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*** Venture-Agent, Netherlands—Zeist 28 posts (692 including aliases). No reviews. No lists. 2 wishlists. 25 Organized Play characters. 6 aliases.


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Liberty's Edge 3/5 ** Venture-Agent, Netherlands—Zeist

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I am currently busy with recruiting more GM's.
The things I do:
1) Have them run a bounty or quest, shorter is easier
2) Be sure to sit next to the GM so I can answer questions
3) I have put (almost) all my resources at my playing location, that includes an ever increasing stack of flipmats, cardboard miniature boxes, GM screen, combat tracker etc.
4) Lend them one of my scenario's for the session, and do that well in advance so they can ask questions while preparing.

Liberty's Edge

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I am also a VA.
I have played Starfinder in the past, got a character to level 5 and another to level 3, at which point I stopped.

Kept playing (and GMing) 1st edition Pathfinder, and for the last year and a half am playing and GMing PF2e.

I dislike the ship combat because the most useful roles are pilot (dex based) and gunner (dex based) The mechanic is Int based, and there is some stuff to do for a Cha based character, but wis and strength based characters are out of luck.

My second character was a soldier, but my first attempt was due to optimization an exact copy of another players soldier, so I switched to an Intimidation built. At level 3 I realized that I would struggle to keep up with the increasing DC's.

My wishlist:
- Have roles for all builds in ship to ship combat instead of dex/int always the main and CHA the back-up slot.
- Make the DC increase match the increase in bonusses, I want to get better at my main goal, not worse.
- Make the character creation a bit easier and more flexible than in PF2e. The fact that you have to choose sets (For example: Background gives stats, a skill and a skill feat, and don't get me started on picking a deity as a cleric or champion) is more annoying than fun.

Liberty's Edge

I will post my wayang swashbuckler tomorrow evening

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Ik heb nog een Half-orc Bard in die ik nog niet heb gespeeld, zijn gimmick lijkt wel wat op die van Kwintens archer bard. ik moet hem nog een beetje aanpassen, maar dan is hij wel speelklaar.

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Ik heb 2 scenario's en een stukje van een adventure path (Jade Regent) gespeeld, ik kan in ieder geval dicecommando's etc typen.

Ik moet nog wel een nieuw karakter in elkaar gaan zetten.

Liberty's Edge

Here is the character sheet of Kandor Abolitor, dwarven cleric of Desna.

As the son of a dwarven trader, Kandor enjoyed traveling and seeing the world. After his father stopped traveling and opened his own shop, Kandor kept traveling and exploring the world.

One day, on a lonely and nearly abandoned road he was attacked by slavers, who managed to capture him and were going to sell him as a slave.

During the night Kandor did the only thing he could while being tied up. Praying to any god who was willing to listen.

At least one god was listening, as a small blue and white butterfly landed on him. When that happened, somehow his bonds became loose. Kandor took his chances and fled from the slavers as fast as he could, guided by the butterfly to the nearest town.

When he told the his story, the local priest immediately recognised that Desna watched over the young dwarf.
Hearing that, Kandor swore an oath to serve her for the rest of his life, and since that day he still enjoys traveling the world, but now he has a sense of purpose. Everywhere he goes, he tries to liberate slaves and other innocent people held against their will.

https://drive.google.com/open?id=0BzIaO_ZeK8tlb0FlOEd4SFJ1OTA

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Very impressive. Good job.

I'll have to think about a character sketch.

I am thinking about using a dwarven cleric, but I form their personality usually when I am building the character.

Unless someone else wants to run a cleric, I am going to start building one.

