Sorcerers are a HARD road to walk. Your stats make it a bit easier as he'll be a decent melee combatant until around level 4 when you fall behind the curve (the 3/4 BABs will be +3, Full BAB will be +4 but you will be +2).
Draconic is not my favoured bloodline BUT it is a good one (one of the better choices).
I'd recommend picking up a longspear as your weapon for melee moving forward - it fits thematically with your race, gives you reach (keeping your low HP hide from casual hits) and has decent damage. If they step inside reach you can drop the spear and claw their faces off.
Your temptation will be to balance your melee buffs etc with your blasting and other magic. Unless you are going Dragon Disciple you want to be real REAL careful. On paper you'll look badass but you'll have a glass jaw and crap CMD making you vulnerable. You don't get a lot of spells so trying to have melee buffs (and feats), some blasting and some utility spells will REALLY stretch your spell selection.
IF you are going Gish (and dragon disciple), you can't overlook Toughness. You need EVERY hitpoint you can get. Power Attack always pays dividends, and because of your BAB, furious focus will stay relevant longer.
Iron will isn't a bad choice either - your will save is your achilles heel for the moment. Your traits, level and Con give you a +5 Fort save. Your will is only +3.
Apart from that, think about your future spell selection and what metamagic is going to pay the most dividends for your spell selection.
Also - DONT count the ship. Its the vehicle to get them along in the AP and realistically its shared wealth - if all the original characters died next session leaving the ship then the new party gets it without cost and hassle because its needed to play the AP.
If they sell the ship to get to WBL, can they continue to play the AP without a ship?
The player being the captain sounds like a jerk.
That said are the players at WBL already? If they are way under, ship notwithstanding he may have a point.
If they are WBL and deeply unhappy with their gear, some trading etc can occur at port to give them what they want instead of tridents etc that no one really wants to use.
Otherwise, the players rationale seems to be 'when I was a start out pirate we used to have to swim to pirate cove, against tide both ways and no one should be better than me'.
Have a conversation with the player and find out what his real concern is. Has he this pre-conception that as Captain he should have a say in any new player characters or even new players? Is it that he thinks that they need to start as scum and get hand me downs while he lords it over them for a while? There are some insane players who insist newbies (or replacements for fatalities) all start as level 1 underneath the others.
As for rich parents? Captain Blood was a doctor (if you like old Eyrol Flynn movies) and many a failed merchant turned pirate. Rich parents is part of the new characters PAST... its not tattooed on his forehead. He may have been the blacksheep of the family and the trait represents the 'get ye gone' money he was given. He doesn't have to share whats in his past - most pirates don't.
If the newbie rolls up in silk clothing with embroidery and a gold plated sword in his belt, a cultured accent, manicure etc and expects to be one of the ragged brotherhood then that also may be an issue. B
Sounds like you were using cartridges all the time. Like I said, preload with standard shot and powder. First shot costs little if you are using the massive pfs discount gunslingers get with craft alchemy.
I've done 2 games with my level 1 pfs musket master now and I have plenty if cash in hand... To the point I am thinking of adamantite bullets... Tell me of a class/character that can afford to consider that before level 2?
There are some Epic level feats that allow Sorcerers to pick up additional spells... true, the wizard gets to pump their choices elsewhere but its not all bad.
That said I have re-thought about the sorcerer and consider it to be very much inferior to the wizard, in just about every respect. They get less spells, their slots are APPROXIMATE in number, get less bonus feats and at higher levels and its only the Bloodline powers that somewhat sling the balance somewhat back in their favour.
If I was going to re-write the rules for Sorcerers I'd give them the same spell progress as wizards - they get less spells at any rate. ALTERNATIVELY, a bloodline feat at level 3 would go a long way.
By RAW they are playable, and fun even, but like the Rogue is quite niche but overall weaker than other options, so to is the sorcerer.
I ended up going with a gnomish pyromancer of Elemental Fire. Gives him 3 cantrips and produce flame as SLAs and added the gnome trait that adds an additional use of one of the gnome magic spell-like abilities each day. Given I have elemental rays I took grease and colour spray to give me a good range of options if produce flame attacks or ray attacks aren't appropriate.
