HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'
Weekend here, I can check in a bit, but less urgency with no combat.
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
PFS#:
# 137974-2
Day job roll:
Profession (Sailor):1d20 + 3 ⇒ (3) + 3 = 6
I would love to continue on to Azlanti Ridge. I like this group.
--
Am I allowed to tweak my character now? i.e. can I make changes anytime before level 2, or can I only make changes right before I level up?
I think the character rebuild is only when you get to level 2. But as that's only 3 adventures it isn't too painful to live with any bad choices for a little while.
PFS# 43188-4
take 10 on day job (bodyguard) for 15 = 10gp
Yes, I want to finish this adventure. Although Brodey might have to start an actual mercenary company or something if we keep acquiring prisoners.
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
PFS doc wrote:
At the start of a Pathfinder’s career, you are allowed to adjust your character before settling in for the long haul. Before you level up a character for the first time, you may change any aspect of it except its Pathfinder Society Number. Changes may only be made between adventures and before playing as a character above 1st level.
In its entirety this quote makes me think I could change multiple times before the first time I play as a 2nd level character.
I've always understood character rebuilds being allowed anytime between adventures, as long as you've not hit level 2. As soon as you hit level 2, the character is fixed (save for the retraining rules)
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
DM Kludde wrote:
I've always understood character rebuilds being allowed anytime between adventures, as long as you've not hit level 2. As soon as you hit level 2, the character is fixed (save for the retraining rules)
My retraining is counting on a) being able to liquidate some of my original gear at-cost, and b) being able to use gold that I gained in this module. Here it is, for your auditing pleasure.
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'
PFS: 100387-9
Profession(guide)1d20 + 6 ⇒ (7) + 6 = 13
I'd like to continue onto the ridge.
I've put your chronicles here. Please check if they are all ok like this, and tell me if I missed something. I hoped you enjoyed the game - I'll put up a thread for Azlanti Ridge soon.
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Is there anything in particular you want me to look at? At first glance, they looked fine to me, but I didn't give it a tremendous amount of attention. I trust both versions were/are PFS legal?
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
I thought you would need to say something about it on the chronicle sheet or something. If not, that's great. I'll make a few more purchases and be ready.
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
My question - you mentioned selling your equipment at cost - is that normally allowed? Is it just for when you're retooling your character, since I thought I understood you only get half value for selling stuff. I've found this confusing for my own chars so just want to clarify.
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'
After level 1 you only get half back, but when doing the complete rebuild you get full cost back.
Generally with low level characters this is not a biggie anyway, I think it is kind of a nice admission that low level folk go through a lot of equipment upgrades early on with little cash - and if you rebuid you wizard into a fighter, you will be changing a lot of equipment, so why should someone who started as a fighter not be able to afford the same better armour?
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
I take "you may change any aspect of your character [before level 2]" to mean I can unbuttoned stuff and buy different stuff instead. Essentially selling at cost.
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Wasn't sure if there needed to be a record of it should I take this character to a RL game. I'll buy anything else I wanted to pick up and have him ready by the end of the day.
Brodey's going to save his cash this time around, just paying the usual 10gp for lifestyle. (because his player doesn't like fussing with bookkeeping on purchases 1gp or less)
I'll just save the PP too as I'm having trouble imagining how I'd get anything I'd want to buy with it while in Bloodcove using Pathfinder prestige earned after I'd left town.
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Just pretend you acquired them before we left town. We're already suspending our disbelief by leaving powerful and angry prisoners in the path of foes who would unleash them on us if we were in a normal campaign. :P
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Edited my last gameplay post--Kelsier is intending to go forward with leaving all of the prisoners on the side of the road for our pursuit to discover.
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
Lunaea is also suspending disbelief - perhaps she finds what she wants among the other Witch's belongings. Her purchase is mainly a "vanity" pick - she carries almost nothing on her and hates her backpack. It really detracts from her witchy appearance and the otherwise flowing lines of her robes. However, she can't bear to part with her scrying materials and scrolls. Not to mention her journal with the cool glow-in-the-dark ink :D So...
Pathfinder Pouch - 1000 gp
Potion of Invisibility - 300 gp (because sneakiness)
Upkeep - 10 gp (though finding anyplace worthy of that upkeep in this town may be ... challenging)
Selling masterwork backpack - 12 gp
Total previous - 903
Total earned - 506 + 12
Total spent - 1310
Total remaining - 111 gp
And 2 PP not spent
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'
Nice! Are Pathfinder Pouches always available? - I've got a wizard who may find them kind of handy too.
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
oh gosh. I hope I haven't done that wrong! Someone with more experience than me with this game will have to answer that. The rules are different than other "Living" games I've played. If not I'll probably replace it with a Cloak of Resistance +1.
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
So this cost of living thing, is that basically a way to avoid dealing with minor expenses like rations, etc.?
EDIT: Alright, all my purchases are done now (unless anyone has some suggestions I haven't purchased yet--I still have just over 400gp). I'm assuming Cold Iron weapons are available (always want to have at least a few of those on hand).
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
I'm out on business this afternoon and all day tomorrow until early evening. Probably will not be able to check the boards - Brodey can give orders for Lunaea if needed.
We've only got 8 fame at the moment, so the cash limit for stuff not on the ARs is only 500. If we get 1 more fame on the next adventure you can buy the pouch (the limit goes up to 1500gp at 9 fame)
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Total concealment means they can't see us, so they don't know where we are. They can guess what square we are in, but even if they guess correctly they still have a 50% miss chance. If they are standing right next to us then they know where we are and have only a 20% miss chance.
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
Brodey, although I doubt it makes a difference, you add your Charisma bonus to Wild Empathy rather than your Charisma modifier.
Also, these are tame creatures so I think Handle Animal would be the correct check?
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'
What is the difference between charisma bonus and modifier?
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
A bonus has a minimum of 0--it can't be a penalty. A modifier can be positive or negative.
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'
Really? I always assumed you got a penalty on wild empathy for a poor charisma. I was pretty sure the terms were interchangeable.
If that is correct it makes low cha rangers better (yay!)
M NG Human Two-Weapon Warrior (Fighter)/3 - HP 26/26- AC 18/T:14/FF:14 (+1 vs. melee while two-weapon fighting) - Perception: +7 - Fort: +4, Ref: +4, Will: +1- (+1 vs. Fear) CMB: +7 CMD 20 - Speed 30 ft. - Init. +3
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
118424-2
Grand Lodge
day job - hiding in the corner of the PFS library and reading obscure scrolls, and brewing up strange concoctions in her cauldron in her lodgings :D
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'
Did I get a one last time for the day job?
Oleander must be a terrible guide. Probably talks back to the humans too much.