overall.
Anyways I don't see an issue with any of the tricks, a tiger's WIS is 15, so 3 tricks per day. Sounds fair to me. For any tricks that really just make NO sense, just ignore them or ask.
Qina Coldfire |
You can use the skirmisher tricks but they take up a trick slot and they can only be used "a number of times per day equal to half its Hit Dice plus its Wisdom modifier." So you're tiger could perform one, on command, 3 times per day.
Honestly that's pretty good. It takes up a limited slot, has a finite number of times per day, and the tiger couldn't use it if you were unconscious or incapacitated or otherwise unable to issue the command via a free action through Handle Animal.
Also understand that the Attack trick can be taken more than once.
"The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals."
"Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks."
My concoction will be a human Paladin with an Oracle dip for Life Link, giving us a tank and more healing. The concoction aspect will be taking Racial Heritage (kobold) and the Scaled Disciple feat so I can take the Dragon Disciple prestige class on occasion. He should be done by tomorrow night.
Wendell Redgrass |
Thanks to everyone who weighed in!
This is my 4th character created in pathfinder, and it's more complicated than the other 3 combined. I have been reading as much as I can, but every page leads to another rule set I need to familiarize with. The more I learn, the more clueless I realize I am!
Anyway, I'm super excited about this character. Looks like we're going to have a really cool group, too.
To my understanding, my animal companion only starts knowing 1 trick (of the 7 total), so it will take a while until my animal companion is fully trained.
Aleksara |
Aleksara, do you mind if I tie my backstory with yours? I can PM you if you want more details but it won't interfere with your character.
Sure! Just PM me when you get the chance.
My character is similar to a vigilante so it makes sense.
=)
Qina Coldfire |
Thanks to everyone who weighed in!
This is my 4th character created in pathfinder, and it's more complicated than the other 3 combined. I have been reading as much as I can, but every page leads to another rule set I need to familiarize with. The more I learn, the more clueless I realize I am!
Anyway, I'm super excited about this character. Looks like we're going to have a really cool group, too.
To my understanding, my animal companion only starts knowing 1 trick (of the 7 total), so it will take a while until my animal companion is fully trained.
I'm almost positive that animal companions start knowing all of their tricks but I haven't found the written rule yet. However, they do start knowing all bonus tricks.
"The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed."
GM Shai Hulud |
Unfortunately no traveling supplies on the onset, though the Sword Lords were clear in alluding to wealth accompanying success.
Wendell Redgrass |
I know for sure that my Hunter start with 1 bonus trick, and as you said, that trick is already known. (I am using 1 of 2 "attack" tricks in that slot).
"You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks." (d20pfsrd.com)
My tiger has an Intelligence score of 2, which means he starts with 6 tricks, plus 1 bonus trick = 7 total.
To teach an animal companion attack, you must succeed a DC 20 check and take 1 week of training (3 hours/day). (d20pfsrd.com)
This conflicts with my character's background, as Wendell has had Chett the tiger as an animal companion for six years now. Would it be assumed that he knows some of these tricks, or should I start teaching the tricks now at the beginning of the campaign? That means it will take 6 weeks of campaign time to learn all my tricks...that seems a bit excessive (we reached level 3 in about 3 days in our Crypt of the Everflame campaign).
@GM - Maybe you can weigh in on this?
Qina Coldfire |
Okay, found it in an FAQ for Society play:
"The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level."
GM Shai Hulud |
Ditto to Qina's research, thank you by the way for voicing knowledge on this, Chett can start fully trained.
GM Shai Hulud |
@Wendell: Would you be open to making an avatar for Chett the Tiger? I personally prefer companions to have a face and personality on the thread rather than a side note in a character's blurb.
@Alentwinius: This probably won't be necessary for the dog and sheep unless you plan to use them as active participants in combat and adventuring.
Wendell Redgrass |
YAY! That's wonderful news.
I was growing afraid that Chett the tiger would be an untrained beast and Alentwinius's animals would be in mortal danger.
Chett the Tiger |
Chett the Tiger checking in!
Qina Coldfire |
You don't have to, but you can:
"The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals."
"Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks."
GM Shai Hulud |
Added two maps:
One is of the Greenbelt to track your exploration progress. I'll manage this one. How it will work is the white hexes are places you haven't been, the red hex is where you currently are, and once you've finished exploring an area fully I'll remove everything that's over it so only the pretty picture is visible.
Second is for battle logistics during encounters. This one we all will be able to edit, so request permission whenever you have time this week and I'll add you.
Thanks! I have to say I'm really excited with the creativity and complexity of all the characters. They all fit the AP really well, thanks for doing your research everyone!
EDIT: Also, if anyone has a preference on if I link the maps as I am now or if I have the links in my tagline let me know. I'm cool with either.
