DM Lil" Eschie wrote: Not sure yet if Barbarian, Cavalier and Thief acrobats will be used. Open to discussion. Albion, The Eye wrote: My perspective is they are superfluous, and also there is some controversy around their balance vs the PHB ones. Along the lines of the Cavalier simply being a better Fighter, etc. Unless you apply the modifications from Trent's Heroic Legendarium for example. Oceanshieldwolf wrote: Having said that, I probably wouldn’t play a Cavalier, or a Barbarian, or a Thief-Acrobat. andreww wrote:
Seems we have a good discussion going on.
DM Lil" Eschie wrote: Critzible&Daniel Stewart: bad luck on the first rolls..Let's keep your last characters, the first won't survive. I am assuming everyone gets to roll three times then, correct? Since we are using UA limits for demihumans, I would probably like to be an Elf Ranger, but need at least Str 18. So re-rolling could make a difference. Let me know.
5d4 ⇒ (3, 2, 4, 4, 3) = 16 My Ranger looks something like: Darius, 1st Level Ranger
Ability Scores
Combat Statistics
Saving Throws:
Class Abilities
Equipment & Starting Wealth
Chain Mail
Proficiencies
Nonweapon (Secondary) Skill:
Not including possible additional rolls (for DM to decide), I am seeing: A Human Ranger (me :D)
Pretty good group! Regarding Gray elves I believe we are not using UA (not sure if you were considering that or just going with the Greyhawk flavor anyway) - DM to confirm also.
Geeeeez... Told you we should have rolled three sets!
4d6 ⇒ (5, 2, 1, 6) = 14 = 13
I cannot complain - at all!
Critzible wrote: I'm just spit ballin' Ideas for what to go into when making a character Spitball away! :) I was just highlighting the fact a follower of Gruumsh might have issues in doing the most basic stuff in Greyhawk. And in cooperating with non evil characters (thus the reference to Paladins and Rangers).
Oceanshieldwolf wrote: I mean…”all half-orc” does therefore remove all the annoying smallfolk from at least the party. And Albion loves Half-Orcs… True! Just not into evil Gruumsh following. Mercenary? Sure.And sorry OSW, but I also like AD&D Elves and Dwarves :P Oceanshieldwolf wrote:
Sweeet, everyone gets 16HP+Con bonus = Win.
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That reminds me - I vote for max HP at level 1 hahaha. Last game I played of AD&D was max HP at level 1 then reroll all every time you level - if you get more, it increases, if not, you stay the same. Just makes for a little more beefier characters. AD&D is already challenging enough :P So what was the point of rolling three characters then Daniel?
Agreed, I like 4d6 drop the lowest. I also like what is in the PHB: "The premise of the game is that each player character is above average - at least in some respects - and has superior potential. Furthermore, it is usually essential to the character's survival to be exceptional (with a rating of 15 or above) in no fewer than two ability characteristics" A lot of people tend to think 'old-school' D&D is all about being puny and unable to survive, but in my opinion that was never the intent of the game. Granted, it is an hard game, but you are also given the tools to succeed. It just does not happen all the time :P It was also common to roll three sets and make those your 'stable' of characters, going on to different adventures with different ones at different times. Say for example character A is training (yes in AD&D you need to train and pay to level up :D) for two weeks, so you can continue playing with character B. Or if character B dies, you can play with character C. Rolling for example three sets of ability scores gives you not only some more chances to play a character with nice ability scores, instead of rolling horribly and being tied to it (the two 15s make up for it somewhat though) - you can start with the 'best' one, but they are all your characters. If the 'best' one dies, then you need to choose one of the two remaining, etc. It also makes character death less... Dramatic. And more a part of the game as it should be, if it happens.
