Thanks for these suggestions! True on both parts. I've been gaming and pbp'ing for an embarassingly long time. Mostly as a GM, letting the players handle their sorcerers. Always felt from their first introduction in 3.0 that they were wonky, then came the Pathfinder mods and I never looked back. So now I'm trying two classes never tried before. Here's the character. It's a tabletop game. He's a back-liner support - hex, heal, reach, blast. If it was your character, what progression would you go from here? Shaman_Sorcerer: Male half-orc shaman 2/sorcerer (eldritch scrapper) 1
LG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 27 (3 HD; 1d6+2d8+5) Fort +1, Ref +2, Will +7 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Special Attacks hexes (evil eye, misfortune) Sorcerer (Eldritch Scrapper) Spells Known (CL 3rd; concentration +7) 1st (4/day)—magic missile, shield 0 (at will)—disrupt undead, mage hand, prestidigitation, shadow bite (DC 12) Bloodline Psychic Shaman Spells Prepared (CL 2nd; concentration +6) 1st—obscuring mist, sleep (DC 13), summon nature's ally I; charm animal[S] (DC 13) 0 (at will)—daze (DC 12), detect magic, resistance, stabilize S spirit magic spell; Spirit Nature -------------------- Statistics -------------------- Str 10, Dex 14, Con 12, Int 11, Wis 14, Cha 14 Base Atk +1; CMB +1; CMD 13 Feats Alertness, Eschew Materials, Extra Hex[APG] Traits focused mind, magical knack Skills Acrobatics -2 (-6 to jump), Handle Animal +6, Heal +6, Intimidate +4, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +4, Ride +2, Sense Motive +4, Spellcraft +4, Survival +6, Use Magic Device +6; Racial Modifiers +2 Intimidate Languages Common, Orc SQ bloodline arcana (use thought and emotion components instead of verbal and somatic), martial flexibility, orc blood, spirit animal (greensting scorpion named Arcane Familiar), storm burst -------------------- Special Abilities -------------------- Bloodline Arcana: Psychic Your sorcerer spells and spell-like abilities count as psychic, and you use T & E instead of V and S Darkvision (60 feet) You can see in the dark (black and white only). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Evil Eye -2 (5 rounds, DC 13) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions. Misfortune (1 round, DC 13) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Psychic Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. Whatever the source of this power, your mind is a dangerous weapon. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Spirit Animal (spirit animal (greensting scorpion named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells. Storm Burst (5/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 1 rd.
I have a starting out character - Shaman 2/Sorcerer 1. Aside from leveling and stat increases, how else can this character increase the list of known spells? I see this description in PRD but nebulous at the end. Adding Spells to a Sorcerer's or Bard's Repertoire: A sorcerer or bard gains spells each time she attains a new level in her class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table: Bard Spells Known or Table: Sorcerer Spells Known to learn how many spells from the appropriate spell list she now knows. With permission from the GM, sorcerers and bards can also select the spells they gain from new and unusual spells that they come across while adventuring. Scrolls, spellbooks, magic items? Anything?
The World's Most Interesting GM wrote: On a table? With virgins? Sounds a bit--well, a bit illegal (or perhaps religious) in some places. Well, the dictionary entry back in my day..."vir·gin"; pronounced vərjən; see nerd, dungeons & dragons Ietsuna wrote: I may be interested in playing In Service to the Lore - Part 1 with one of my fresh characters, should anyone be looking at running it. I have not GMed nor run it and from the blurb it looks really interesting. I love the PFS lore. Throw your name in above, maybe luck in a spot.
Shifty wrote: First steps was such a great trilogy, so much better than these more recent efforts at introducing the Society. Definitely true -parts 2 and 3 were both good scenarios, all three got you to 2nd level is a flash, too bad they got retired. Service to Lore still has it's charms, especially tabletop with virgin players.
