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Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber. Pathfinder Society Member. 280 posts (2,728 including aliases). No reviews. 2 lists. 1 wishlist. 38 aliases.


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oops, I switched the crossbow to a composite longbow.


Thanks, I appreciate your taking the time.

I don't know why they keep saying wizards are these all powerful godlike beings (we just have more options).

Sure, my intensified, maximized fireball is aoe, but the damage has to overcome SR, has a reflex save, and is one of the most common resistances out there. Said fireball doing 90 max damage, compared to your 3500!!!

And that's before you add mythic to yours?

With a couple points of mythic augmenting the fireball, i get around the resistance/immunity and can cap it at 250 damage. Which is a lot better.

I've always played that as a wizard, I buff and support the frontliners. And drive them around.


Archeon, could you walk me through your damage and to-hit increases? I'm not questioning it, I just want to know how you got to that.

Is the build viable from level 1?


dear god, a 59 missed?! Ok, so at 20th level, with full BAB progression, and rolling a 20, a max of +11 on a weapon (+5, +2 holy, +2 bane, +2 mythic bane) would require a minimum strength of 28 for a 5% chance to hit. Maybe start sundering his armor?

there are other ways to become immune to SA: spells, class abilities, heavy fort armor gets you to 75%.

Reconsidering my own build since it is half rogue.


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Open dialogue may also identify issues that don't need play testing as some pro's and con's can be identified before playing actually begins.

This is a process that happens with any game development. Ideas are presented, they are discussed, and the viable ones tested.

I believe that I have presented valid counterpoints, with examples and data regarding some of these ideas.

If the GM wants to have play testers, but doesn't want to listen to feedback, then what is getting tested?

The GM said "As for the NPC class thing, I didn't want the PCs to be adventurers at the start. In general, I wanted them to be regular people, or at least not exactly the type to go delving into ruins in search of fame and fortune. The expedition to rescue the halfling Pathfinder is because he's a beloved member of the community."

Personally, I've built a level 1 wizard with a spell selection that was decidedly not combat oriented. Said character worked in a bookstore as a scribe.

I also built a first level druid that was a rancher.

A first level fighter as a barkeep, another as a smith.

A cleric as the village midwife.

A rogue as a scribe and a jeweler.

There are different ways to have the flavor of a villager. Some game systems support this better than others.

Unfortunately, dnd and pathfinder do not easily support this. Especially for some class types, like caster.

1st level warrior, vs fighter, loss of a feat.
expert vs rogue, slowed sneak attack progression, couple less skill pts.
adept vs any caster, that's a bigger difference.

Take these 3 at 5th level:
The warrior 1 / fighter 4 is down 1 feat.
The expert 1 / rogue 4 is down 1d6 SA and 2 skill points.
The adept 1 / wizard/druid/cleric 4 is down 2 spells AND 3rd level casting among other losses.

Quite frankly this is a pretty significant balance. The warrior and expert will continue to be able to easily hold their own in level appropriate encounters. The couple of extra adept spells the caster has aren't going to account for the loss of third level spells.

If the retraining will take place very quickly then not as big an issue. If it may be many levels, then it is likely to be a bigger issue.

A fighter is never forced to fight with his off-hand because his primary hand got tired of swinging. But a caster that looses casting levels will run out of spells. And will have to resort to clumsy staff swinging and dagger slicing.

Another valid question:

Is the GM wanting to play test rules to rebalance a perceived power issue?

Or is the GM wanting to play test flavor and world building by specific house rules on character generation?

Take for example the rule "Eastern classes will not be allowed." This is very obviously a rule regarding his world.

On the other hand, we have "Prepared casters expend 0-level spells when cast. Spontaneous casters do not." This is pretty obviously a perceived power issue.

Unfortunately, it has a very large impact at low levels when the prepared caster may be forced between throwing 1d3 acid bolts or getting close enough to swing a dagger.

My wizards often memorize prestidigitation for the sole purpose of providing fluff flavor effects around town. The "role" play would have to stop unless I played a sorcerer instead?


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We know:

He's a 50ft. Tall suit of pitch black spiked full plate with pure oblivion seeping through the chinks. He's lawful evil.

So, good buffs are?

mindblank
nondetection
contigency

moment of prescience
freedom of movement
resist energy (all)
fly
see invis
greater spell immunity (what spells?)
magic circle vs evil
protection from law
align weapon
greater heroism
invisibility
holy aura
mythic haste

Others?