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After looking inside Vortoks walks back and whispers to the others: The first room is dark and empty, but there is a second room with light.
I suggest we enter the first room and then someone needs to take a look into the second room.

let's enter the first room together, then have the stealthiest character take a look into the second room while we stand some 30 ft behind him. I moved Vortok in the 'we just entered the crypt' position assuming everyone agrees

I assume the dark grey circle things are pillars, and the rectangular light grey things are coffins/sarcophagi?

updated my google doc settings

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Vortok looks around for creatures/humanoids outside the building, on the spot he is standing now.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Is it dark inside the building ?

if it is dark, I will take a look inside with my darkvision, if there is light, the one with the highest stealth skill should go take a look inside

Note for the GM, if there is unusual stonework hiding a trap or a secret door etcetera, Vortok automatically makes a perception check if he passes it within 10 feet. He gets a +2 bonus on this for a total of + 8.

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Unless someone disagrees, we buy 2 CLW for 80 gold, and 3 acid flask for 24 gold, leaving 16 gold in the hands of the druid. Krakkagar gets the acid flasks, as he has also point blank shot (PBS) and precise shot, and Navika and Fyfe take one CLW potion each. The potions weight zero and the flask weight 1lbs each, but you can hand me your bedroll if you have weight problems

for your information Krakkagar and GM Polygoon, a flask of acid is a thrown splash weapon with a range of 10 ft. The attack uses the ranged attack skill and counts as a ranged weapon, so it benefits from the Point Blank Shot skill. The flasks are made for throwing, so no negative modifiers for proficiency http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#throw-splash-we apon

It is also a ranged touch attack, meaning it is easier to hit armored opponents. If you hit, you deal 1d6 (+1 from PBS) damage, and 1 splash damage to all other within 5 feet, including your allies. If you miss, it will end up in a random adjacent square, and deal 1 splash damage to those in that square and everyone in the surrounding squares.

Vortok is READY TO GO

EDIT:, if the discount is not applied, the druid will have 10 gold left

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Vortok speaks: I know enough, thank you for the information.

I would suggest buying two CLW potions, and divide them between the sorcerer, bard and druid.

Maybe also 2-3 flasks of acid, in case we meet a swarm that is immune to normal weapons, or to counter creatures with regenerate. The flasks cost 10 gp a piece (8 gp with the discount). We should hand those to the one with the highest ranged attack.

I do not think we need a potion for a magic attack, as there are very few, maybe even none, enemies that can only be hurt by magic weapons at this level.

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Can you tell us more about the unsavory types? asked Vortok. He pauses and then continues: How should we deal with them?

how much gold has everybody left? Maybe we can buy cure light wounds potion (50 GP a piece). I know we have a cleric, but you want to have a backup in case he goes down first. I have 11.9 GP left

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Welcome, Navika.

I saw you are at your encumbrance limit, because of a heavy rope.
I have already 2 ropes with me, so you can get rid of yours, if you want.

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Fyfe Holme wrote:
Christiaan wrote:
And to make it even more difficult for you Fyfe, you do not need to prepare the summon nature's ally spells. You are allowed to say: instead of casting my prepared Goodberry (or any other level 1 spell) I will cast summon nature's ally 1.
Good point. I have swapped it out for Magic Fang, for better or for worse.

Nice choice. you can use that spell both on your leopard and on me, as the monk strikes with his fists.

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And to make it even more difficult for you Fyfe, you do not need to prepare the summon nature's ally spells. You are allowed to say: instead of casting my prepared Goodberry (or any other level 1 spell) I will cast summon nature's ally 1.

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GM Polygoon wrote:
Guys please remember that this game is two short scenarios designed for beginners. Let's keep perspective on this.

See it as an extended introduction to character building, something we can all benefit from later on.

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Dragon Rider wrote:

Ive read over everyone's character sheets, and have a few pointers.

