GM Granta's AP Planning

Game Master Granta

Skills Spreadsheet


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Sovereign Court

@Wingnut20x6: I'm inclined to say no on the re-skinning. The original has a clear eastern flavor (i.e. acupuncture) and your re-skinning doesn't explain a western source for knowledge that doesn't really exist in the west.

@Gummy Bear: Aram Zey's Focus looks good.


ok


N Male Human Beastmorph Alchemist 1 | AC 15, T 11, FF 14 | hp 13/13 | Fort +4, Ref +3, Will +1 | Init +1 | Percep +10 | CMD 14 | Extracts 2/2 | Conditions: none

Here we are :)


@GM
Alternate halfling traits need approval

Adaptable Luck
Polyglot
Secretive Survivor

If so I’ll have my build by tonight

Sovereign Court

Adaptable Luck - approved
Polyglot - approved
Secretive Survivor - approved


Awesome. Need to adjust my backstory a little to erase the archetype stuff but it will be similar. Will send that ASAP too


@GM
Oops traits...

Silent Hunter
Or
Bandit

I just want a basic “+1 to stealth and it’s a class skill”. Neither fit the character particularly well unless you don’t care about the name. I was a sneaky kid growing up...

**Edit
Also, the “bitter” drawback to unlock a 3rd trait


Neutral Male Human Ranger 1 | Speed 30 ft. | AC 18, T 12, FF 16 | hp 13/13 | Fort +4, Ref +4, Will +1 | Init +2 | Percep +5 {+7 vs humans}| CMD 15 | Conditions: none

@Wingnut - there is also highlander from ultimate campaign Link

Or

S,lippery from the faction guide Link


Ah thanks. Missed them, but I was born in the city so fits just about as good as the others. Mechanically the same
Slippery sounds the best!

Sovereign Court

@Wingnut20x6: You're going halfling, right? The bellflower network for Slippery is a halfling thing. Bitter is fine, just keep in mind that "ally" means everyone, not just your fellow PCs.


N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none
GM Granta wrote:
@Wingnut20x6: You're going halfling, right? The bellflower network for Slippery is a halfling thing. Bitter is fine, just keep in mind that "ally" means everyone, not just your fellow PCs.

Figured, just wanted to be sure! Wasn't sure if I had to "truly" belong to the network or not


N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

OK all; profile is updated, as I'm new if anyone wants to glance over in addition to GM to see if I missed something obvious?

Also, group; CLW and Divine Favor are in; 3rd slot is Bless by default but I'm open to requests/suggestions?

Dark Archive

NE Male Human Enchanter 1 | AC 11, T 11, FF 10 | hp 6/6 | Fort +0, Ref +1, Will +2 | Init +1 | Perc +0, SM +5 | CMD 11| Spells 3/3 | Conditions: none

Realized I hadn't Selected my weapon in HeroLab so it didn't show in the stat block, I do have a dagger...a dagger. It may or may not be brand new in the packaging still...ok it probably is since I probably don't have anything sharp to get it out of that clamshell packaging.

Also, is there some place that I missed that explains how to use the macros or am I not likely to need one of those (Clamshell packaging remember)


Pretty sure we need disable device for clamshell...


2 people marked this as a favorite.
N Male Human Beastmorph Alchemist 1 | AC 15, T 11, FF 14 | hp 13/13 | Fort +4, Ref +3, Will +1 | Init +1 | Percep +10 | CMD 14 | Extracts 2/2 | Conditions: none

For macros, below every text box is "How to format your text" followed by a button labeled "Show"

For dice specifically, you need to type

{dice=Longsword}1d20+10{/dice}

But replace the {} with []

That will result in...

Longsword: 1d20 + 10 ⇒ (6) + 10 = 16

Some unsolicited information/suggestions I give to all players new to PbP:

  • Copy your text BEFORE you click "Preview" or "Submit." This way, if Paizo eats your post, you don't lose all your work. It is super depressing when this happens.

  • Use the "Preview" button to adjust the narration of your posts when possible. Narrating your own crit (for example) is more fun imo than having the GM do it. You can also have your character respond to their own failure, which can be interesting as well.

  • "Preview" does not change your rolls. Neither does previewing and then canceling your post. This is a way to prevent cheating/provide consistency.

