Apologies if this is the wrong section of the forum, it's been awhile since I posted here outside of PbP games.
I'm a fairly active player myself, but am about to start a game for a group of players who have never played before, while never having run a game myself. I'll be using an adventure path, and feel pretty comfortable with the rules side of GMing, but what things would y'all recommend I keep in mind as I start getting ready for the first session?
Level 5 changes:
Weapon Training +1 (Bows)
Feat: Rapid Shot
Sacred Weapon damage increases to 1d8
Fervor increases to 2d6
+1 first and second level spell slot
+3 skill points(Perception, sense motive and stealth)
Upgraded my rapier/buckler to +1, got a +1 amulet of natural armor
Oh so many...
Arcane Archer was and still is one of my favorite PrCs, Mystic Theurge was always a cool concept, I've still always wanted to play a Dragon Disciple and never gotten to. I also think that the Sentinel PrC is one of the more viable and still flavorful ones.
I've actually gotten super excited about a character concept, but haven't known how to work it into a game, backstory-wise yet, so this is perfect!
One question: would you allow a character using the Words of Power system?
Sounds good to me! I just finished building the military academy at the end of Rova if we want to spend the BP for it next month. I'm looking at what to start on now, but I'll probably just build up money the rest of the month.
Fantastic. I should be able to start on the barracks by the end of the next month, so then we can count it towards kingdom stats once it's done. Same with the military academy if it's good for our stats.
I think we should claim both hexes, and build those roads if we can. I'm going to build barracks once I'm done with the military academy, so idk we could "nationalize" that. I don't remember if I'd lose the capital benefits of owning it if we did so.
I'd love to resubmit Sathek Osan(UC summoner), which was my original submission! His backstory/stats can be found above, but are also copied here.
Male Human Summoner(unchained) 1
NG Medium Humanoid (Human)
Init +5; Senses; Perception +7
AC 17, touch 14, flat-footed 13
Fort +3, Ref +4, Will +5(+1 vs divine magic)
Speed 30 ft.
Longspear +3 (1d8+4/X3)
Summon Monster 1 7/7
Str 16, Dex 18, Con 16, Int 16, Wis 16, Cha 19
Skills(ACP=1): Diplomacy +5, Handle Animal +8, Knowledge(Arcana) +7, Knowledge(History) +8, Knowledge(Planes) +7, Perception +4, Spellcraft +7
Feats: Spell Focus(Conjuration), Augment Summoning
Traits: Devotee of the Old Gods(history), Arcane Temper
Spells-CL 1st, Concentration +6
Light; Detect Magic; Read Magic, Acid Splash
Lvl 1 Spells 2/2
Enlarge Person, Grease
Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing on this ability uses up the same power that the summoner uses to call his eidolon. As a result, he can use this ability only when his eidolon is not summoned. He can cast this spell as a standard action, and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by 1 spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX . If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate from this spell-like ability immediately ends. These summon spells are considered to be part of the summoner's spell list for the purposes of spell trigger and spell completion items. In addition, the summoner can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Studded Leather Armor
NG Medium Outsider(Agathion)
Init +1; Senses Darkvision; Perception +7
AC 13, touch 11, flat-footed 12
Fort +3, Ref +1, Will +2 (+4 vs poison/petrification)
Electricity Resistance 5
Speed 30 ft.
Claws(2) +4 (1d4+3/X2)
Longbow +7 (1d8+1/X3)
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Skills: Acrobatics +2, Disable Device +2, Perception +7, Stealth +13
Feats: Skill Focus(Perception)
Evolutions(Biped Form): Resistance(Electricity), claws, limbs(arms), limbs(legs), Skilled(Stealth)
Having grown up in the marketplace, Sathek is used to catching people’s attention. At a young age he learned the importance of selling himself, first gaining the trust of wealthy travelers needing a guide through the city, then proving his worth as a barge worker on the river. Working to help support his parents, elderly scribes, who were alienated from their guild due to their continuing belief in the old gods, Sathek always needed every chance he could find to get ahead.
During his work as a barge worker, he noticed that small fish would flock near his barge, sometimes the larger ones even helping to push the boat along. When he came of age, he found himself cornered by a gang of young men, and as he fled into an alley, a figure appeared to aid him. This wolf-headed man, glowing with a golden light, held off his attackers while he climbed over a nearby wall, then disappeared. Later, with concentration, he was able to make the figure reappear, and speak to him. He came to believe that the creature was a messenger from the old gods, meant to affirm his beliefs in their pantheon.
He began to look for ways to prove himself, and to help spread the old faith. After hearing of an opportunity to explore ancient tombs, and potentially discover artifacts to prove the truth behind Osirion theology, he jumped at the chance. Concealing his companion, he began to look around for other potential explorers who would be able to help him enter the tombs.
I just found this and thought it was super interesting, although the descriptions for the lower ends are probably a little more positive than I'd expect. These are all based on the descriptions provided by Wonderstell, but I feel like realistically I'd be lower numerically than they indicate.
Str: 12(I used to be probably at a 15-16 for my size, but I'm still pretty strong)
Dex: 17 or 18(TKD fighter and just naturally fast, I'm also a semi-pro gamer, so decent reflexes)
Constitution: 12(you don't do mma and tkd for the entirety of your life without being able to take a hit)
Wisdom: 9 or 10(I definitely think that I'm lower than this, but based on his description I'm around a 10, I'm just not good at reading people)
Charisma: 9 or 10(I can switch between being normal and being a super strong public speaker and debater when I need to be, but most of the time I'd say I'm around a 9 or 10)
Int is tough, because it's harder to measure. Based on his descriptions, I'm probably around a 19-20(maybe overestimating myself, but I entered college at 13 and have more than proved myself since at Berkeley, so I feel like that's relatively accurate given how young I still am) but that's a hard one to put on a numerical scale imo.
I think that's a good idea. It gives us better numbers without changing the way things are really being done between the players.
I'd take the silversheen and the potions of bless weapon if nobody objects. Beyond that, the rest I'm fine with selling.
I haven't been able to find one either, sadly. I'm afraid I never know where to look for that sort of thing.
That breastplate would be fantastic for him, do you know of anything else Mal had that might come in handy for either him or Toran?
I seem to have undersold myself on skills/feats, but the rest of it is correct barring HP, which is wrong because I treated it like a PC because I'm an idiot haha
-Saves are due to the bonus from the Protection Domain
-I did miss the extra feat, no idea how, and I'm also apparently down 7 skill points
-My bad, I thought 1st lvl was still max HP, and that afterwards it was half+1, which was 8+5x5+6+5=44
-Most of his gear will be carried by the horse, he'll only be carrying the crossbow, bolts, armor/shield, and his wand of CLW. That should have him at 37 pounds, which is medium encumbrance, but I'll have to live with that since it's mainly due to the armor.
-All of his FCBs went to HP
-Those are just the names of NPC stat blocks, they can all be found here
Being able to trade for a weapon I or someone else can use would be much better than having a greatsword that nobody can really make use of. If the Seventh Church can help us with that, it would be perfect.