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Doombringer, since this is a one-shot, and we have a significant ransom in funds, why stop with only one time stop spell?

Cast time stop every round, for 6-15 rounds to prepare. While you're at it, buy a greater maximize rod to ensure that all three time stops are 5 rounds each.


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Why only 3 rounds to prepare?

Are we walking through some sort of dispel magic field?

If we know who we are going to be hunting down, and having somehow survived the odds to become as powerful as we are, why would we not have taken the time to learn as much as we reasonably could about the BBG, and have started preparing spells long before we run into him?

At our level buff spells (at CL 20) are starting at 20 hours for hours per level; 3 hours 20 minutes (200 minutes) for 10 minutes/level; 20 minutes for minutes per level, and 20 rounds for the fun short ones. And this doesn't include extend spell either.

Seems likely that knowing that he's in that castle/dungeon/building/ruin/etc that we would start buffing as much as we could before we started.

Stands to reason that the BBG is going to have more than 3 buffs active.


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Nerfing 0 level spells on wizards and druids because you think they are over powered doesn't make sense.

By the time they start getting "powerful", they can afford the 500 gold it costs to have an always on cantrip. So the cantrip nerf only hurts a low level cleric, which is decidedly not "the most powerful" and that's doubled with caster level loss by forcing multiclassing until retraining is allowed.

Let's face it, as much as I would love to play in a long game that goes for years and levels up 15 times, the statistics suggest that this isn't likely to happen. Though it is nice to see that you have one game that has gone for over a year.

If you want hometown characters, why not just require (and select) based on their background indicating such?

I'm sorry, but it just sounds arbitrary on the cantrips. If you want sorcerers and oracles, just state you would prefer, and will select on your preference for, sorcerers and oracles (since these are the only two spontaneous caster classes with 0-level spells).

Consider, you are effectively stating that a 15-pt buy human cleric (with a single +2 to stats) with unlimited cantrips is more powerful than a nixie oracle. Said nixie having stat adjustments of -4,+6,+2,+2,+2,+8 a 29 pt buy on top of the same 15 pt buy the human got.

The balance is already there, more choices, fewer castings; fewer choices, more castings.

Take 10/20 represents that with time, an individual has a certain probability that they will successfully complete an action.

In other words, with no time constraints, a comfortable work environment, training, and the proper tools, I can turn a few pieces of wood into a rocking horse. And I am going to do considerably better at it than my 14 year old son that has never held a hammer.

Removing the take 10/20 effectively states that somehow, I will still have the same chance to muck it up as if I was doing it with nothing more than my leatherman while my daughter is dangling over a pit of acid by a rope being chewed through by rats. (Those abilities that allow take 10/20 generally are to specifically allow it while under pressure.)


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The dearth of response may be due to the complexity required to create a 20th level character for what is advertised as a one-shot encounter. It isn't even a one-shot adventure, just straight to the encounter.

Consider that for many people, they may likely spend more time creating the character than they will typing posts to play the character.


They look good to me!


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Maybe that is why he is only giving gold for 13th level.


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You had me interested until you gimped clerics druids and wizards with 0 level spells. You provided no reason for this. Forcing caster level loss with forced multiclassing with np classes just makes it worse.

And before anyone comments on the concern over 0 level spells, I'd ask the sale thing, why?


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Apperantly there is a method for doing gestalt with herolab, I belive it was discussed previously in this thread.

I personally have been using google docs, especially for more complicated characters.

Considering that this is supposed to be a one-off, what else is needed to kick things off?


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Any thoughts on what I have so far?


perc: 1d100 ⇒ 67

Chip was busy unfolding the stock on his Raffluer to take notice of the surroundings.

Before we run off half-cocked, did anyone check to ensure the beacon was shut down? Quite frankly, this pod is our ONLY chance of rescue. It's not like any of us are carrying a planetary comm unit in our back pocket. We don't know what part of the planet we came down in. The pod should have some scan data.

Chip runs a hand through his hair, a nervous habit he thought he had long broken. I mean running off in any direction could lead us into more trouble than we are in right now. We need more information.


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Here's a link to what I have in progress so far. Still have some work to do.

Mythic Validk

Hit points:
3d10 ⇒ (5, 6, 9) = 20
13d8 ⇒ (6, 1, 3, 4, 5, 8, 8, 3, 3, 6, 7, 6, 8) = 68
3d6 ⇒ (5, 4, 1) = 10

268 total. Ouch. But then wizards are supposed to be a bit squishy.


