| Mark Sweetman |
Nope - working in Oil and Gas as a Completions / Well Testing / Well Services Engineer.
Or in layman's terms.... I get to burn stuff.
| DM Stephen |
If you have some experience the next step in the US is to get certified as a PMP...Project Management Prosessional. This will give you a leg up in getting PMP jobs.
Of course you have 3000 hours of project management work that you can certify with your supervisor/s.
Other than that I would look for a job with some Project Management work and then try to work you way into it, that is what I had to do. Once I had that base I went out and applied for a more PM focused job.
| Joana |
I'm in Texas.
My father was a chemical engineer with an oil company, Mark, and I never had the slightest conception of what he actually did all day, except that it involved a lot of math.
Updated to the moment :)
Alex - ?? Bard or Inquisitor
Mark - Pahmet (Sand Dwarf) Ranger (Warden)
Joana - ??
Stephen - Human Life Oracle (Lame Curse)
Castor - Drow dual-wielding fighter (Weapon Master)
Puts the melee burden on Zakna -- er, Isandril ;) although Inquisitors can be quite the melee beasts as well, depending on the build. Are you sticking to the crossbow without the Abadaran angle, Mark? I'm still struggling with my PC. Working toward the same concept with different mechanics via a beast-bonded witch right now.
| Mus'ad |
Dex: 15 +2
Con: 14 +2
Int: 12 +1
Wis: 14 +2
Cha: 8 -1
Dwarf (Pahmet)
Ranger (Warden) 1
Feats:
Point Blank Shot: +1 to attack and damage within 30 ft
Traits:
Devotee of the Old Gods: +1 trait bonus on Knowledge (history) and Knowledge (religion) checks, and Knowledge (history) is always a class skill for you. In addition, your faith in the old gods of Osirion grants you a +1 trait bonus on saving throws against divine magic.
Deathkeeper: +1 trait bonus on saving throws against the supernatural abilities of undead creatures.
Racial Traits:
+2 Constitution, +2 Wisdom, –2 Charisma
Medium: receive no bonuses or penalties due to their size.
Slow and Steady: base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: 60ft
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies.
Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Common, Dwarven, and Giant.
Skills: (6 + Int)
Climb (Str): 6 (1 +3 Class +2 Str)
Disable Device (Dex): 7 (1 +3 Class +2 Dex +1 Trapfind)
Knowledge (Geography-Int): 5 (1 +3 Class +1 Int)
Knowledge (History-Int): 5 (1 +3 Class +1 Int)
Perception (Wis): 6 (1 +3 Class +2 Wis)
Stealth (Dex): 6 (1 +3 Class +2 Dex)
Survival (Wis): 6 (1 +3 Class +2 Wis)
Class Abilities:
Weapon and Armor Proficiency: all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Master of Terrain (Ex): gain favored terrain at 1st and 3rd level.
Trapfinding: adds 1/2 ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). Can use Disable Device to disarm magic traps.
Track (Ex): adds half level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person.
[b]Favored Terrains:[/i]
Desert: +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Still not 100% sold on Point Blank Shot... but it's a pre-req for pretty much any decent archery feat, so will likely keep it.
| Mus'ad |
Dwarven Waraxe: 1d10, x3, S, 8lb
Warhammer: 1d8, x3, B, 5lb
Longbow: 1d8, x3, 90ft, 2lb
40 x Arrows
Heavy Wooden Shield: +2 Shield, -2 ACP, 10lb
Horn Lamellar Armor: +5 Armor, +3 Max Dex, -4 ACP, 30lb
Ranger’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.)
Common Thieves Tools
Leaving Mus'ad with 35 gp left over.
| Professor Aristedes |
Here is AK's finalised character.
I know Chad has no problems with it, but frankly its something I wanted to run by fellow players before I run with it; does anyone object to the Professor being middle-aged mechanically as well as for fluff purposes? Right now its simply fluff but with the group's approval i'll modify his statblock for middle-agedness and tweak things around a bit.
I won't object at all to any objections to this; i'd be a bit dubious about it in my own games so I completely understand.
| Joana |
Right now its simply fluff but with the group's approval i'll modify his statblock for middle-agedness and tweak things around a bit.
You want to play a character with a 21 Cha and a 6 Str? That puts you into medium encumbrance at 21 lbs. Your Pathfinder's kit alone is 22 lbs. With just the stuff on your character sheet, you're at 64.7 lbs, which means you technically can't move. :P
| Mus'ad |
My head has no issues with it... but my heart doesn't agree... but that's more my playstyle, where I agonize over even leaving an 8 on my character sheet.
*shrugs* If it ends up a 6, it's fine... as long as it's RP'd and impactful to the character... and he stumps up for the muleback cords out of his own cash :P
| Joana |
I think I'm back where I started with a gnome fire sorcerer (false priest). I've been messing around in HeroLab during my spare time; I just haven't had a lot of it here lately. And knowing I have almost a month before I have to have her done doesn't lend itself to the proper mood for character creation. ;)
| F. Castor |
Joana, is there something else you would prefer to make? I am asking because if a sorcerer (or arcane spellcaster) does not "speak" to you, I could always do a 180 and make my drow fighter a human sorcerer instead. After all, I already have one ready (he is a Wildblooded (Sage) Tattooed Sorcerer, however, which, as I have been made aware, is a combination that needs a bit of DM leeway)... :-P
| F. Castor |
For shame Joana! Nuveril might be hurt hearing you say that... :-P
Truth be told, I am interested equally in both of them. And to think, I never thought I would make a spontaneous arcane caster, preferring wizards to sorcerers. But I seem to have been proven wrong, as I realize sorcerers are rather interesting to me as well. I blame Mark's recruitment thread for that... ;-)
Long story short: Both appeal to me, which is why I thought to ask you. Either character is fine by me.
| Joana |
Lilley was built for melee too, although I only played her for a level so I don't know how well she would have worked out in the long run.
I feel like, in any given round of combat, hitting the other guy is usually the least interesting thing to do, so I overcompensate by giving my combat PCs huge personal issues to deal with. :)
| Joana |
Forget it, Jake, it's Chinatown.
I think I've only ever managed to re-use two PCs from defunct games ... and one of them was starting over in the same AP which doesn't really feel like it counts. You reuse their names, though, which I just can't do. Riddleport is Phil's third iteration, isn't it? Do they have any similarities beyond the name?
| Mark Sweetman |
Aye Phillip the first was a Australian demolitionist in a WWII pulp inspired game. Very much a laid back and laconic aussie... first in game action was rigging a camel with explosives.
Phillip the second was the ill fated Buccaneer who I suppose had similar sentiments to the first in personality...
But Phillip the third is his own beast ;)
| Joana |
Player's Guide is up.
They originally weren't going to release information on the old gods because the point of the adventure, according to JJ, is discovering the existence of the old gods and it doesn't happen until book 2. But apparently the Campaign-Trait-writing hand doesn't know what the creative-directing hand is doing, so they'll be releasing info for players who take the Devotee of the Old Gods trait next week.