Thanks all - some of these are good
Elemental Bloodline Arcana: Whenever you cast a spell that deals energy damage (in this case, fire), you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Gnome Pyromanic: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor
So... if I take shocking grasp and change it to Fire, do I get the increased level?
Not badly depending on how you do it.
I like the musket master archetype with some alchemical cartridges...
Standard fire, move action reload and a 5ft step. Works just fine... start with a normal round and powder already in the gun to save on time and money and action economy for the first round if the Gm lets you. The archetype comes into its own by level 3.
I find pistols to be meh.
Money can be variable IF the GM uses the crafting and alchemy rules for you to make your own bullets and powder.
Misfires? Thats what grit is for.
I'm not one for such radically dumped stats but your call... A 14 isn't gonna hurt you as a melee combatant that badly to be fair but Inquisitors do need to occasionally socialise and until you get a few levels under you, you are gonna be as intimidating as rabbit. Str 14 and bring your Charisma up.
If you are going pure optimisation, just stick with his guide.
I've spent 2 days umming and ahhhing and reading optimisation guides but can't seem to generate a FLAVOURSOME sorcerer.
The game will start level 1 and top out at level 6.
I just have the Core Rules and APG to work with so Varisian tattoos etc isn't gonna work. It will be a combat moderate game that needs some RP and NPC interaction and will likely feature undead... Traits are slightly more flexible - race guides and faith guides only in addition to the APG.
Anyone able to give me a hand? Blaster is fine but happy to see other options.
If you dont want stuff spoiled for you, don't read...
How about removing the Promethean and just having the players deal with the beast OR the professor? It can be a combat encounter as they try to stop the beast tearing Caromarc apart, a rp encounter to have the beast just smash the bondslave thrall etc?
Turning on the creator trope isn't new but it could prove rewarding...
I'd like to play Pathfinder Society Scenario (edited) Decline of Glory, PFS 0-24... is that an option? I started play as a PBP and it fell to pieces TWICE with a replacement DM also ducking out.
Other than that, not sure what the GM has bought already (saves him money) and is willing to run.
Sense Motive is generally a non Martials skill... Leaving them open to being intimidated by some 8 Charisma punk with a single rank in intimidate, just as before :)
However that you are willing to consider a skill to provide a DC says that we agree mechanically it *Could* work but just disagree on the skill.
I know that the threat physical violence is not only way to be intimidating and that there are some scary scary people out there who are intimidating without muscles, a gun or any other contrivance but it seems that the intimidation skill is more given to martials as a class skill and hence I believe in game terms it tends more to "Be my friend because being my enemy will hurt" or "Rawr!!! Run or DIE!".
As such, it always seemed strange to me that the classes that traditionally carried the Intimidate feat seemed the most vulnerable to it.
The target number needed to intimidate a target is 10 + Target HD + Will Modifier.
Initial Example 1
A fighter/barbarian (what have you), with 8 charisma and a Intimidate score of +3 is going to dominate their equals over 50% of the time while trying to intimidate a level 1 wizard or sorcerer of Wisdom 10 is actually harder (maybe because they know they can bend the universe to their will).
It still seems sucky.
I propose tweaking the rules thusly.
Alternatively the target can now use their total intimidate bonus in lieu of HD and Will Modifier if they choose.
The fighter Bravery bonus (or bonuses from a Bless spell, companionship of a paladin etc) will aid in avoiding being shaken by the intimidation of others. This seems to make some sense.
Also, while many people know of bullies who are weak inside there are men who are used enough of threats and violence that its harder to dominate them with intimidation. It makes sense that those used to using their ability in scaring others will have some experience in resisting it themselves. This also makes sense.
New example 1 -
That same fighter, now at level 2, will now have a DC of 12, not 11. His confidence is marginally better and able to better cope with others attempts to intimidate them. If under a bless spell he'd be even better off and have a DC of 13. Still beatable but at least marginally better.