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Will have a character ready soon, polishing off the build.


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I've learned to use google docs to build my characters. I can tab and line up data for easy reference. With higher level characters, and those that end up in games that last longer, it also gets easier to start adding url links to the srd. I also use bookmarks to quickly access different parts of the character sheet.


Those get combined a little differently. Here's the quick crunch:

Arial agility 4500, 42k, 81k
@2 +2 CL caster level for fly spells
@4 fly 3/day
@6 fly at will

Mental Prowess 10k, 40k, 90k

Superiority 16k 64k 144k

Fly, 3rd level, CL 5, command word = 27k, always on 30k

Combining Arial and Prowess per standard rules 10k + 9k(4.5x2) = 19k; 42k + 60k = 102k; 90k + 121.5k = 211.5k

Adding always on fly to Superiority = 144k + 45k = 189k you loose a +2 CL for fly effects (doesn't affect your fly skill), which at this level, you should be able to withstand hurricane/tornado winds anyway.

Validk has a +34 fly, in a hurricane, he needs to make a DC 25 fly check with a -12 penalty. He needs to roll a 3 or better. 7 or better for a tornado. He auto-succeeds the check to move for the hurricane and needs a 2 for the tornado.


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The crunch:

Crunch:

Logan Druid 3 / Rogue 2
NG Half-Celestial Aasimar (Garuda, Scion of Humanity), Outsider (Native), Humanoid (Human)
Deity:
Initiative +5, Perception +9; Senses: Darkvision 60’
Languages (4) Common, Druidic, Sylvan, Terran

COMBAT STATISTICS
DEFENSE
AC 15, touch 15, flat-footed 10 (10+5 dex+1 natural)
HP 10 (3d8+9)
CMD 17 (10 +2 str +5 dex)
DR 5/magic
SR 14
Immune:disease
Resistance: acid, cold, electricity 10
Vulnerable:
Fort +4 (+2 class, +3 con)
Ref +5 (+0 class, +5 dex) Evasion
Will +7 (+2 class, +5 wis)
vs poison +4;

OFFENSE
Speed: 30 ft, fly 60 ft (good)
Melee: Rapier +7 (1d6+2)18-20x2; Rapier +5 (1d6+2)18-20x2, Shortsword +5 (1d6+1)19-20x2
Ranged: Composite Shortbow +7 (1d6+2) x3
Base Attack: +2 (Weapon Finesse)
Special Actions: Unless otherwise noted, CL = 3 1/day
Aid (Sp); Bless (Sp); Cave Sight (Sp): grant darkvision 60’ creature touched, 1min/1hr self, 8/day; Detect Evil (Sp); Protection from Evil (Sp) 3/day; See Invisible (Sp); Smite Evil (Su)

ATTRIBUTES
Total, Base, Race/template
STR 15, 13 +2 HC
DEX 20, 14 +2 race +4 HC
CON 16, 14 +2 HC
INT 16, 14 +2 HC
WIS 20, 14 +2 race +4 HC
CHA 16, 12 +4 HC

FEATS
1)Spell Focus (Conjuration); 3)Two-Weapon Fighting

Traits:
Doubt (Drawback): -4 penalty 1 hour on that failed skill or ability check
Etymologist (Social): +1 linguistics, bonus language, class
Slippery (Combat): +1 stealth, class
Under Siege (Religion): +1 Bluff/Sense Motive; SM class