A red-skinned goblin sporting two jaws with rows of sharp teeth approaches you. No taller than the average goblinkind, he wears the entire upper half of a flayed red kobold, including the skull cap to complete the hooded cloak. After shuffling through through some snot-spotted parchment and squinting at your face for a few moments he suddenly snorts long and loud, reversing the ever flowing stringy drip back into his nostrils, ::KhhAGGG!:: ::KhhAGGG!:: ::KhhAGGG!:: ::PooT!!!:: splattering a wet citrine glob on your left shoulder (sign of deep respect). "Righteous mooting upon disgusting red fluid carrier and dog friend! -This is yours.", he hands off a note to you then waddles off without another word. “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.” ~ Kreighton Shaine, Master of Scrolls, Pathfinder Society Free time for character intro posts until mission start.
Appearing to be a red-skinned goblin sporting two jaws with rows of sharp teeth, Badmucus shuffles through some snot-spotted parchment tickets as he looks up and down to match the names. No taller than the average goblinkind, he is actually wearing the entire upper half of a flayed red kobold, including the skull cap to complete the hooded cloak. He mumbles to himself in rough Common, "Hah-ris,...Bah-lee,...Moo,...; then seeing Sigias's name, he marks it with a charcoal and darts out of the Flaxseed to earn his five copper from the wait lister.
[How's the batswarm holding up?] Ref vs Flame Sphere: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11 of course... -12 HP [AC 26, HP 6/23, Active Buffs: Dex Mutagen, Reduce Person] WAAHHHHH!!!!!!, Big Bag scream Big Loud and downs a healing potion. 1d8 + 1 ⇒ (3) + 1 = 4 [AC 26, HP 10/23, Active Buffs: Dex Mutagen, Reduce Person] "Where's da dumb shaman!"
GM:
I cropped some icons, and moved as indicated. Lordzum wrote: The house is beginning to go up in flame. ”Hahhaa!”, Bad squeals in delight at the building inferno, then cranks one turn of the kiwi across Chuffy's noggin, ”Stoopid head, where you go?! Big Bad says glue da pigs, not-”, seeing Papa, Bad cuts it short and downs a Reduce potion.
Badmucus wrote: (for visual queue, is this right? edit at will). Lord sent real map, I updated the G.doc. Can Lord link map to top of page?) In glorious goblin fashion, Bad shouts the famous last words of millions of his forefathers, "Charge!!!" bomb #1: 1d20 + 8 ⇒ (15) + 8 = 23
Once Reta gets back (and tells of the dog in the chicken coop), Bad adjusted the crown into a frown and doles out the master plan. He pulls out three bottles of Sovereign Glue, "Sneaky Chuffy go back to pigs against boat, glue dem both to da boat. Reta go glue da dog door shut. Moggy see anything inside shed? If more dog inside, glue it shut. Then we attack da big house after. Go!" (remember Reta has Cloak of Elvenkind and one Glue)
(for visual queue, is this right? edit at will). Pregen Von D-Kal wrote: And I have Scent vs dogs. (dat why i pick u)
Lordzum wrote: ..an impromptu shelter (shelter for what?...) From the bushes next to the fence- ”You all stoopid! You don't see Ponglesnatch, Wigglewok and Poo-a-reah!”, Bad points at the heads at the fence, then lays one across - one palm, fours cheeks, ”We not here to eat chickens, we just ate big dead pork! We eat chicken after we bomba da Papa Muckmeat! Killer gets three chicken eggs!!!”. "We go now. Chuffy, you drink sneak potion and go see who's in da boat. If you get eaten, don't forget to signal. Reta go see if any dumb dogs around. Moggy go see if anything good to eat in garden. Come back quick. AND DON'T WALK THROUGH DA MIDDLE! Poog, you pray or something, then stay here and keep chief company."
Badmucus for all positions, does’t share loot with anyone! Just kidding- ”Wiyyaaahhh!!!”, Badmucus pumps his fist as the crown is granted, he does round high fours across the line of Birdcruchers - spreading the joy and mucus,”Yahhhh!!!!!”. "Big Boss Bad give Birdcrucher Mini-Chieftans!" Bad shows off the group, "Prodigious Poog! Magnificent Morg! Ruthless Reta! and Stirge Slaughter Chuffy! Bring forth the sacred champion chest!" As offer of faith, and shamelessly buying loyalty, Bad gives first round picks to the others. "Tomorrow, Big Bad Birdcrunch Battalion go kill some ogres!" |