DM Lil" Eschie wrote: The classes (Cavalier, Barbarian and Thief acrobat) I'm less sure. My perspective is they are superfluous, and also there is some controversy around their balance vs the PHB ones. Along the lines of the Cavalier simply being a better Fighter, etc. Unless you apply the modifications from Trent's Heroic Legendarium for example. Just my 2c :P
Perfectly fine with a bunch of adventures, and with the books. Personally I would remove UA from the equation myself, but that is a personal opinion. What I'll play will depend on the ability scores I roll, but I am hoping for either a decent Elf Fighter/MU or a decent Dwarf Fighter/Thief. Or if the Gods are on my side, maybe even a Paladin or a Ranger. I think part of the enjoyment is to see what you are able to build with the recommendations from the big EGG man. Maybe this will be the first time in my long life playing AD&D and 2e that I will land an 18/00 Strength! On a side note - hoping the plan is to use gold as XP? :D
Changed my mind - going with a STR based Magus instead :) My character would be something like (still needs some tweaks here and there, depending on the group, + equipment etc): Roryx:
Roryx Half-orc magus (hexcrafter) 1 (Pathfinder RPG Ultimate Magic 9, 48) CG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 9 (1d8+1) Fort +4, Ref +5, Will +4 Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. Melee cold iron longspear +3 (1d8+4/×3) or . . morningstar +3 (1d8+3) Ranged sling +3 (1d4+3) Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear) Special Attacks arcane pool (+1, 4 points), spell combat Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +4) . . 1st—monkey fish[ACG], shield . . 0 (at will)—brand[APG] (DC 13), detect magic -------------------- Statistics -------------------- Str 17, Dex 16, Con 11, Int 17, Wis 11, Cha 10 Base Atk +0; CMB +3; CMD 16 Feats Arcane Strike, Endurance Traits fate's favored, Scout Skills Craft (weapons) +7, Intimidate +4, Perception +5, Profession (soldier) +4, Spellcraft +7, Use Magic Device +4 Languages Abyssal, Common, Draconic, Goblin, Orc SQ finesse weapon attack attribute, hex arcana, orc blood Other Gear lamellar (leather) armor[UC], cold iron longspear, morningstar, sling, magus starting spellbook, masterwork backpack[APG], weaponsmithing tools -------------------- Special Abilities -------------------- Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Darkvision (60 feet) You can see in the dark (black and white only). Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Finesse Weapon Attack Attribute Finesse weapons use on attack rolls. Hex Arcana You can substitute Hexes for Magus Arcana. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo +1 to all saves. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Some fluff: Roryx was born with the blood of two worlds, but never truly belonged to either. His orc heritage made some wary of him, while his human side never fully erased the instincts and traditions he inherited. He found his place through craft and discipline, becoming a weaponsmith by necessity as much as passion. In the isolated years after the Sundering, his tools and knowledge became as valuable as any blade he could forge. When the goblins came to Passbog, Roryx was among those who learned that survival depended on more than strength. He began ranging beyond the village borders, watching the treelines and bog paths for signs of movement. His sharp eyes and careful habits made him one of the first to notice when goblins returned, and he became accustomed to scouting ahead before danger reached the farms. Though he carries a spear and knows how to fight, Roryx is not driven by vengeance alone. The Sundering left him fascinated by the forces that reshaped the world, and he sees magic as another tool to understand, refine, and master. He believes the broken pieces of Golarion represent an opportunity as much as a disaster — a chance to recover lost knowledge, create new things, and prove that strength comes from what one can build, not merely what one destroys.