Skills Favored Class: Druid: HP: Skills:3 Skills (4x1 class + 8x2 + 3x3 Int + 3 FC): 32
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +11, 1+5+3+2 +2 race
Appraise (Int)* +3, 0+3+3+0
Bluff (Cha)* +10, 3+3+3+1 trait
Climb (Str) +2, 0+2+3+0
Craft (Alchemy) (Int)* +3, 0+3+3+0
Diplomacy (Cha)* +9, 3+3+3+0
Disable Device (Dex)t +12, 3+5+3+1 +1 rogue
Disguise (Cha)* +3, 0+3+3+0
Escape Artist (Dex) +5, 0+5+3+0
Fly (Dex)* +12, 2+5+3+2 +2 race
Handle Animal (Cha)*t +7, 1+3+3+0
Heal (Wis) +5, 0+5+3+0
Intimidate (Cha)* +3, 0+3+3+0
Knowledge (arcana)*t +3, 0+3+0+0
Knowledge (dung)*t +7, 1+3+3+0
Knowledge (eng)*t +3, 0+3+0+0
Knowledge (geog)*t +3, 0+3+3+0
Knowledge (hist)*t +3, 0+3+0+0
Knowledge (local)*t +7, 1+3+3+0
Knowledge (nature)*t +12, 3+3+3+2 druid
Knowledge (nobility)*t +3, 0+3+0+0
Knowledge (planes)*t +3, 0+3+0+0
Knowledge (religion)*t +3, 0+3+0+0
Linguistics (Int)*t +10, 3+3+3+1 trait
Perception (Wis) +11, 3+5+3+0 +1/traps
Perform () (Cha) +3, 0+3+3+0
Prof ()(Wis)*t +5, 0+5+3+0
Ride (Dex)* +5, 0+5+3+0
Sense Motive (Wis)* +10, 1+5+3+1 trait
Sleight of Hand (Dex)t +9, 1+5+3+0
Spellcraft (Int)*t +9, 3+3+3+0
Stealth (Dex)* +12, 3+5+3+1 trait
Survival (Wis) +7, 0+5+3+2 druid
Swim (Str) +1, 0+1+3+0
Use Magic Device (Cha)t +3, 0+3+3+0

DRUID 3
Nature Bond: Cave Domain; Nature Sense; Wild Empathy; Woodland Stride; Trackless Step

ROGUE 2
Sneak Attack +1d6; Trapfinding, Evasion, Rogue Talent: Finesse Rogue

SPELLS
DC spell level + 15; *domain spell, ^+1 DC
4/5/3

Spells Prepared
2) Divine Trident, Stone Call*, Warp Wood
1) Cure Light Wound, Detect Aberration*, Entangle, Magic Fang, Mudball^
0) Create Water, Detect Magic, Guidance, Read Magic

The fluff:

Logan came from a long line of folk that had lived in harmony with the natural world. As a young lad he would often be found traipsing off into the woods on his own for days and weeks.

Eventually, one of his trips brought him within site of a large city. This did not bode well for Logan. Unprepared for urban life, he wandered about until he came upon a school bordering a large park. Approached by a druidic instructor, he was offered tutelage and spent several years developing into a burgeoning protector of nature.

After school he joined the city guard, his time in school paid by service to the city. It was while with the guard that he continued to learn valuable skills that would stand him well.

Especially that fateful day when he was chasing a local gang leader through the back alleys of the slums. He isn't sure what happened, but when he woke up he found himself lying on a couch in a land of perpetual dusk.

"Good evening, 'course it's always evening here. Your remaining years with the guard were purchased by Abal's Agency. We pay better, you get to see the worlds. And we have more fun." said the young tiefling, a pastry in one hand.


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I've seen, and recommended that advanced be not allowed, kinda hard for anyone to pass it up in a gestalt game, even the humans.


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Ticus came from a long line of folk that had lived in harmony with the natural world. As a young lad he would often be found traipsing off into the woods on his own for days and weeks.

Eventually, one of his trips brought him within site of a large city. This did not bode well for Ticus. Unprepared for urban life, he wandered about until he came upon a school bordering a large park. Approached by a druidic instructor, he was offered tutelage and spent several years developing into a burgeoning protector of nature.

After school he joined the city guard, his time in school paid by service to the city. It was while with the guard that he continued to learn valuable skills that would stand him well.

Especially that fateful day when he was chasing a local gang leader through the back alleys of the slums. He isn't sure what happened, but when he woke up he found himself lying on a couch in a land of perpetual dusk.

"Good evening, 'course it's always evening here. Your remaining years with the guard were purchased by Abel's Agency. We pay better, you get to see the worlds. And we have more fun." said the young tiefling, a pastry in one hand.

Crunchy parts:

Half-Celestial is a template that scales from +1 to +3. At 3rd it is a +1 template, adding another +1 at 6th, and the 3rd at 11th level. Does this work for you?

If so, a half-celestial peri-blooded aasimar. Classes are druid and currently tossing wizard and rogue back and forth.

Are you wanting full sheet to make your selections, or just some background?


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@Kalerusk You need to look at the alpha book, then check for modifications in Zebulon. A lot was left out of Zebulon's Guide that is still relevant.

Also, the characters are employed by a corp.


