The GMG says:
"Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on."
But under "Character Advancement" it says:
"A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn’t provide them.)"
Rogue gains a skill feat at each level.
Invigilator get a skill feat at each even level, and a limited set of skill feats at 3rd and every odd level after.
So would a Dual-Class Investigator/Rogue, get two skill feats at 3rd and every odd level after?
I am playing in a game where we play as monsters.
My type is Equine. But I am having a hard time finding a lot.
I have (and their CR's):
Pony 1/2
War Pony 1
Unicorn 3
Pegasus 3
Orsheval 4
I am running an all Kobold party in Skull & Shackles.
So I am looking for a few shipwrecked rat (Kobolds). They get to be pirates or die trying; likely both.
Right now we have an aerokineticist, Hunter, Druid, and a Gunslinger.
The druid player is/was in the hospital. So I don't know when he is coming back.
The Gunslinger has some type of family crisis. I have not heard from him in ~6 weeks. I will wait a little bit longer before counting him as "jumped ship".
If you submitted a PC to my last recruitment topic, go ahead to resubmit here. The guidelines have not changed.
The party is into book 2. They have starting sailing with their re-branded ship.
Character Creation Guidelines: Starting level: 4rd
Alignment: While Good is possible, as a pirate it could be hard and would have to have a really good reason to why they would want to be a pirate.
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 6,000 gp
Classes: Core, Base, Hybrid, unchained, occult.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels (1,3,5,...) that can only be used on teamwork feats. Kobolds are good at working together. (So right now two Teamwork feats)
You can pick/change the teamwork feats after you get accepted.
Skills: Using the background skills. So you have access to the two ranks of background skills per level. Bards, skulds, and the like have their perform skill cost 2 background ranks (or 1 normal rank).
The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.
You can do 25 point buy (min score of 8), or roll 4d5D1+3 (4d5, drop lowest, and add 3). Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.
If you take the stats in order (Str, Dex, Con, Int, Wis, Cha), you can also roll a 1d4, and a 1d2.
You can add the 1d4 to any score but can't push the score above 18. The same for the 1d2.
I will end recruitment Friday night as long as we have enough kobolds.
Right now I have a magus critical PC in a weekly live game.
Most of the PC's are very powerful; able to do 50-70 damage a round each. But the magus is doing 150+ damage easy.
The Magus is killing bosses on round 1 or 2 of combat. Even on crit immune guys he is taking them out in 3 or 4 rounds at the most, and still kills non-bosses in one round.
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My 2nd trouble is the party rest a lot. They spend half their spells in two, or three combats. Then they spends the rest setting up to rest (ice/stone walls, alarm/trap spells, Liveoak, ...).
I don't mind if they do that while traveling to avoid encounters while resting. But they been doing more then once per level in a dungeon. 1/min and 10/min per level spells don't even have time to run out. So they have higher AC, attack, and mirror image with fewer castings.
They started using Ice/stone wall because I started having groups ambush them while resting.
Soon one of the casters will have lesser Demiplane. I feel that will only make it worse.
I know it is a smart plan, but it looks so stupid to fight for 30 mins then rest for 20 hours.
The next book has a number of dungeons that fit well with time limits, but I would like ideas for other dungeons.
Having a time limit for taking too long could work, but I don't want every dungeon to having a time limit.
I am running an all Kobold party in Skull & Shackles. We have lost a few hatch-lings as they jumped ship.
So I am looking for 2 shipwrecked rat. They get to be pirates or die trying; likely both.
Right now we have an aerokineticist, Hunter, Shaman, and a Unchained Rogue.
If you submitted a PC to my last recruitment topic, go ahead to resubmit here. The guidelines have not changed.
The party is closes to the end of book 1. They are on a nice little iland.
Character Creation Guidelines: Starting level: 3rd
Alignment: While Good is possible, as a pirate it could be hard and would have to have a really good reason to why they would want to be a pirate.
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 3,000 gp
Classes: Core, Base, Hybrid, unchained.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels (1,3,5,...) that can only be used on teamwork feats. Kobolds are good at working together. (So right now two Teamwork feats)
Skills: Using the background skills. So you have access to the two ranks of background skills per level. Bards, skulds, and the like have their perform skill cost 2 background ranks (or 1 normal rank).
The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.
You can do 25 point buy (min score of 8), or roll 4d5D1+3 (4d5, drop lowest, and add 3). Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.
