"Ah Krojun ..." and looking of at the Summoner, "and you too Rohan, you make worthy flankmen ... whether in battle or at a bar." as Talon smiles to himself, quite satisfied. He takes Magnhlidr's comment in stride, and tries for a more polite smile as if to ask for forgiveness. ... later ... "Great, now they're robbing graves, that hardly seems the work of goblins."
I have: #6 - Prosperity: Thanks to an excellent contract, a newly discovered trade secret, or just the luck of being in the right profession at the right time, your business is booming. You gain a +1 bonus on all Day Job checks. In addition, a DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check earns you 300 gp. And am looking for something else - any offers?
Hmmm ... how about an inquisitor with some healing focus, could blend some skills with second like combat ability? Thinking more standard races - something that really blends in human, maybe half elf. Figure that a couple of folks with skills focus isn't bad given the scope/role of the organization. If we have the mage and the heavy hitter down.
Very happy to be here, posting from a tablet so will be briefer. Prefer Golarion, setting the characters. A lot of great ideas here, I am open for anything, like the thieves guild, missionaries, journey and of course the crawl. I think a highly urban adventure with a bunch of thrives would be cool. Some odd or unique character creation rules may also be good, a foibles approach resulting in some key weaknesses.
Thinking half-elven rogue, son of a merchant, will focus on fencing (weapon finesse) for the dex bonus, general skill monkey, second line combatant. Let's play with some dice: 4d6 ⇒ (6, 5, 1, 1) = 13 = 12
Oooh - I like the results, perfect for what I am looking for. Backstory to come, on vacation this week and have limited posting abilities. Looking forward to this.
Hope I am not too late for consideration, I am on vacation for the next 4 more days and my ability to check the boards and post has been much less frequent. PLEASE! :) 1. I, BudFox, want to play in another pbp please. Especially a GM Mug pbp - I live the momentum and pace of your games and the way that they are run.
Rolling: 1d100 ⇒ 95
GM Mug wrote:
Just to be clear - I was leaning towards a Half-Elven Pharasman Inquisitor, a hunter of the undead, not that he would be undead ... is that ok? Was also thinking possibly to use Ranger as the second class to get the favored enemy trait and archery specialization over time.
Thod wrote:
Thanks for the input but I can't find where I add a number - I already have a character set up, and I don't want to create a new characher, I want to add a PFS# for the one I have. I only see edit profie on the right.
Just to be certain - do I have this right: Using a rapier (1d6/18-20x2) 1. If I roll any of 18, 19, or 20 I have a threat of a crit, I must roll again and succeed in hitting against the opponent's AC to qualify for the x2 damage. The x2 damage is not a single damage roll x2, but two separate rolls calculated using all modifiers. As an example: roll an 18, resulting in a crit threat. Roll again and get 15 which hits. Roll 1d6, add my strength modifier for damage, do the same again and add the two results to get total damage. 2. Also, a straight 20 does not mean an automatic hit with a crit range weapon, correct?
Blackacre wrote: Excellent. I'm working on a dwarf skill monkey rogue (I recognize that elf has the more optimal race characteristics, but I can't stop swimming upstream), and will post as the alias as soon as I can get it together, probably before the weekend. Hmmm ... I was thinking of something similar, but I could do a Ranger (maybe Urban ranger archer specialization?). I'll see if I can post them both. Either one works for me.
Mort the Cleverly Named wrote:
Thanks - this is just the type of input I have been looking for. So - the Rogue Archer is technically akward to play with mediocre results, especially when compared to other builds. So I should go with a straight forward Ranger or Fighter Archer or stick with a more pure Rogue - perrhaps a dual wielder or swashbuckler variant?
Thanks for the input. How exactly does 'taking a level' in another class work. I was thinking of being half-elven - favored class Rogue and something else - perhaps Ranger. If I start as a rogue, then do a level or two of ranger - mechanically how does that work? I level up from 1st, and I want to go Ranger for 2 levels - do I take the additional HP for Rogue or Ranger at that time, do I take the bonus abilities as I enter the new level, meaning the Ranger special feats? So do I get the combat style feat at the 2nd level Ranger? And if so if I then go back to Rogue do I get to add the Arhcery Combat feats? Thanks
OK, as background I am an avid pc and boardgamer. Its been a couple of decades since I have RPGd. I have done a couple rounds of hour long D&D battles at GenCon but thats it. For a few years I have been interested in getting back in and have been intrigued by Pathfinder. I have signed up for a couple of PFS sessions at GenCon and have been reading and researching trying to get myself ready. My gaming group plays boardgames so I don't think I'll get another chance to play outside GenCon sessions each year. Besides that I don't have the time to pick it up regularly. I am looking to have a great experience, build a character, even if it is slowly over the years. I may only ever be playing lower level characters (below 10 or even 5). Here are my questions: 1. I realize that there are many different kinds of players with different styles, skills, etc. I have been thinking about an archer rogue build. I have read several posts/blogs about how to optimize characters individually or with aspects/actions of other characters as well as critiques of these options. I am interested in a good, solid build, but as much as that want the flavor of the role, etc. I want to be capable and not be a liability to the party. Some of the criticisms go on about having to have multiple sneak attacks, etc - and that the character is worthless or a afilure if you can't get this or that right. I just don't know how big a deal that really is - is it a fatal error to play something like that or even a more vanilla character? I realize that I may not end up with the perfect 15 level progression build but how bad is that - does that mean that I really will have a bad experience or limit my party? I want to play a rogue, I want to be able to fight and do some damage, I don't want to die right away. I'd like to be a great archer but also will try melee sneaks as well. I don't really want to be a tank or a mage. 2. I plan on doing my homework and being prepared. All in I will probably have 40+ hours of reading and prep in before I sit down to play. Is there any reason I shouln't sit down ... or that I should only sign up for an intro game rather than one of the more interesting to me PFS level 1-3 or level 1-5 scenarios? I plan on factoring my knowledge into my character and play - sort of the unexpected hero, highly skilled but thrown into a situation they aren't used to, without the bestiary knowledge, etc ... forced to react. 3. At GenCon, for several of the scenarios there are spots for 48 people - how many people typically make up a party? 4. Any other general advice?