Alfentinius Lentinels Ferington |
Okay... had a moment of inspiration and decided to go cross-blooded (Arcane)... pretty much so that the Male Goat (Henceforth known as William)could be Alentwinius' familiar.
Which basically means that the other 5 goats are the familiars harem... and the dog is the familiars personal body guard.
Wendell Redgrass |
I made several updates to my character.
Fixed my skills: dumped Knowledge (Dungeoneering) for (Nature).
Chose different spells: Cure Light Wounds and Lead Blades.
Finished my character background, appearance, and personality. Just need to add one more Acquaintance to my 10 minute background.
I'm debating whether I should purchase a donkey for the journey (kind of feeling inadequate with only one animal. As a hunter/trapper, I would need to bring lots of supplies with me and carry animals and pelts. But a donkey would slow me down and could cause other complications. I'll decide soon.
Jerrik Hagen |
Being a dwarf, I don't think a donkey would be any slower than you. Since we seem to have a walking farmstead, why not?
1 Tiger
1 Horse
2 Dogs
2 Sheep
4 Chickens
6 Goats
1 Donkey?
I think the map links are fine at the top of the pages. As things go on, more maybe needed and that'll just be too cumbersome to keep your profile updated. Just easier to maintain the one list.
Wendell Redgrass |
With a heavy load, the donkey has the same speed as I do.
I purchased a donkey and all necessary equipment.
His name is Stinson.
I'm actually super excited about the campaign, it's like we're explorers/settlers first and adventurers second. It really makes this campaign unique for me.
Jerrik Hagen |
A few things about your animal companion.
1. It has the Link ability at first level. This means you can handle it as a free action and you get a +4 bonus to Wild Empathy or Handle Animal checks when dealing with your Tiger.
2. It's a DC 10 to have the Tiger (or any animal companion) perform any trick it knows. The DC suffers a +2 if the animal is injured. So at most the DC is 12 to perform Attack, Rattling Strike, Down, Defend, Come and Heel since it already knows these tricks. Since you have a +14 to Handle the Tiger, you can't fail to get it to perform a trick it knows.
3. Now, it's a DC 25 to have it perform a trick that it doesn't know, and again, the DC goes up by +2 if it's injured. This is called pushing when the animal doesn't know the trick, and it takes a move action instead of a free action. For non animal companions, it's a move action to handle animal and a full round to push.
4. The DC's you saw are only for Training the animal to learn new tricks which require weeks of time.
Wendell Redgrass |
I actually bought a "training harness" for Chett which gives +2 to handle animal, so my total bonus to Handle Animal is +10, which auto-succeeds as long as it's not a natural 1.
1 (rank) + 3 (class skill bonus) + 2 (training harness) + 4 (link)
That includes the trait makes it so I use intelligence instead of charisma for my Handle Animal skill checks.
Not bad!
Alfentinius Lentinels Ferington |
I feel like we've turned our pathfinder game into Farmville...
... AND I LOVE IT!
P.s. I'm the one adding all the animal pictures to the map... so if you don't like one I choose for your animal just swap it out... and if you're the GM and feel like I'm cluttering the world up then say so and I will stop.
Jerrik Hagen |
I actually bought a "training harness" for Chett which gives +2 to handle animal, so my total bonus to Handle Animal is +10, which auto-succeeds as long as it's not a natural 1.
1 (rank) + 3 (class skill bonus) + 2 (training harness) + 4 (link)
That includes the trait makes it so I use intelligence instead of charisma for my Handle Animal skill checks.
Not bad!
Okay. Natural 1's can still succeed unless it's an attack roll or saving throws. So even an 1+10 will succeed if he's not injured. Good job on the training harness, leather barding, and nice Feat!
I am excited as well.
We should get a circumstance bonus to convince others that we're not really adventures, but just traveling farmers.
GM Shai Hulud |
Ha! It is becoming a more and more humorous lot. The chaos of terrified farm animals scrambling during battle will be a nice thematic bonus. I'll have to look up rules on random trampling and triggering a herd to stampede.
I had a good laugh at the animal pictures actually. I'm getting the feeling that the whole caravan will be moving together everywhere, so who are the combatants? My list is:
Aleksara "Cutter" Darkeye
Alentwinius Lentinels Ferington
Wendell Redgrass
Chett
Jerrik Hagen
Louxman
Are the dogs going to scrap?
Wendell Redgrass |
Wendell will try to find a balance between scouting ahead of the group so all the animals aren't spooked, but staying close enough that he's not screwed if he gets in any trouble.
@Jerrik, just a heads up now that Wendell plans to ask if he can tie up his pack donkey Stinson to your cart, or something similar. You don't have to say yes by any means.