I feel the same as You, Belrim. Even 10 minutes after a path is posted it has a gagillion applicants. Since my RL group can't play anymore due to changing schedules, I've been looking for games here. I did get into a game, but the DM can't play anymore and the game fell apart. I've been looking for another for the last month. I would be very, very interested in either of the APs HairyAvenger suggested or in Edward's game. Please let me know if anything develops.
All my work got lost in post limbo *cry*.... Take 2. Ranathur the alchemist: As a child Ranathur had a compulsion to be doing something with his hands. This frustrated his parents to no end. They got Ranathur apprenticed to an alchemist friend in an effort to find a positive outlet for his energy. Ranathur found alchemy to be a great way to occupy both his mind and his hands. His parents were pleased--until things started exploding. To Ranathur, Alchemy is all about taking two or more things and making something new. The creation part of it all is what gives him the greatest pleasure. If what he creates is helpful to somebody else or is pretty, that is just a bonus. He has taken up the pharmaceutical profession in order to support his obsession. Ranathur disguises the magical aspect of alchemy as pure science so as to avoid suspicion and trouble. He has a short beard, wild, furry eyebrows, and short hair. There are a few faint scars on his face and arms, testament of experiments gone awry. Stats:
Skills of note:
Traits:
Ok, thanks! I'll try one reroll and if that's not an improvement I'll go with 15 point. 4d6 ⇒ (1, 3, 2, 5) = 114d6 ⇒ (2, 3, 6, 3) = 144d6 ⇒ (5, 1, 5, 4) = 154d6 ⇒ (6, 2, 3, 1) = 124d6 ⇒ (5, 5, 6, 1) = 174d6 ⇒ (2, 6, 4, 4) = 16 10, 12, 14, 11, 16, 14. That'll do, Donkey. That'll do. I'll have my Alchemist fleshed out in a bit.
Sounds interesting. I am intrigued by the idea of a gnomish alchemist for this. Lets see what I can roll. 4d6 ⇒ (3, 5, 5, 1) = 14
That's 13, 11, 10, 8, 15, 12. An 11 point buy. Brutal! What' s your policy on re-rolls?
1) I'm 32 years old and I've been playing Pathfinder for a couple of years now. I am looking to play online via a tool because it has been difficult to get a physical group together as of late. I can't pay much for a tool due to getting laid off, so free or cheap is the order of the day. My gaming expertise is in melee characters, and I would be most inclined to playing a fighter. I have one mostly fleshed out that I can post soon. Monk would be my second choice, followed by Ranger or Paladin. My availability is almost any evening 7 pm or later, Mountain Time. All days of the week are currently open for me. 2) I am completely open to what part of Golarion we explore. 3) It isn't essential, but it would be great if I could use the Brawler Fighter archetype from Ultimate Combat. What would be your verdict on that?
I would love to try a maptool game. My Real Life Pathfinder group self destructed due to schedule conflicts, leaving me with withdrawals. My former group has been playing pathfinder 3 times a month for about 1 1/2 years so my Pathfinder experience is good. I installed maptool a couple weeks ago. I have played around with it a little bit on my own but have not yet gamed with it. My Skype experience is nil but I can set that up. I live in the western USA but I am up very late so the times you propose should be no problem. You mentioned pre-gens. Would they be the Paizo Iconics or other? Either is fine with me. I would love to game with you. Please let me know if you have any questions or concerns :)
Treantmonk is correct. The reason that shields provide a "shield" bonus rather than an "armor" bonus is because two "armor" bonuses wouldn't stack. However, shields ARE armor. I have several arguments for this. 1. Where do you find shields in the equipment chapter? There is a weapons section, and an armor section. Shields are found in the armor section. shields do not have a bold Shields subsection. There is not a separate chart for shields, they are just in the Armor chart. 2. Shields have Armor Check penalties, and in the case of tower shields, a Maximum Dex Bonus. 4. Shields contribute to you Armor Class. 3. Where do you find the rules for magical shields? Once again, you find them under Magical Items, Armor. Shield enchantments prices are found in the Armor table. In fact, The price to enchant a shield with a "+_" bonus is the same as it is to enchant any other piece of armor with that same bonus. You may be thinking "Aha, I have you now! In Magical Items, there is a separate chart for what specific enchantments can be applied to shields!" Look at the Specific Armors and Specific Shields charts. Almost every enchantment on them is shared by both charts. The only reason some enchantments are available on one and not the other is that they don't make much sense for that particular piece of equipment. While a Slick suit covers you, aiding in escape artist checks, a Slick shield wouldn't have that kind of coverage and wouldn't really work. An animated suit would be more like a curse, but an animated shield could be helpful. While this time there is a bold Shields section it is small and exists for only one reason. You can Shield Bash with a shield, and that has a few rules. The rest is there only because is was logical to put it there seeing as how we were talking about shields already. 4. From a purely logical position, A shield is a type of armor. It exists to protect you. Ultimately, the GM will enforce their own opinion. However it is clearly logical to me that shields are a type of armor, and Armor Training should apply somehow. Should it apply individually to a suit and also a shield? Should it apply to the total Armor Check and dexterity penalty? I think I side with the latter. Ask your GM.
It seems to me that shields are considered armor. A shield does not have a "Shield check penalty." Shields have Armor check penalties. Armor and shields are grouped together in the books. Ultimate Combat has a Fighter Archetype that specializes in tower shield use, but features an improved version of Armor Training. I think that shields are armor, and that armor training applies to shields.
It seems to me that PFS writers have an unhealthy obsession with sending swarms at first level characters. If you don't have reliable splash or area effect damage, you're done. Not cool. I've also seen scenarios written for first level characters that include DR 5 mobs that aren't even bosses. One mod we ran 1rst levels though even had a boss with both DR AND fast healing, not to mention flight. The culprit:
Yes, Beggar's Pearl, I'm looking at you. I imagine challenge was the aim, but I cry foul. A module should be challenging, yes, but not structured such that only a certain party configuration can even face it. Add to this the fact that first level characters die if a party member sneezes on them too hard. DR and Swarms should be used with extreme reluctance on first level characters.
I just ran my group through the Pallid Plague (#43) the other day. It was a great mod, but when it came time to fill out our society sheets, we had a problem. Our problem is this: There are 2 perpetual awards or penalties that apply after the scenario. The problem is that these rewards are listed for tier 1-2 and not the others. This seems like a typo to us. Other Mods with end rewards/punishments I've we've have them listed under "all tiers." Please tell us this is a flub and not poor design. |