No, celestial plate is a specific metal already. There's a lot on the forum about that already. Keep in mind that celestial plate is heavy armor treated as medium. Using mitral would change that to be heavy pretending to be medium, but still requiring heavy armor proficiency.


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equipment: 1d100 ⇒ 81


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Crunch:

Logan Druid 1
TN Aasimar (Garuda, Scion of Humanity), Outsider (Native), Humanoid (Human)
Deity:
Initiative +5, Perception +9; Senses: Darkvision 60’
Languages (4) Common, Druidic, Sylvan, Terran

COMBAT STATISTICS
DEFENSE
AC 15, touch 15, flat-footed 10 (10+5 dex)
HP 10 (1d8+2)
CMD 16 (10 +1 str +5 dex)
DR
Immune:
Resistance: acid, cold, electricity 5
Vulnerable:
Fort +4 (+2 class, +2 con)
Ref +5 (+0 class, +5 dex)
Will +7 (+2 class, +5 wis)

OFFENSE
Speed: 30 ft
Melee +1
Ranged +5
Base Attack: +0
Special Actions:
Cave Sight (Sp): grant darkvision 60’ creature touched, 1min/1hr self; 8/day
See Invisible (Sp): 1/day as the spell, CL 1

ATTRIBUTES
Total, Base, Race
STR 13, 13
DEX 20, 18 +2 race
CON 14, 14
INT 12, 12
WIS 20, 18 +2 race
CHA 16, 16

FEATS
1)Spell Focus (Conjuration)

Traits:
Doubt (Drawback): -4 penalty 1 hour on that failed skill or ability check
Etymologist (Social): +1 linguistics, bonus language, class
Slippery (Combat): +1 stealth, class
Under Siege (Religion): +1 Bluff/Sense Motive; SM class

Skills Favored Class: Druid: HP: Skills:1 Skills (4 class + 1 Int + 1 FC): 6
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +7, 0+5+0+0 +2 race
Appraise (Int)* +1, 0+1+0+0
Bluff (Cha)* +4, 0+3+0+1 trait
Climb (Str) +1, 0+1+3+0
Craft (Alchemy) (Int)* +1, 0+1+3+0
Diplomacy (Cha)* +3, 0+3+0+0
Disable Device (Dex)t +5, 0+5+0+0
Disguise (Cha)* +3, 0+3+0+0
Escape Artist (Dex) +5, 0+5+0+0
Fly (Dex)* +7, 0+5+3+2 +2 race
Handle Animal (Cha)*t +7, 1+3+3+0
Heal (Wis) +5, 0+5+3+0
Intimidate (Cha)* +3, 0+3+0+0
Knowledge (arcana)*t +1, 1+1+0+0
Knowledge (dung)*t +1, 0+1+0+0
Knowledge (eng)*t +1, 0+1+0+0
Knowledge (geog)*t +1, 0+1+3+0
Knowledge (hist)*t +1, 0+1+0+0
Knowledge (local)*t +1, 0+1+0+0
Knowledge (nature)*t +7, 1+1+3+2 druid
Knowledge (nobility)*t +1, 0+1+0+0
Knowledge (planes)*t +1, 0+1+0+0
Knowledge (religion)*t +1, 0+1+0+0
Linguistics (Int)*t +2, 0+1+3+1 trait
Perception (Wis) +9, 1+5+3+0
Perform () (Cha) +3, 0+3+0+0
Prof ()(Wis)*t +5, 0+5+3+0
Ride (Dex)* +5, 0+5+3+0
Sense Motive (Wis)* +6, 0+5+3+1 trait
Sleight of Hand (Dex)t +5, 0+5+0+0
Spellcraft (Int)*t +4, 1+1+3+0
Stealth (Dex)* +10, 1+5+3+1 trait
Survival (Wis) +7, 0+5+3+2 druid
Swim (Str) +1, 0+1+3+0
Use Magic Device (Cha)t +3, 0+3+0+0

DRUID
Nature Bond: Cave Domain; Nature Sense; Wild Empathy

SPELLS
DC spell level + 15; *domain spell, ^+1 DC
3/4/0

Spells Prepared
1) Cure Light Wound, Detect Aberration*, Mudball^, Shillelagh
0) Detect Magic, Guidance, Read Magic

Background:

Logan was raised by ranchers. He spent his early childhood on the ranch, caring for the animals from before dawn until dusk. Around 8 a druid visited the ranch and saw promise in Logan. A deal was struck and for the next 12 years Logan learned the responsibilities and foundation of druidic life. Recently released from training, Logan has set off to walk his own path.