New Example 2 -
The Intimidating fighter from the initial example (assuming he would also normally have a DC of 11 (10 + level 1 + 0 Will) can chose to use their Intimidate score of +3 and change the DC to 10 + Intimidate score (instead of + level + 0 Will) for a total DC of 13. Because they are not using their will save but rather confidence in their own ability the fighter would not benefit from anything that impacted their Will Save.
I just feel while this doesn't make intimidating others any easier (thus making it more powerful) it does provide some logical defense against intimidation attempts from others.
Thoughts and evaluations?
Anything else? I left the human slot open... I could go half elf I suppose and use ancestral weapon... food for thought though I consider it to be six of one half a dozen of the other.
Definitely don't want an elf for this character.
Feat suggestions? Build Suggestions to 6th?
Designing a Alchemist for Carrion Crown and feel the Cryptbreaker is a flavourful approach. I am looking for suggestions on how I can work with this build levels 1 to 6.
The Longsword is not a HARD choice but its something I would enjoy playing with. I am forming a hard case Van Helsing type with a real vengeance thing going against the undead.
Human Alchemist (Cyrpt Breaker) / 15 pt build
Str 12 Dex 14 Con 12 Int 16, Wis 12, Cha 9
AC 15 Touch AC 13, Flatfoot AC 12
Languages: Common, Varisian, Skald +1 others
Traits: Subject of study (1 to dmg vs Undead), Corpse Hunter (1 to hit vs Undead)
Feats: Weapon Proficiency (Longsword),
Skills (Incl. Human bonus) (8): Craft (Alchemy) 1 + 8, Disable Device 1 + 7, Heal 1 + 5, Knowledge (Arcana) 1 + 7, Knowledge (Local) 1 + 4, Knowledge (Religion) 1 + 4, Perception 1 + 5 ( + 6 finding traps), Spellcraft 1 + 7
Combat Gear: Longsword (15gp) Dagger (2gp) Light Crossbow (35gp) 10 bolts (1gp), Leather Armour (10gp)
Price 63 gp; Weight 25 lbs.
Non Combat Gear: Kit, Alchemist’s and Formula Book. Add Wooden Holy Symbol and Holy Text.
Gold Remaining 45gp
After years I played a round of 2nd ed and rolled stats... and got some good'uns.
I ended up with a 17 str and decided fighter was the way to go. Then I checked the book and remembered that 17 just yielded a +1 to hit and damage... I needed 18 percentile strength to get the big numbers. My friends 18 Dex Elvish Ranger gave him a mere +2 to hit (mind you his elvish +1 to hit with bows helped).
Back in the old days you needed those 17's and 18s.
Heck, going back 25 years or more, a 13-15 gave you a +1, 16-17 a +2... and this was on dice rolls, where probability meant you'd be playing a 12-13 in a stat on a 4d6.
Now? A 14 gives you a +2, a fighter can do well on a +3 for strength. You don't NEED 18's to be effective. 18s are nice, sure but they aren't 100% necessary.
Its just some people like big numbers and they like to hit hard, do big damage etc. Thats fine. Not saying they are playing wrong - its just their play style.
Me? I am happy with a 15pt buy, I am OK with 20 but find 25pts toooooo much as a rule. Thats just my play style.
I loved Haunting, loved the first 2/3rds of Trial - the tie to the Schloss struggles and the encounters leading into it are overly nasty, I am ambivalent on Broken moon apart from the last third - too much politics, have no idea why the Watcher is there apart from scratching a Lovecraft itch - did capture that Shadow over Innsmouth theme well though, Ashes? Could have been so much better but its meh without a lot of tweaking... and the final chapter is a string of continuous fights as one climbs the tower to the BBEG...
I think it is a pretty good AP all in all but the disjointed nature of it (monster of the month) and its weak ties to a solid overall plot do it a great unjustice. Normally Paizo seems to (correct me if I am wrong) give their writers a basic template and some conceptual ideas and then just lets them run with it and then hammer what they bring back into place. Normally it works pretty well.
