C_Hawk14's page

6 posts. No reviews. No lists. No wishlists.


RSS


James Martin wrote:
I have not. With the cold and the weather we haven't seen the party in question since I last updated.

One can only wonder if that's a good or bad thing in this case.

If or when they do show up again I hope you can set things straight and get past this inconvenience.


James Martin wrote:
Update: I have not been able to catch up with the couple in question. Last week they did not show and last night we were hit with an icy/sleety/snowy day that kept me inside where it was warm and not unsafe to travel. So I have not been able to speak with the pair in question.

Hey, I've been following the thread for a while and thought I'd join the discussion.

It's been a while since you last posted an update and I'd like to know if you made any progress with your attempt to reconcile all parties.


Darn it, I wrote a whole reply and now it's gone :(

I don't think Agile is a possibility as it's from a PFS book?

and yes, all Halflings are small, no?

I'll be putting 2-4 pts into CHA I guess

I've talked to someone and he thinks Rogue 5 / Shadowdancer 7 might be a good idea

I'm still thinking though


thanks for the replies :)

As I said, Im already Rogue 3
Also, we have a Paragon, a Wizard and a Druid.
Do we really need more healers?

I might not have been clear enough, but I'm not the GM.
I was just saying what the other party members were.
I'm playing the Halfling Rogue.

And no, my GM is experienced, but because of this group he didn't want to include other sources, so no Oracles or anything,
just the core (prestige) classes, plus that Paragon.

So I was wondering where I should go from here.

Halfling Rogue
S10/D18/C14/I16/W10/C8
Two Weapon Fighting, Weapon Finesse and Dodge.
Im using double daggers and leather armor.


Alright, Im doing a home-based campaign, core-rulebook only (with homebrewn stuff). I've never played Pathfinder, or DnD before. Just played Werewolf: The Forsaken once and a game in beta or smth, also once. You could say I have no experience in roleplaying.

We didnt make characters knowing what roles we'd play, instead we were asked what class seemed fun.

My party consists of a
* Human Wizard (Don't know his role really)
* Human Paragon of Bahamut (Healer, duh) (a homebrewn class, it's like a mix between Cleric and Sorcerer, which boils down to Divine spells, but no preparation. Paragons receive their power early on in their life, but not by choice.)
* Half-Elven Druid (Healer)
* Dwarven Fighter (Tank)
* Ghost Halfling Rogue, me (Skill Monkey and back-stabber)

I've used "Rogue Eidolon's Guide to Rogues (Optimisation)" to make my current build, so maybe that's good enough already :P It's mostly the TWF, but my char has a high INT.

I'll start with my character then, we're already at level 3 so I can't change anything I've chosen, next choices are made at level 4 (or items/enchantments ofc)

I'm a Level 3 Ghost-Halfling Rogue. (Ghost-Halfling is a homebrewn race) check my character sheet, this has all the race information.
The racial modifiers are
+2 Dexterity, +2 Intelligence, –2 Strength

My current Attributes are as follows: S10/D18/C14/I16/W10/C8

We've created chars with points(homeruled), also homeruled but not OP I think
Just an afterthought, should I have gone for low INT, high WIS anyway?

Alright, so every item/enchantment, feat and rogue talent I can get is from Core Rulebook only.

So far I've chosen

Level 1: FT: Two Weapon Fighting
Level 2: RT: Finesse Rogue -> FT: Weapon Finesse
Level 3: FT: Dodge

My plans are to choose the following things
(I havent made a plan for Rogue 16 / Shadowdancer 4.. yet)

lvl 4: RT: Weapon Training -> FT: Weapon Focus (Daggers)
lvl 5: FT: Combat Reflexes
lvl 6: RT: Resiliency
lvl 7: FT: Improved Initiative
lvl 8: RT: Combat Trick -> FT: Improved Two-Weapon Fighting

Should anything of this be changed?

I haven't yet planned for level 9 to 20, but I'd like to know if any of these should be replaced.

Feats for 09+: Iron Will, Toughness, Defensive Combat Training, Great Fortitude, Fleet, Greater TWF, Improved Iron Will, Mobility.
Rogue Talents for 10+: Opportunist, Defensive Roll, Feat, Crippling Strike.

I have 11 skill points per level, so I'll also focus on the next skills, but I'll have four points left each level. Should I take the skill point or hit point each level?

7 skills: Acrobatics, Disable Device, Escape Artist, Perception, Sleight of Hand, Stealth, Use Magic Device

Other high skills are Appraise, Knowledge Dungeoneering, Knowledge Local, Linguistics. Just wondering if I should level these a lot.
My Wis mod is 0 and Cha mod is -1, so I should focus on some to compensate.

Could it be smart to invest in Craft? Should I take one level in all the Knowledge skills? I'll check tomorrow which skills arent covered by the rest of my party.

I was wondering if a 1/2 lvl-dip in Fighter or Wizard would do any good?
Or otherwise go for Rogue 16/ Shadowdancer 4?
I did notice that the Shadowdancer benefits from high Charisma though with Shadow Illusion and Shadow Call.

I'll miss out on 2d6 Sneak Attack of course, but I might get more SA instead, or not?

Would Rogue 5, Shadowdancer 2, Rogue 5, Shadowdancer 2, Rogue 6 be a good progression? Is Darkvision worth that level, hmm.. I dont think so.
Rogue 5, Shadowdancer 1, Rogue 5, Shadowdancer 3, Rogue 6 or smth different? Id have Hide in Plain Sight.

I'll just stop rambling now, hope to see responses when I wake up :)


Hitdice wrote:
Any player efforts to craft high tech items could end up as your setting historical curiosities like the Baghdad Battery.

https://en.wikipedia.org/wiki/Baghdad_Battery

Don't condemn me for using wikipedia, they use sources..
Battery, Electroplating, Bitumen as insulator or storage vessels for scrolls

those are the four hypotheses about "a ceramic pot, a tube of one metal, and a rod of another."
and
"The current interpretation of their purpose is as a storage vessel for sacred scrolls from nearby Seleucia on the Tigris."

If you're going to reference smth, check if it's still true.