  • If you roll multiple of the same kind of dice (like two swings of a longsword), "Preview," and then notice you have a crit to confirm, add the new roll at the very end. If you stick it in between the two you've already rolled, it shifts all the rolls down.
    Example:

    Original Rolls
    Attack 1: 19 <--- A potential crit for my longsword!
    Attack 2: 14

    When I go back to confirm the crit, it should look like this
    Attack 1: 19
    Attack 2: 14
    Crit Confirm: 4

    If you do this
    Attack 1
    Crit Confirm
    Attack 2

    The final results change to this
    Attack 1: 19
    Crit Confirm: 14
    Attack 2: 4

  • Try to make all your rolls in chronological order. So if the GM has you roll something, when you're making your post, roll that first, THEN get to the rolls as they are needed in your own post. Again, this is to help prevent cheating. It starts to get suspicious when your rolls are always succeeding and they are always in the most beneficial order.

  • After you've made your post, you have one hour to edit it. The edit button is in the top right hand corner of the post, along with "Flag," "List,", and "Reply." After one hour, this option goes away.

  • Sovereign Court

    Avery Ocellio wrote:
    Figured, just wanted to be sure! Wasn't sure if I had to "truly" belong to the network or not

    Yes. The prerequisite is that you be a member of the bellflower network. And I am a stickler for the requirements/flavor on traits, drawbacks, story feats, etc.--anything that is personality or backstory related.


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    @Tiber, TYVM. Saved these for future

    Gear now purchase, counted, alloted. GM has backstory. Pretty sure I'm now 100% ready?


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    Also, are we all starting as strangers?

    Dark Archive

    NE Male Human Enchanter 1 | AC 11, T 11, FF 10 | hp 6/6 | Fort +0, Ref +1, Will +2 | Init +1 | Perc +0, SM +5 | CMD 11| Spells 3/3 | Conditions: none

    @Tiber Thank you for the helpful tips. Some I knew from being a very long time poster on these boards, I thought there was a macro to save some of the regular rolls, I guess not and will create a cheat sheet for my own.

    Avery Ocellio wrote:
    Also, are we all starting as strangers?

    That seems to be a @GM question. He has the backgrounds and knows if any of them would make sense to know each other. My background should not preclude knowing any of you, but it is a lonely tale so I could easily see us meeting for the first time as we start the grand tale.


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    @team
    Morning all!

    Had a thought . I could trade spellcraft for Sleight of Hand and it would fit my character well... however, spellcraft is very useful too

    Thoughts? It would get us another skill covered, I know our wizard will be maxing spellcraft. I’d at least put a single rank at 2 so I can roll it but then go back to SOH.


    N Male Human Beastmorph Alchemist 1 | AC 15, T 11, FF 14 | hp 13/13 | Fort +4, Ref +3, Will +1 | Init +1 | Percep +10 | CMD 14 | Extracts 2/2 | Conditions: none

    Good morning!

    Sleight of hand seems to fit your character better IMO and opens up a world of possibilities in terms of playing the game (especially an intrigue focused one). Idk that spellcraft is worth a single rank after level 5 or so. IME, waiting a day to try again with or without an Identify spell has never been a problem (I can see how it could be one, just have never experienced it being one).

    Since Tiber has all knowledge skills as class skills, he will be putting a point into each so that he can roll, but those will scale a little with his int. We've still got a few unaccounted for, but I think most of those are the ones typically less used. Fingers crossed!


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    Changed. Subbed Shiftless for Secretive Survivor, which is ARG so I think it's already fair game?

    Skills updated, and adjusting skill sheet now too

    Can't wait to get started!

    Sovereign Court

    Avery Ocellio wrote:
    Also, are we all starting as strangers?

    The players can actually decide that; it won't significantly affect things either way. You could even choose to meet pre- or post-employment with Martella Lotheed.

    Zenizar wrote:
    I thought there was a macro to save some of the regular rolls, I guess not and will create a cheat sheet for my own.

    I put them at the bottom of my profile, like this

    @All: Is anybody still working on the mechanics of their character?


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    @GM - mechanically done, ready

    @GM - in regards to my backstory, how long ago did the “downfall” happen? If I know anyone, it may be important whether I knew them from before or after


    Neutral Male Human Ranger 1 | Speed 30 ft. | AC 18, T 12, FF 16 | hp 13/13 | Fort +4, Ref +4, Will +1 | Init +2 | Percep +5 {+7 vs humans}| CMD 15 | Conditions: none

    Mechanically ready. Went with skill focus in sense motive btw.