In this case I think this is the exception where a solid plot and plot points could have been laid down and other writers challenged to make strong story and emotional links to the previous chapters.
It is often the linkages where the AP fails. Horror needs that
Thankfully the community here has written some PURE GOLD in nailing it back into what it could have been and with those bits used, its AMAZING as an AP and one of my favourites.
I would still recommend it to anyone.
Adventuring parents strike me much like Warzone Contractor types (Military service people go because they don't get to choose and they get crap money as a result). They leave home, disappear to a dangerous, hostile enviroment for a few months and if they are lucky, come back with some good money - which does them until their next trip out.
Unlike the modern day, (or until Complete Campaign comes out) adventurers don't get 401k's, life insurance for dependants etc so unless they do particulary well they are out there again soon enough.
That said? Adventurers must be insane past a certain level. Assuming you have a level 4 Fighter with Full Plate +1 and a Sword +1, not counting his horse and other equipment he has (going by WBL and at the 50% resale rate about 3000-4000 gold in stuff, loose coin etc.
3000 gold is massive amount of gold. Its not enough to set you up for life at a middle class life style but its enough to buy a farm, bar or other business and still have savings left over.
Adventurers adventure because they are adrenaline junkies, ne-er do wells, and people who can't seem to settle down... to say nothing of the ones who actually enjoy killing things and that profession allows a largely free hand to do so.
Its ok not to look... it won't affect the players either way unless the obviously damage the lock and don't have a convincing story for the damaged lock when they return it, and even then the effect is 'debatable' if they obviously read it and sprout it all out.
Irnk, Dead-Eye's Prodigal wrote:
Thats how I want to play it out - I got some rules off these forums on 'Mental Stability' which I tweaked and am really looking forward to playing with my group... when I get the damn game off the ground.
Spawn are a CR4 creature as the basic stock variety and aren't bad as opponents but they seem a little 'underwhelming' as vampires with their stats.
FULL Vampires gain
Vampire spawn can be found here
Would giving them a stat buff affect their CR?
So if Spawn Vampire were to gain Str +3, Dex +2, Int +1, Wis +1, Cha +2 (taking the stats listed to Str 15, Dex 14, Int 12, Wis 14, Cha 17) is that gonna take it to CR 5? It gets an extra HP a hit dice, an extra +1 to hit and damage and some skills.
I ask because I want to run mid level characters against Vampires but acknowledge that ONE full fledged vampire is more than enough of a handful.
Spawn will provide some tough 'mook' power without being overwhelming while at the same time, the enhanced strength etc seems to fit better with the vampire legends and tropes.
If there are some other ideas I'd love to hear them too.
If anything Cavaliers have shown that 'fighters' can be given 4 skill points a level and not rain on anyone elses parade.
What can fighters do? Out of combat? They are support characters - much like rogues in combat. Sure rogues can fight but they aren't on the same level as fighters and they tend to be squishy and if they position right (and not get slammed for it) they do well.
A fighter could also position 'right' in specific circumstances with skills (albeit limited in number). Tracking can be a useful out of combat skill... diplomacy or knowledge checks, while not at huge numbers can be of use and so on.
They just don't shine out of combat unless they have a decent amount of skill points (either in their mid levels or due to stats/archetypes) for SOME situations.
There are some situations where the question could be asked what do 'non' casters do when the casters are skrying, using commune etc spells. Or what do casters do when they run out of spells in combat.
I've faffed around with the key NPCs in light of a lower level approach I am taking to Haunting and also made some minor changes to their feats or skills that fit their background somewhat...
In the module he's a level 4 warrior. I've dropped that back to level 3 but moved him from old to middle aged and made his stat allocation a bit more 'physical'. He's about the same handful of trouble he was before. I used the '8' for Wisdom to make him more susceptible to certain 'influences'.
