Arun Smithson
|
Hi - would be interested to join in if you'll have me. I'm an experienced PF player ftf but relatively new to pbp. I assume you allow two traits at generation, as per normal PFS rules?
Please see link to Arun Smithson, Wizard 1, 20 point build. I'll add background once I know a little more on traits, above.
Forgive my ignorance, but can you please explain "evergreen" and "standard mode"?
| Ghost1776 |
| 1 person marked this as a favorite. |
"Evergreen" is PFS slang for an adventure that can always be played for PFS credit. A player can play an "Evergreen" over and over and over again, and as long as each time is with a different character that character will receive PFS credit.
I think there is currently only one evergreen for characters above first level. There are four PFS scenarios for first level currently classified as evergreen, and one scenario length module evergreen. There are also some longer modules and part of an adventure path or two that are classified as evergreen for first level play.
As for the term "Standard" that refers to the "Standard" or "Classic" PFS campaign which allows a huge number of character options from a large number of paizo source books. This is different than the "Core" PFS campaign which is primarily limited to the Core Pathfinder Rule book.
AbyssDancer
|
"Evergreen" is PFS slang for an adventure that can always be played for PFS credit. A player can play an "Evergreen" over and over and over again, and as long as each time is with a different character that character will receive PFS credit.
I think there is currently only one evergreen for characters above first level. There are four PFS scenarios for first level currently classified as evergreen, and one scenario length module evergreen. There are also some longer modules and part of an adventure path or two that are classified as evergreen for first level play.
As for the term "Standard" that refers to the "Standard" or "Classic" PFS campaign which allows a huge number of character options from a large number of paizo source books. This is different than the "Core" PFS campaign which is primarily limited to the Core Pathfinder Rule book.
Thank you Sir, that makes sense.
| Edward Sobel |
well here are the stats for my character.
She is not registered yet, will do that if selected for the game.
Kimberly Snow
9406-11
Female human (Ulfen) oracle (reincarnated oracle) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 199)
N Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . wooden stake +0 (1d4)
Special Attacks channel positive energy 6/day (DC 14, 1d6)
Oracle (Reincarnated Oracle) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—bless, cure light wounds, murderous command[UM] (DC 15)
. . 0 (at will)—detect magic, enhanced diplomacy, ghost sound (DC 14), guidance, mage hand, read magic, stabilize
. . Mystery Life
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 12, Wis 11, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Racial Heritage (Samsaran)[APG], Selective Channeling
Traits exalted of the society, undead slayer
Skills Diplomacy +8, Heal +4, Knowledge (history) +5, Knowledge (religion) +5, Sense Motive +4, Spellcraft +5
Languages Common, Skald, Varisian
SQ oracle’s curse (haunted), revelation (channel)
Other Gear chain shirt, dagger (4), wooden stake[APG] (2), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, waterskin, wooden holy symbol of Pharasma, 34 gp, 5 sp, 21 cp
--------------------
Special Abilities
--------------------
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Oracle Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Racial Heritage (Samsaran) You count as another race for the purpose of prerequisites.
Selective Channeling Exclude targets from the area of your Channel Energy.
Raltus
|
Male half-elf investigator (lamplighter) 1 ( Pathfinder Player Companion: Heroes of the Street 17,
Pathfinder RPG Advanced Class Guide 30)
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2; +2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if
directed to break the law
Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee short sword +3 (1d6/19-20)
Ranged shortbow +3 (1d6/×3)
Investigator (Lamplighter) Extracts Prepared (CL 1st; concentration +4)
1st—keen senses (DC 14), urban grace ARG
—————
Statistics
—————
Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 13
Feats Skill Focus (Perception), Weapon Finesse
Traits lover of the law, vigilant spycatcher
Skills Acrobatics +4 (+0 to jump), Disable Device +3, Disguise +5, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nobility) +7, Perception +9, Spellcraft +7, Stealth +4, Use Magic Device +5; Racial
Modifiers +2 Perception
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ alchemy (alchemy crafting +1), elf blood, inspiration (3/day), lamplighter, trapfinding +1
Combat Gear oil (3); Other Gear lamellar (leather) armor UC, arrows (20), short sword, shortbow, alchemy crafting kit, backpack, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, lamp, soap, trail rations (5), waterskin, 8 gp, 17 sp, 10 cp
—————
Special Abilities
—————
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to
attack or save.
Lamplighter (Su) As a move action, light a held flammable item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Chorlo grew up in Absolam, his father was a Lamplighter and he desired to be one as well. His mother
was a cook for the guards making sure they were well fed and always had a good meal to help with the
hard jobs they did.
At the Age of 20 Chorlo joined the local Militia after training that his parents paid for. Being an only child
Chrolo had it pretty good. After 3 years of training he was selected to join the training to become a
Lamplighter, Chorlo did not succeed on his first 2 attempts. When he was picked again on his 25 birthday he was Determined to succeed and follow his father.
Having just barely made entry Chorlo took it up himself to work harder than most while out on duty to be
able to keep his position.
Kahwen
|
Here's a more detailed write up for
Male Tengu Rogue (Swordmaster) 1 (Pathfinder RPG Advanced Race Guide 164)
LN Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +8
—————
Defense
—————
AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)
hp 8 (1d8)
Fort +0, Ref +7, Will +1
—————
Offense
—————
Speed 30 ft.
Melee elven curve blade +0 (1d10/18-20), bite +0 (1d3)
Ranged shortbow +5 (1d6/×3)
—————
Statistics
—————
Str 10, Dex 20, Con 10, Int 11, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 15
Feats Acrobatic
Traits observant, dirty fighter
Skills Acrobatics +11, Disable Device +9, Fly +8, Knowledge (nature) +4, Perception +8, Profession (sailor) +5, Stealth +11, Survival +5; Racial Modifiers +2 Perception and Stealth
Languages Common, Tengu
SQ Tengu Rogue Favored Class Bonus, Sneaky (+2 to Perception &Stealth), Swordtrained
Gear studded leather armor, arrows (20), elven curve blade, shortbow, backpack, bedroll, belt pouch, flint and steel, hooded lantern, pint of oil, 50’ hemp rope, trail rations (1), waterskin, 3 sp
—————
Special Abilities
—————
Glide
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Kahwen
|
Kahwen, I am currious as to why your first feat is acrobatic instead of weapon finesse. I have a tengue rogue myself and am wondering your path for yours.
I definitely want him to be able to get in and out of combat and maneuver around people so Acrobatic was a requirement.
Obviously, I'm going with the Curve Blade as my primary weapon so Weapon Finesse is also a requirement but I plan to take Finesse Rogue as my Rogue Talent at 2nd level.
He'll be depending on his bow for 1st level but if I did it the other way I would have had to wait until 3rd level to get both feats.
Kahwen
|
Tirf wrote:Have you thought of unchained. Weapon finesse for curve blade for free at lvl 1 and Dex to dmg for free at lvl 3. As far as I am tracking it is compatible with your archytypeHm...I'm not aware of unchained...is that an archetype? What book is it from?
Nevermind...I found it. It's like you can find everything on the Internet!
| Terevalis Unctio of House Mysti |
These are the submissions as they stand, not counting people who need to create characters
Kimberly Snow: Life Oracle
Farket: Dwarven Barbarian
Shabah Al'Quna: Metamorph Alchemist
Faustus Numerius: Life Oracle
Tirf:Grippli Sin Magic
Kahwen: Tengu rogue (unchained?)
Chorlo: LampLight Investigator
Eddie Brock: Brawler
Terevalis: TBD