    Just waiting on ideas for Nemesis.


    N Male Human Beastmorph Alchemist 1 | AC 15, T 11, FF 14 | hp 13/13 | Fort +4, Ref +3, Will +1 | Init +1 | Percep +10 | CMD 14 | Extracts 2/2 | Conditions: none

    Mechanically ready

    Sovereign Court

    Avery Ocellio wrote:
    @GM - in regards to my backstory, how long ago did the “downfall” happen? If I know anyone, it may be important whether I knew them from before or after.

    I haven't actually read anybody's backstory or personality yet. Doing everything in stages to keep some semblance of order in my mind/life, and that will be one of the last stages.


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    I gotcha

    Everyone needs to keep a sound mind right now, take all the time you need.

    Sovereign Court

    Just waiting on Zenizar to check in. Hopefully his work isn't exploding with problems again.

    Dark Archive

    NE Male Human Enchanter 1 | AC 11, T 11, FF 10 | hp 6/6 | Fort +0, Ref +1, Will +2 | Init +1 | Perc +0, SM +5 | CMD 11| Spells 3/3 | Conditions: none

    Checking in, I am ready. Work is getting crazy but evenings should be good enough

    Sovereign Court

    Re: Skills

    There are currently 12 skills untrained, and 3 skills doubled up. Before we proceed/finalize that, you should know two things:

  • I'm encouraging you to plan and coordinate once now, rather than adjusting things multiple times later. I won't be altering the AP to fit missing skills.

  • Spies without their own disguises all get the same one from the sheriff.

    That's not to say you need to do anything in particular, but you should at least plan for your gaps.


  • N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    Thoughts for team:
    I bet we know we aren’t going to get all covered. First ones I’d say we shouldn’t worry as much about is climb and swim, but we should get some gear to help with those. Happy to hear counter arguments

    My Doubled skills
    Stealth is kinda important for my character, plus I’m Small so mechanically it makes sense. Would like to keep this one? (Falx)
    UMD comes from my curse, which I could change. That would remove UMD and I could look at doing Disguise again? Would have to play around with it but I’d try to get it as a class skill... would help so I can try to make disguises for everyone and honestly fits my character anyway. I’m probably going to make this change when I get home (Zenizar)


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    As such, I’m in the market for a new curse. Open to suggestions, requests, advice to avoid xyz...


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    @GM - does the penalty from the Blackened Curse apply only to manufactured weapons?

    Or do touch, ranged touch spells take the penalty as well? How about Spiritual Weapon (something I was looking at for 2nd level spells)

    Secondary, age-old question here... spritual weapon, as an Oracle, would it key off my Charisma instead of Wisdom as noted in the spell?

    Dark Archive

    NE Male Human Enchanter 1 | AC 11, T 11, FF 10 | hp 6/6 | Fort +0, Ref +1, Will +2 | Init +1 | Perc +0, SM +5 | CMD 11| Spells 3/3 | Conditions: none

    I have swapped out K: Local for K: Engineering. I can't really swap Nobles and Arcana. Not interested in ditching UMD or Linquistics, they support my character, though Linguistics is going to be part of the non max Knowledge rotation.

    The only Skill point that I could move would be Sense motive, but I get a trait bonus and it is a class skill there and none of the skills that are not covered on the list are class skills. So I would drop from a 5 in a skill to a 1 or 3 in another, not really seeing any advantages, with an exception that I could swap it for another Knowledge, which I was planning on using the point for a knowledge next level anyway.

    My Plan at 2nd level is to pick up Geography and Dungeoneering and letting Sense Motive and Linguistics sit.

    I could swap Linguistics for one of the knowledges, that is trading an 8 for an 8 so that makes sense I suppose, but I like having the languages to start and I would then grab linquistics at 2nd level and leave one of the knowledges to wait.


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    I just realized we didn’t have me as a strong Linguistics on the list. Was planning to max; fits my character and I get a bonus for forgeries which I think will go well for us. As info if you want to let that one sit or be sub-maxed

    Liberty's Edge

    Male Human (enhanced) Yes/many

    Linguistics not going to be maxed, but it’s not going to be wasted either. Me putting a point in acrobatics or disguise would be. I have disguise self and jump spells for that reason.

    Sovereign Court

    Avery Ocellio wrote:

    @GM - does the penalty from the Blackened Curse apply only to manufactured weapons?