If you take the stats in order (Str, Dex, Con, Int, Wis, Cha), you can also roll a 1d4, and a 1d2.
You can add the 1d4 to any score but can't push the score above 18. The same for the 1d2.
P.S: You are kobolds. Be the kobold. Have fun with it.
If taking in that order:
As I rolled 1 on the d4, I could add it to any of the 6 stats.
As I rolled 1 on the d2, I could add it to any of the 6 stats.
Also I could add both to any of the stats that are 13 or less as they would not push the stat higher then 18.
You can lose the bonus dice and rearrange the stats, Or turn to 25 Point buy.
I am running an all Kobold party in Skull & Shackles. We have lost a few hatch-lings as they jumped ship.
So I am looking for 3 shipwrecked rat to float by the ship and get picked up. They get to be pirates or die trying; likely both.
Right now we have an Aerokineticist Female, Unchained rogue male, and a bard male.
If you submitted a PC to my last recruitment topic, go ahead to resubmit here. The guidelines have not changed.
I would like to get the party back up to 6 by Saturday. The party is only on the 9th day.
The ship just had a run in with a bad storm. So you could be below decks with the doc, as a new 'volunteer' found shipwrecked after the storm.
Character Creation Guidelines:
Starting level: 1st
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 100 or average starting gold (higher of the two).
Classes: Core, Base, Hybrid, unchained. I have allowed 1 occult. So submit and I will think about it.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels (1,3,5,...) that can only be used on teamwork feats. Kobolds are good at working together.
Skills: Using the background skills. So you have access to the two ranks of background skills per level. Bards, skulds, and the like have their proform skill cost 2 background ranks (or 1 normal rank).
The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.
You can do 25 point buy (min score of 8), or roll 4d5d1+3 (4d5, drop lowest, and add 3). Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.
If you take the stats in order (Str, Dex, Con, Int, Wis, Cha), you can also roll a 1d4, and a 1d2.
You can add the 1d4 to any score 14 or lower, and the 1d2 to any other score 16 or lower.
P.S: You are kobolds. Be the kobold. Have fun with it.
You awake on a hard wooden floor. Memories of the night before return to you, but you don't remember this floor. The taste of nutmeg hangs on your tongue.
DC 15 Craft Alchemy or Knowledge Nature:
You recognize the taste is of oil of taggit. You must have been poisoned to keep you pacified.
As you try to sit up, a massive headache rock you. Looking around the room seems to spin. But you are able to see five fellow kobolds. After a moment, the room stops spinning. But does not stop feeling like it is moving.
DC 10 perception:
The room really is moving as you can tell you are now at sea.
Looking around again you find crates and barrels make it quite clear this is some type of storage room. While the dim lite room is no trouble for your eyes, the shadows make the room that much less inviting. Checking your self over you find that most of your stuff is missing.
Syrrex:
You still have your Studded leather.
Mopsank:
You still have your Studded leather and a healer's kit.
Meerko:
You still have your Studded leather.
Sassarra:
You still have your Studded leather.
Sezzlik:
You still have your barbed vest. Looking at it you see some blood; not your own.
Syrrex:
You still have your Studded leather. You also find a note tucked into your armor thanking you for the song last night and hoping to be able to work with you for a long time.
Before you can speak up to the others, you hear footsteps. Turning you see a kobold, with a red bandanna and a fake beard, walking down a flight of steps into the room followed by six non-kobolds. He shines a lantern in your eyes before cracking his whip on the ground.
He talks in a twisted, cruel voice.
Draconic:"Still abed with the sun over the yardarm? On your feet, ye fithy swabs! Get up and on deck reporting for duty before Cap'n Harrigan turns you into a new pair of boots and has Fishguts fry ye up for breakfast."
He cracks his whip again before moving aside allowing you access to the stairs.
"Each of you will have an escort to help you to the deck."
Each of the non-kobolds looks to one of you. Eyeing you up.
I asked around in this topic and found that some people want to play pirate Kobolds (drowning rats). So here is the Skull and shackle game for kobolds.
It will be a all kobold party for Skull & Shackles. In short, you all are going to be pirates or die trying: Likely both.
I am looking for 6 foolhardy hatchlings to join the seas. And who can post at lest ever other day. I understand that weekends can be hard on people.
Most of what you need to know about the AP is in the players guide.