Personality:

While he doesn’t have any of the physical characteristics that indicate his celestial connection, he does generally tend towards a higher moral standard than others.
Generally fun loving, and easy going, he is cautious and will readily extend himself to protect nature.

Appearance:

Logan is a tall slim human. Way back one of his ancestors dallied with a Garuda.

Edge:

Cruelty to animals will usually get his ire up, as will unnecessary damage to the earth.
Milk, Logan doesn’t like creatures kept for their milk.

Gooey:

Logan has a thing for redheads.
Logan will happily spend hours explaining the many benefits of various fruits.

Quirk:

Logan likes mead, he will request it over piss-ale any day.
He prefers to be barefoot whenever he can.


dot


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awesomke, i'll get the rest of the crunch and a profile set up.


You could write as if he completed the AP for worldwound, that would certainly up him in years and experience.

I plan on keeping Valdik pretty much as is, I may just do a couple tweeks here and there.

Oh, and the generation suggestions I posted were from, the original forum that these characters were generated from.


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Using my first four scores for my stats (12, 91, 55, 88) I get a base of:

STR/STA 35/35
DEX/RS 65/65
INT/LOG 45/45
PER/LDR 60/60

I'm switching the last two sets, and going with human, and having seen no objections, going with a mentalist.

BASE--Modified
STR/STA 35/35 -5/-5
DEX/RS 65/65 -5/
INT/LOG 60/60 -5/+30
PER/LDR 45/45 /-5

Final
STR/STA 30/30
DEX/RS 60/65
INT/LOG 55/90
PER/LDR 45/40

Disciplines (3+4)
Channeling I 1
Telekinesis 1
Telepathy: Aliens 1
Telepathy: Characters 1
Teleport: Limited 2
Teleport: Unlimited 1

I believe this gets me something of a basic psionic character that is incapable of doing just about anything else. Why a mentalist can't learn to shoot a slug gun or how to sneak around is beyond me.


how are you getting 85% crit?

scimitar is 18-20, this can be doubled to 15-20 for a 25% chance. Far as I know, nothing else stacks. How would you be able to crit on a 3 or better?


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he said we could make one pair swap, like in your example.

I haven't found the mentalists, what book was that in?


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That will be interesting, an old wizard that never pushed himself to progress past journeyman rank until his twilight years...

And I was thinking of playing a gifted kid that ran away from home.

Should be quite the pair...


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4d6 ⇒ (1, 6, 5, 1) = 13 12
4d6 ⇒ (1, 1, 5, 6) = 13 12
4d6 ⇒ (6, 3, 5, 1) = 15 14
4d6 ⇒ (4, 1, 2, 2) = 9 8
4d6 ⇒ (4, 5, 5, 3) = 17 14
4d6 ⇒ (6, 3, 1, 3) = 13 12
14 pt buy

4d6 ⇒ (6, 4, 6, 6) = 22 18
4d6 ⇒ (2, 3, 5, 5) = 15 13
4d6 ⇒ (6, 6, 6, 3) = 21 18
4d6 ⇒ (6, 2, 1, 6) = 15 14
4d6 ⇒ (3, 2, 4, 5) = 14 12
4d6 ⇒ (5, 6, 3, 5) = 19 16

So that array gives me a few options.


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Gamma Dawn reminds me of the old Gamma World.

So, as members of a survey team, we will be expected to fill certain roles.

Are you willing to allow some swapping (like switch values for two pairs)?

Have you decided what kind of roles you want filled?

Do we work for a government, corporation, or are we all freelancers?


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One thing I don't like about the older character gen systems, like this one, is that random roles forces a character concept. Most people don't have fun insisting on playing a barbarian with a 7 strength, or a wizard with a 9 intelligence.

STR: 1d100 ⇒ 12 poor
STA: 1d100 ⇒ 91 remarkable

DEX: 1d100 ⇒ 55 average
RS: 1d100 ⇒ 88 excellent

INT: 1d100 ⇒ 82 excellent
LOG: 1d100 ⇒ 15 poor

PER: 1d100 ⇒ 74 good
LDR: 1d100 ⇒ 32 below average

I'll keep looking at the rules before making more decisions


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Color me interested. I love sci-fi rpgs!


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Here are a couple of things to think about as you flesh out more of your game.