Vortok
Very nice character sheet. I noticed one thing, however. As your monk bonus feat, you chose Improved Grapple. Grappling people may seem fun, but trust me (I speak from experience!) its not worth it. (You can very effectively eliminate one enemy. Which is wonderful, expect that now the other three just decapitated your cleric and stuck your mage in the belly, and your rouge is running around like a chicken with his head cut off). I would highly recommend Dodge for that bonus feat. +1 AC will help make you a lot more tanky! I would also recommend just entertaining the thought of lowering your strength to 16, and increasing your dexterity and wisdom. Your AC is currently a 14, which is three lower that the leopards and what I think mine will be.

thanks for the tips, I reworked my character. At least he now has an ac of 16, and even more hitpoints.

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Has anyone heard anything about or from Dragon rider?

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Krakkagar wrote:

Alright, I think I have it right now. https://drive.google.com/file/d/0B6FTmfTQOIZ7QXpoVFpfRzBtemM/view?usp=docsl ist_api

Thanks for your help, I completely misread the point buy table.

Luckily, I have charisma coming out my ears so we should be good.

I have some further remarks: in section B, you would get a -1 ability modifier on wisdom, because it is below 10.

This works into Section D, you would get a -1 in heal, sense motive and perception.

Furthermore, if you have a point in a class skill, you get an additional 3 points for free. In your case it appears to be an additional 3 points in Acrobatics, Bluff, Climb, Diplomacy, Perception, Sense motive, spellcraft and stealth. (put those in column misc. mod)

Lastly, you may also put your ability modifiers in the skills you do not have as a class skill, but you can use untrained, in your case, heal, ride and swim.

Section F) don't forget to put the minus one from low wisdom in the will save field.

Section G) add your dex and/or strength mod into the attack and initiave fields.

Section H) again, don't forget the dex modifier, this increases your AC to 16.

The following are suggestions for your character. Do with those what you want:

Section B) I see a lot of uneven numbers, which don't give you a benefit until you get additional ability points at level 4, 8, 12, 16 and 20, or get your hand on magic items which give you an odd stat boost.

Also in my opinion your charisma is a bit low. If you reduce strength, dex and constitution by one each, you can afford to increase charisma to 16, giving you an additional point in your charisma skills, an additional round of bardic performance, increased dc for your spells and at level 5 an additional level 3 spell. This will only cost you some carrying capacity.

Or you can just remove 1 point in dex or strength, and use those to put your wisdom back at 10, or increase your con to 13.

Section I/K) May I suggest instead of rapid shot you choose Precise Shot. Then you can savely shoot at enemies with whom the rest of the party is fighting.

In the couple of adventures I played the fight is usually in a relative small room, and (nearly) everyone is in melee within the first round of combat.

Without Precise shot, if you are shooting at someone who is in melee with one of us you would get a -4 on the die roll, which is a huge modifier. With the feat you can shoot normally.

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Krakkagar, we now have two socially awkward characters, we need a bard who at least can deal with people in otherways than hurting them.

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Fyfe Holme wrote:
Christiaan wrote:


Also a tip, you and the others can hand some non-essential equipment like a bedroll etc. to me, I have around 40 pounds of carrying capacity left.

For your spells, If I read it correctly, you know all level 0 and level 1 druid spells.

Each day, given your stats, you may prepare 3 level 0 spells which you can cast infinitely that day, and 2 1-use level 1 spells.

May I suggest you prepare at least 1 cure light wounds or goodberry spell. It could save us trouble if we have someone with a healing spell.

Duly noted about the spells and adjusted. I'll be less helpful on offense, but since I'm the closest thing we have to a Cleric I understand. I have also added an animal companion, Xilanfur, a small leopard, who should be able to help us in a pinch.

I checked your leopard, I think he can beat my monk on his own. Those animals are strong.

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Fyfe Holme wrote:

Thanks for the constructive feedback. I went through and have adjusted things accordingly.

Nice, looking good.

Also a tip, you and the others can hand some non-essential equipment like a bedroll etc. to me, I have around 40 pounds of carrying capacity left.

For your spells, If I read it correctly, you know all level 0 and level 1 druid spells.

Each day, given your stats, you may prepare 3 level 0 spells which you can cast infinitely that day, and 2 1-use level 1 spells.