    Or do touch, ranged touch spells take the penalty as well? How about Spiritual Weapon (something I was looking at for 2nd level spells)

    Secondary, age-old question here... spritual weapon, as an Oracle, would it key off my Charisma instead of Wisdom as noted in the spell?

    The penalty would only apply to manufactured weapons. Spiritual weapon goes off wisdom, though you could research a charisma-based version. In order to be a class ability, and therefore trigger off charisma, the text in question needs to be in the oracle class entry.

    And it is a spell effect, so no penalty. In order to be a manufactured weapon instead of a spell attack, it would need to be something that actually creates a physical weapon, i.e. an instantaneous conjuration spell.


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none
    GM Granta wrote:
    The penalty would only apply to manufactured weapons.

    ^^Gotcha. I thought Blackened would work the same way, but wanted to double check before I cursed myself into a hole.

    GM Granta wrote:
    Spiritual weapon goes off wisdom, though you could research a charisma-based version. In order to be a class ability, and therefore trigger off charisma, the text in question needs to be in the oracle class entry.

    ^^The reason I asked about the CHA here, was the FAQ here : FAQ.

    Also discussion.
    Sean K Reynolds and Design team agree with you RAW, but strongly imply that the class didn’t exist when the spell was written, and then Oracles inherited the Cleric spell list…. So it would ideally be “uses your primary casting stat” not Wisdom specifically
    Either way, not super worried about this one spell, we’re on the same page on Blackened and that was 90% of it

    @GM would this trait be approved?Deep Cover?


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    OK!
    So, swapping my curse to Blackened, I'm going to lose UMD.

    To cover disguise better, I shall replace my Stealth trait, and go with a Disguise trait. ALSO, since I'm small, my stealth is average without a class bonus and rank, so I may just let that hang, and I could train Handle Animal
    Thoughts? May not come up often, but when we need it, I am the charisma build... maybe quieting the horses as we sneak through a barn or convincing the noble's scary guard dogs to let us pass? May be more useful than normal. Plus I already have it as a class skill

    That would cover 2 previously un-covered skills

    Any further ideas for me team? I'll re-do my money and gear shortly, I won't need all the expensive jewels anymore... may also change my Craft skill


    N Male Human Beastmorph Alchemist 1 | AC 15, T 11, FF 14 | hp 13/13 | Fort +4, Ref +3, Will +1 | Init +1 | Percep +10 | CMD 14 | Extracts 2/2 | Conditions: none

    Avery, you could always do what Zanizar is doing and put a point into something at second level (like stealth), before going back to your "main" skills.

    What were your plans for UMD?

    Handle Animal could be useful, I think it is worth some points. There isn't much to replace not having the skill. Sure, Charm Animal, but IME that's often a wasted spell slot.

    GM, what does this mean: "Spies without their own disguises all get the same one from the sheriff."

    Addressing skill gaps:
    Tiber can toss a skill point at climb/swim at level 2, but we should just make sure we collect some items that address these skills. Climbing kits, grappling hooks, rope should do wonders for most climb situations. I'm sure there are a couple of swimming related equivalents.

    Even though he is int based, since he is a melee character, I don't think his investment in the stat will make middling investments in other knowledge skills worth it.

    Idk that it makes sense for any of our characters to take survival... Any thoughts about that?

    The dex-based skills and intimidate... not only do those not fit our characters, we don't really have the points for them. Even Avery, as our charisma character, is going to have a hard time with intimidate due to being small.


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none
    Tiber Graccus wrote:

    Avery, you could always do what Zanizar is doing and put a point into something at second level (like stealth), before going back to your "main" skills.

    What were your plans for UMD?

    Handle Animal could be useful, I think it is worth some points. There isn't much to replace not having the skill. Sure, Charm Animal, but IME that's often a wasted spell slot.

    True, but Stealth isn't a native class skill for me. My options there (untrained, but class skills) are Heal, K:History, K:Planes, K:Nature, Profession, S.M., Spellcraft, and Survival. Noticeably, the WIS skills in which I have a 0 mod.

    I had no specific plans for UMD, just that it came with my curse and was based off CHA so it seemed to fit. Mostly just to have the utility. No loss for plans or character there.

    Tiber Graccus wrote:
    Addressing skill gaps:

    Agree with all your points, and for myself at least, Survival doesn't make sense for the character, nor the 0 WIS score... Planning purposes, we're going to need to be prepared with food when we leave towns (I have water cantrip) and tracking people could be an issue

    We're a 4 man group, I think we're spread as evenly as we can before we start getting spread too thin.