Only half done, but it will give you an idea for starters - not sure what best deity to use in Herolab to emulate Mitra. Went with Iomedae: Zeriax: Zeriax Half-orc monk (zen archer) 6/warpriest (molthuni arsenal chaplain) of Iomedae/Mitra 3 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 115, Weapon Master's Handbook 6) LG Medium humanoid (human, orc) Init +2; Senses darkvision 60 ft.; Perception +5 -------------------- Defense -------------------- AC 23, touch 20, flat-footed 20 (+2 armor, +1 deflection, +2 Dex, +1 dodge, +1 monk, +1 natural, +5 Wis) hp 75 (9d8+27) Fort +13, Ref +13, Will +16; +4 vs. effects that cause you to lose your grip on weapons Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 50 ft. Melee mwk cold iron brass knuckles +10/+5 (1d6+2) or . . unarmed strike +8/+3 (1d8+2) Ranged or . . +2 adaptive darkwood composite longbow flurry of blows +10/+10/+5 (1d8+6/×3+2 flurry) or . . +2 adaptive darkwood composite longbow +11/+6 (1d8+6/×3+2 flurry) Special Attacks blessings 4/day (War: war mind), fervor 6/day (1d6), flurry of blows, perfect strike 6/day, sacred weapon (1d6, +0, 3 rounds/day), zen archery Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 3rd; concentration +8) . . 1st—divine favor . . 0 (at will)—create water, guidance, light, purify food and drink (DC 15) -------------------- Statistics -------------------- Str 14, Dex 14, Con 14, Int 14, Wis 21, Cha 8 Base Atk +6; CMB +8; CMD 28 (32 vs. disarm, 32 vs. sunder) Feats Deadly Aim, Dodge, Hammer The Gap[UC], Improved Precise Shot, Improved Unarmed Strike, Lightning Reflexes, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Toughness, Vital Strike, Weapon Focus (brass knuckles), Weapon Focus (longsword), Weapon Specialization (longbow) Traits fate's favored Skills Acrobatics +2 (+16 to jump), Intimidate +1; Racial Modifiers +2 Intimidate Languages Abyssal, Common, Draconic, Orc SQ fast movement, high jump, ki archery, ki arrows, ki pool (8 points, magic), orc blood, slow fall 30 ft. Combat Gear adamantine durable arrow (50), cold iron durable arrow (50), silver durable arrow (50); Other Gear +2 adaptive darkwood composite longbow, mwk cold iron brass knuckles[APG], amulet of natural armor +1, bracers of armor +2, cloak of resistance +1, gloves of dueling[APG], headband of inspired wisdom +2, ring of protection +1, masterwork backpack[APG] -------------------- Special Abilities -------------------- Blessings (4/day) (Su) Pool of power used to activate Blessing abilities. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed. Fervor (1d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self. Flurry of Blows +6/+6/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting. Hammer the Gap With a full-attack action, each hit against the same opponent deals extra damage High Jump (+6/+26 with ki point) (Ex) +6 to Acrobatics checks made to jump. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ki Archery (Su) 1 Ki point: +50' range increment for bows. Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike. Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Perfect Strike (2d20, 6/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll. Perfect Strike Helper This is a dummy ability to add an extra entry for the perfect strike feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName). Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Sacred Tattoo +1 to all saves. Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers. Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall. Vital Strike Standard action: x2 weapon damage dice. Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.
Hey GuardYourPrivates, I am back from vacation and ready to work on my character, but wanted to ask you a bit more detail about the game: The shard-merging concept sounds really interesting, and I like the idea of helping shape the world, but I was wondering how much room there is for more traditional adventuring alongside that. I tend to enjoy the Pathfinder side of things where characters can pursue personal goals, explore strange places, delve into ruins, follow rumors, and get involved in smaller-scale stories that aren't necessarily tied directly to the main plot. From the recruitment post, it sounds like the shard system is the major focus of the campaign, so I wanted to ask how much freedom there is for those kinds of adventures between shard-related objectives. I'm not opposed to the central premise at all - I'm just trying to understand the balance between "rebuilding the world" and "being adventurers with our own agendas" so I can adjudicate if this is a game I would fit in :) I tend to enjoy following my character's curiosity, sometimes turning left instead of right, wandering off the beaten path, and discovering goals organically rather than always pursuing the main objective. Is that something your campaign supports, or is it more focused on the shard progression?
DM rel20 wrote:
What I meant to say is that in my opinion when you start moving too fast away from PF1e Core Rules, the game starts falling apart. So I prefer playing in games where character creation is restricted to Core Only rules only (for all, not just for me :D), or very close to it (though perhaps with some organic introduction of classes and content from other books, as the game progresses).
karlprosek wrote:
:D
Hi DM rel20, I read a blurb about the adventure and it seems quite interesting. I will unfortunately not be applying because the scope of options is too vast for me (I am a big fan of Core only rules for PF1, or very close to it), but still wanted to drop a line to encourage you, and say kudos for running a game! :)
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