Feats are as is. Skills give him a more complete background
–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
3rd level Human Warrior
AC12 HP24 Fort +4, Ref +2, Will +0
Unarmed Attack +5 (1d3+2) War Razor +5 (1d4+2)
Feats: Dodge, Improved Unarmed Strike, Toughness
She starts as a level 2 - given she's a supposed 'peer' to the players in terms of experience I felt that 2nd level was a tad too high and took her down a notch. It doesn't hurt her none.
She had improved Iron will... I thought that a tad wasteful. I sort of varied between some sort of skill enhancer feat or something more flavourful. In the end I went with flavour and gave her PBS... good for her crossbow in case she ever gets dragged into a fight and good for her disrupt undead ray attacks.
Aklo had to go but given its the language of the Dark Tapestry I don't see any issues with not having it in Module 1.
Human Wizard Level 1 (Diviner)
AC10 HP4 Fort +1, Ref +0, Will +5
Feats: Scribe Scroll, Iron Will, Point Blank Shot
Skills 2+3+1 Fav Class + Human = 7
Craft Alchemy 1 (7)
Languages Taldan and Varisian (Native): Ancient Osiriani, Azlanti, Celestial, Draconic
He's a bit of a badass for a small village priest - very much so in fact. I play E7, rather than E6, and while there is nothing saying someone who has maxed out their progression CAN'T be a small village preacher, it throws expectations to hell right from Module 1. Heck even for normal levels of play, level 7 for a small village priest is damned good.
I've dropped him to level 3... the rewards of a long life in service of his Goddess with maybe a wee bit of adventuring in his prime.
No stat block is ever given for Grimburrow so this is what I threw together at a lower level.
–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Old Human Cleric of Pharasma (Cl 3)
AC8 HP9 Fort +2, Ref -1, Will +6
Feats: Turn Undead, Scribe Scroll, Skill Focus Religion
Skill 2+1+Human + 1 favour class x 3 = 15
Diplomacy 2 (+8)
I went with Skill Focus: Religion as he is getting closer to his 'final' reward and is spending more time on matters of the spirit.
Suggested Domains: Repose and Healing (Restoration)
The book also notes (iirc) he has four acolytes... I am making only ONE of these four a level 1 Cleric. Unstatted.
She is also unstated beyond Warrior 2, Expert 3. I've changed her to Fighter 1, Expert 2. Instead of 'Old' I've left her at 'Middle Aged' and approaching 'Old' age.
Her skill levels (and MW Tools) would enable her to create MW items given time or adjust the MW full plate thats for sale at the general store without too much trouble.
Jorfa (LN middle-aged female dwarf fighter 1/expert 2).
AC12 HP16 Fort +3, Ref -2, Will +6
S13 D8 C12(14) I15 W14(16) C10(8)
Skills (2+3 and 6+3 and 6+3) = 23
Expert Class Skills(10): Animal Handling, Appraise, Diplomacy, Disable Device, Knowledge Local, Sense Motive, Diplomacy, Perception
Strangely he doesn't appear on the list notable NPCs on Page 57.
I've decided that level 2 works for this worthy... I decided on a sedentary scholarly background in a far away place, maybe even Caliphas and then retirement of a sort here... make as bland a background or as an exciting one laced with scandal as desired. He's been a shopkeep/teacher for some time here and so he's got a wider range of skills in non standard disciplines than you'd normally see.
I've left him at 'old'.
–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
S 10(12), D12, C13, I 15, W14, C8
AC12 HP16 Fort +3, Ref -2, Will +6
Old Human Generalist Wizard (Wiz 2)
Feats: Scribe Scroll, Cosmopolitan (Sense Motive and Diplomacy: Languages: Kelish, Varisian), Scholar (Knowledge Arcana, Knowledge History),
Skills 2+3+1 (favoured class) + 1 human X 2 = 14
Appraise 1 (+7)
Benjan Caller is listed as a level 2 Ranger... I didn't see fit to change that here. He's a credible if uninspired agent of the law.
–1 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Middle aged Human Ranger 2
AC 14 (Leather Armour) HP12
Favoured Enemy: Human
Skills 6+Human + Fav Class = 16
Climb 1 (+5)