    Sovereign Court

    1 person marked this as a favorite.
    Avery Ocellio wrote:

    The reason I asked about the CHA here, was the FAQ here : FAQ.

    Also discussion.

    If Paizo actively supports that being house ruled, I'm fine with it, too. However, keep in mind that it reverses wisdom and charisma. Any spell which mentions a charisma modifier will now go off your wisdom, as by the above argument that was intended to be a secondary score.

    Also, it only applies to spells known from the cleric list. It doesn't cover bonus spells, anything activated with UMD, etc.

    Avery Ocellio wrote:
    @GM would this trait be approved?Deep Cover?

    Yes

    Tiber Graccus wrote:

    GM, what does this mean: "Spies without

    their own disguises all get the same one from the sheriff."

    It means that without disguises, you will eventually get caught and end up wearing orange cover-alls.

    Avery Ocellio wrote:
    We're a 4 man group, I think we're spread as evenly as we can before we start getting spread too thin.

    Agreed. My goal in drawing attention to your skills was to make sure you consciously chose your gaps and had a plan for them--not to eliminate them entirely. For example, you can run without Disguise, but then you'll probably each want your own hat of disguise.


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    @GM let me do more research on spells before I ask to use this rule. It may be simpler to just avoid this one spell if it won’t work for me than to change multiple spells


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none

    To all, consider me mechanically ready again. Just need to adjust a few minor details but my skill spread is changed and I’m happy with it.

    @GM no rush on reading my backstory, I need to make a few minor changes anyway, but one piece I could really use would be to know how long ago the events in my Campaign Trait happened. Last week vs a month ago vs year+ changes my character and potential alignments with other characters drastically (in my head anyway).

    @Tiber, you’re a Veterinarian, I now have Handle Animal... let’s make this happen :D

    Sovereign Court

    Avery Ocellio wrote:
    @GM one piece I could really use would be to know how long ago the events in my Campaign Trait happened. Last week vs a month ago vs year+ changes my character and potential alignments with other characters drastically (in my head anyway).

    It could reasonably be anytime in the past 20 years or so. Do you have a preference?


    N Male Half-Orc Ranger (Dandy) 1 | Speed 20 ft. | AC 20, T 12, FF 18 | hp 13/13 | Fort +4, Ref +4, Will +0 | Init +2 | Percep +0 | CMD 16 | Spells (0) unl. | Conditions: none
    GM Granta wrote:
    It could reasonably be anytime in the past 20 years or so. Do you have a preference?

    Will dwell on this and get back to you.

    Dark Archive

    NE Male Human Enchanter 1 | AC 11, T 11, FF 10 | hp 6/6 | Fort +0, Ref +1, Will +2 | Init +1 | Perc +0, SM +5 | CMD 11| Spells 3/3 | Conditions: none

    We are close to the point of no return on skills. A couple could probably be improved, for instance the charisma skills could all be done by the oracle and int by Wizard and Alchemist. Physicals by the Ranger, but I don’t see these characters being so closely allied that they would be perfectly synergied.

    Could Avery take UMD and I take Religion? Yes, but it then also removes some rounding. At some point we are still going to be short of something.

    If I put a Point in Disguise then I go from 2 to 3, not seeing an upside. If disguise is that important, they should mention it in the players guide, if they did, it needs to be more obvious, and they need to offer a fix for those of us not Charisma based who don’t have it as a class skill. I have Charisma, but I wouldn’t have to to be a decent Wizard. I decided to take disguise self, but not many Wizards would have. So, my point is if it’s that important, then they should have said no Wizard or any class without disguise.

    Sovereign Court

    One PC with Disuise is enough, he can make everyone's disguises. And you could theoretically get through without disguises, but it would railroad you at some points.

    You are right though, this player's guide has a lot of problems. It didn't even come out until after the first few books, and seems to have been rushed to even make that happen.

    Sovereign Court

    Zenizar wrote:
    A couple could probably be improved, for instance the charisma skills could all be done by the oracle and int by Wizard and Alchemist. Physicals by the Ranger, but I don’t see these characters being so closely allied that they would be perfectly synergied.

    I am perfectly fine with that level of meta-gaming. The obstacle would be whether it forces undesired changes to your characters' personalities.

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