May I suggest you prepare at least 1 cure light wounds or goodberry spell. It could save us trouble if we have someone with a healing spell.

Final note to all, I made some last minor detail changes to my sheet, I just uploaded the latest version.

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Fyfe Holme wrote:

Hi there. I'm new to Pathfinder (also via the Humble Bundle), but I played Basic and Advanced D&D 1e many, many moons ago.

This character is a Human Druid. He's been off in the wilderness for the past several years after an intense experience (possibly spiritual or supernatural, but he's really not sure) awakened his calling to be a Druid. At this point he's still very reserved around other beings, having been closer to the wild for so much time, which makes him seem strange and distant. He's felt drawn back to civilization for unknown reasons. He feels it's perhaps a thirst for adventure, but it may be something else...

I also checked your sheet in, hope you don't mind.

1) I think you forgot the +2 ability score bonus humans get. You may increase one of your six abilities with an additional 2 points.

2)I don't see any knowledges under the skill section?

3) I see you are carrying a medium load, mainly caused by your clothes, armor and weaponry. If this does not worry you, no problem, otherwise we have a puzzle to solve.

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Krakkagar wrote:


Thank you for looking at it. I'll take another look and fix it. I really appreciate it!

No problem. If you have any questions, please post them.

And a final tip I use in the paper version of the games: Take some time to write down what al your spells do exactly. Think of range, casting time, duration, effect, possibility for the enemy to make a ... Save, the DC of that save, the result of making the save etcetera.

This will save us (and especially the DM) time looking up what each spell does, as we also have a druid with his own spell list.

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Krakkagar wrote:
My character sheet is in my profile now. I'm pretty sure I filled it out right.

I am not the GM, but I think I noticed some mistakes.

1) I calculated your stat buy, and I think you spent 28 instead of 20 points.

To up a stat to 16 costs 10 points, to 15 7 points, to 11 1 point, to 12 2 points, and and lowering to 8 gives you 2 points, total of 28.

2) the formula for the ability modifiers is as follows: (Ability score - 10)/2, rounded down. So a dex of 18 would give a + 4 modifier and a strength of 15 a + 2.

For both points, go this page, and scroll around halfway down. http://paizo.com/pathfinderRPG/prd/gettingStarted.html#table-1-3-ability-mo difiers-and-bonus-spells

3) Your skills : You get as a bard 6 + int mod + 1 (being human) of skill points. And important: You can never have more ranks in a skill than your total number of Hit Dice. (Hit dice in this case is equal to your level) So you can never have more than 1 rank in each skill as a level 1 character.

3a) If you have certain feats, or racial abilities (not likely as human) that give you a bonus to a skill, put those under misc mod.

3b) If you put a point in a class skill, you get 3 additional points in that skill. (for easier reference and calculations, I would put these also into misc mod.)

4) If you select Bard as your favourite class, you get either 1 additional skill point or 1 additional hitpoint.

5) Ray of frost is not a bard spell, it is a spell only for wizards and sorcerors. Check this list (top of the page, Bard levels 0 for your 4 cantrips)http://paizo.com/pathfinderRPG/prd/coreRulebook/spellLists.html

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My sheet is finished and uploaded under the character of Vortok.

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I have played a couple of pathfinder sessions at a regular table, but I am new to PbP.

My character is a dwarven monk named Vortok Stonesmirk.

He was raised in a monastery of Irori, but because of his lack of intelligence and diplomatic skills, he was sent to keep the order in a small mining village. There he used his strength and wrestling skills to stop drunken miners from destroying the only bar.

The mine ran out, the village was abandoned, and now he is looking for a better opportunity to maintain law and order.

I had this one build as a Unchained monk, I am busy reworking him to basic rules.

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I am a relative newcomer to Pathfinder, have played a couple of pen and paper sessions, but I have never played a online session. I have two fresh level 1 PFS legal characters.