Where is this taking place? All over Golarion? Golarion does not have fast/easy transportation across the globe. I have another game that has epic level characters in it and they found out that since they had not previously traveled to a location, or knew enough to blind teleport, that it was still going to take days or weeks to travel to another country.

This is medieval fantasy, not modern fantasy. Low level items (such as low level characters would be after) are going to generally be local.

No reason to travel from Korvosa to Westcraven to bid on CLW wands, both cities produce their own.

At higher levels, the number of people that could bid on something will start getting very small. By 10th level you are talking about a very small percentage of a given population. You may want to take a look at the game mastery guide.

Golarion population discussion

Why does this matter? Well, how often is an item going to be on the open market at 10th level? And of those interested in traveling to get it, how many are going to bother bidding instead of just stealing it?

Let's say I'm in Magnimar and I hear that a set of celestial armor is going to be up for auction in Oppara, Taldor. (Celestial armor is about a third of wealth by level for a 10th level character.) It will take me at least a month to get there, another month to get back. Two month's round trip. Assuming I know a high enough level wizard, I could pay them to teleport me to Oppara, assuming the 9th level wizard had been there often enough to reduce the miss chance, I would need to pay for two teleports there, and two back by said wizard. That would cost me at least 1800 gold. Then I have to account for the auction as well.

On the other hand, I could just pay said wizard to enchant the armor for me, stay in Magnimar, and wait 23 days for him to finish it. Much safer, probably cheaper, and I can continue to work and earn money during the wait.

When you start looking at the logistics of traveling between countries, and the level needed to do that travel, this gets more complicated as a theme, or requires a larger suspension of belief.

As mentioned earlier, it might make a great start to a campaign for lower levels. Leave the auctioning to just within one larger city. A few auctions of increasing cost/difficulty would then lead into some quest.

Such as:

Just why are all these weird items being sought by our 'benevolent' employer?

Who stole the stuff from our employer, and why?

Who killed our employer and tried to frame us for it?

The more mcgruffins you put in place to make it difficult/impossible to use passwall, invisibility, ethereal travel, shadow step, fly, etc to just steal the item, the higher level you push the adventure, and the less realistic it becomes.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

4d6 ⇒ (1, 6, 4, 6) = 17 16
4d6 ⇒ (5, 6, 5, 3) = 19 16
4d6 ⇒ (2, 6, 2, 2) = 12 10
4d6 ⇒ (4, 2, 3, 5) = 14 12
4d6 ⇒ (6, 6, 5, 1) = 18 17
4d6 ⇒ (2, 2, 2, 3) = 9 7

4d6 ⇒ (5, 1, 3, 3) = 12 11
4d6 ⇒ (1, 2, 1, 4) = 8 7
4d6 ⇒ (4, 3, 4, 5) = 16 13
4d6 ⇒ (1, 1, 2, 4) = 8 7
4d6 ⇒ (2, 1, 3, 4) = 10 9
4d6 ⇒ (6, 4, 1, 3) = 14 13

1d6 ⇒ 5 5


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Sounds like it might work as part of a larger AP, but not as a campaign in and of itself.


I'll get a profile set up soon.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Somewhere over the rainbow...


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

So if I wanted to make a druid named Atticus...

Having felt the pain of the earth for many years, the druid gravitated to Amerys several years ago. He felt drawn to the land where a healing was taking root.

Recognizing that it was not just the abolishment of slavery, but the active determination to end slavery everywhere that has given him a purpose blessed by the earth.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

SO do you have any questions for those of us interested? Are there specific slots you are still looking at?


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16

2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 3) + 6 = 14

I've been itching to play a druid. The animal companion and this array should allow me to fill a frontline/flanker roll and a tracking position.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Are you running iron gods with the same character creation, or just asking about players?

I'm in either way.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

'tis only a flesh wound!


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

Just wait until I get rapid reload...

Kawai shouts a battle cry as his hands blur with precision firing and reloading two sets of pistols. A near constant roar of thunder reverberates behind the onslaught of flames sending a rain of lead across the gap between the two boats. Soon a cloud of smoke all but obscures the four armed privateer.

Having cleared a foothold, Skarr feels a thud as Kawai swings across, to land at his back, a pair of pistols and swords held in his hands.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

I was prefering to actually have kept him on the legal/plausible deniability side. Maybe a privateer...

I'm up with having served with Skarr in the past.

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