About Dennis BakerDennis has been active contributor to the RPG community for 10 years, below are some of his more notable credits. Paizo Hardcovers
Pathfinder Adventure Paths
Pathfinder Society Scenarios
DR. STRANGELOB AND MR. HYDE: THE OGRE'S GUIDE TO ALCHEMISTS
The guide is broken into 4 parts. Introduction
RPG SuperStar
Round 2
Round 1
Wayfinder #1
Master DM's Competition
Spoiler:
Cat's Paw/ Longstrider This is the Cat's Paw/ Longstrider spell chain and the Fleet Foot domain. The theme of the spells is mobility in and out of combat. I've included Longstrider here because it is more or less the base of my spell chain. It is not changed from the version that appears in the SRD. Longstrider
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim. Material Component: A pinch of dirt. Cat's Feet
Cat's Feet functions like Longstrider but also adds an insight bonus of 5 to the caster's tumble skill for the duration of the spell. If the caster does not have any ranks in tumble she can treat tumble as a trained skill for the duration of the spell. Nimble Paws: Once during the duration of the spell the caster can as a swift action initiate a one round burst of speed and extraordinary nimbleness. During this round the bonus to the caster's base land speed increases to 30 feet and the bonus to her tumble skill increases to 15. At the end of this burst of speed the spell is expended and all bonuses from the spell expire. Optional: During the duration of the spell any halfling affected by the spell grows fur, pointed ears and claws. The claws can be used to make a natural attack with damage of 1d2. Attacks with the claws are considered armed for combat purposes. Material Component: A bit of cat fur and a pinch of dirt. Note: The bonus to tumble does not in any way alter the limits of the tumble skill, in particular it does not enable individuals in heavy or medium armor to use the tumble skill. Tiger's Pounce
Tiger's Pounce functions like Cat's Feet but the increase to the casters movement speed is 15' per round and the caster is granted an enchantment bonus of 5 to the his jump skill during the duration of the spell. If the caster opts to end the spell with the Nimble Paws effect (See Cat's Paws above) the effect lasts for 2 rounds. Ferocious Pounce: Once during the duration of the spell as a swift action the caster can initiate a ferocious attack. The caster must declare this attack before any actions on his turn. During the attack the caster can move up to twice his enhanced move speed and attack a single target. The caster can tumble or jump during this movement without penalty. At the end of the charge the caster gets a full attack plus one additional attack at his full base attack bonus. All attacks must be made against a single target and the effect does not stack with haste or any other spell or effect that grants additional attacks in a round. Once the caster has completed his ferocious pounce the spell ends and all effects of the spell expire. Lion's Prowl
Lion's Prowl functions like Tiger's Pounce but in addition the caster gains a +1 natural armor bonus for the duration of the spell. If the caster opts to end the spell with the Nimble Paws effect (See Cat's Feet) the effect lasts for 4 rounds. When ending the spell with a Ferocious Pounce (See Tiger's Pounce) the caster receives a +4 enchantment bonus to strength and dexterity for the duration of the effect. Free Range: Once during the duration of the spell as an immediate action the caster can trigger a Freedom of Movement effect. This effect is identical in all ways to the Freedom of Movement spell but the duration of the effect is 1 minute. Once the Freedom of Movement effect ends the spell ends and all effects of the spell expire. Cat's Feet, Mass
This spell functions identical to the Cat's Feet spell, however it effects the caster plus a number of people equal to the characters caster level. The mass version of this spell does not include the the Nimble Paws effect. Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets. Tiger's Pounce, Mass
This spell functions identical to the Tiger's Pounce spell, however it effects the caster plus a number of people equal to 1/2 the casters level. Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets. Lion's Prowl, Mass
This spell functions identical to the Lion's Prowl spell, however it effects the caster plus a number of people equal to 1/2 the casters level. Material Component: A bit of dirt scraped from the shoes or feet of each of the spells targets.
Drunk DM's Competition
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