Character Creation Guidelines:
Starting level: 1st
Stats: 25 point buy Or Roll. See below.
Hit Points: Max at first level, half round up after. (d10=6,d8=5, d6=4)
Starting Gold: 100 or average starting gold (higher of the two).
Classes: Core, Base, Hybrid.
Races: Kobolds, Kobolds, and because I am a nice Gm I will allow Kobolds too.
Traits: 3. One from player guide, one Kobold race Trait, and one other trait.
Feat: All Kobolds will gain a 2nd feat at odd levels that can only be used on teamwork feats. Kobolds are good at working together.
The Stat: (PB and rolling, and kobolds)
The life of a pirate can be hard. Kobolds a -4 to Str and -2 to con. Keep in mind that may be tricky on some rolls.
You can do 25 point buy (min score of 8), or roll 4d5d1+3. Any score rolled as 6,7 is a 8.
Even if you roll you can still fall back on Point buy if you want.
Also roll 1d4, and 1d2.
You can add the 1d4 to any score 14 or lower, and the 1d2 to any other score 16 or lower.
EDIT:
Based on the response on the kobold thread I should not have any trouble getting crew. So I will close recruitment on the 14th.
P.S: You are kobolds. Be the kobold. Have fun with it.
Right now I am running a Jade Regent game weekly IRL.
I am thinking of Running an all kobold pbp.
JR would be the most easy as I am running a game IRL of it. But what other AP's would people want?
I will use this to see everyone's style and also who is still active. I think this line may be a good place to meet up.
It is the 10th of Arodus, 4707
Each of you learn that this sickness showed up on the 4th. It has already claimed 4 lives. The Sheriff has put up a flyer that Laurel, the local herbalist, is looking for help in studying and curing this sickness.
Laurels shop, Roots and Remedies, has a line leading out the door. Almost everyone in the like looks sick or has some other injury.
The only people in the line who are not there for healing is the PC's.
Perched at the edge of civilized lands, the small town of Falcon’s Hollow has always had to rely on itself to solve its problems. Meanwhile, the uncaring lumber barons squeeze the common folk for every last copper, deaf to their pleas. Now the hacking coughs of the sick are heard throughout town. The plague has come to Falcon’s Hollow and the town’s leaders can’t be bothered to stop it.
Hello. I am a new-ish GM. I am running the Beginners Box (with normal PF rules) on a different site right now, but it is slow moving.
While I would like to run an AP, I want to hold off till I get a feel for this site.
Hollow’s last Hope is very short. Falcon's Hollow has a list of modules that fit well with each other well. So if this module works out, and the players want, we can move on to the next one.
I am looking for 4 players for this pbp.
Town Background:
Falcon's Hollow is the town founded on the edge of Darkmoon Vale. Darkmoon Vale is the only place that grows the rare Darkmoon wood. Many come to this town to seek their riches. Most find themselves working for the Lumber Consortium. The work is hard, and the pay is small.
Character Creation Guidelines:
Starting level: 1st, Fast xp advancement.
Stats: 25 point buy
Hit Points: Max at first level, Half round up after.
Starting Gold: 100 or average starting gold.
Classes: Core, Base, Hybrid.
Races: Core, but you can ask if you want to play any of the other common playable races. Over 90% of town pop is human.
Traits: 2. You may (but don't have to) pick 1 from this 3rd party.
Character Background:
The traits linked above can help with ideas.
Darkmoon wood is the largest trade. Maybe you were hired as a caravan guard or traveled with the caravan to see/study the Darkmoon woods. Maybe to find out why the Darkmoon wood grows so well here, but fails to grow anywhere else.
I know there has been a lot of talk about the Wings part of Draconic Paragon (and it would be nice if they would put out a erata on it). But I did not see any thing for the Breath part.
I understand the Breath before taking Draconic Paragon is based on CHA (for Kobold bloodline), but what about after.
Does is double, like people without the Bloodline would? (from 1 to 2 times per day)
OR do you just add 1? So a Sorc with a 26 CHA would have 9 uses per day?
Classes/Levels
Half-Orc Fighter 5/Monolith 1 HP 65/65 | AC 24* T 12* FF 24* CMD 27* (25% Fort)| F +13* R +6 W +6 (+3 vs Fear, +2 vs Emotion, +2 vs negative levels, death effects, and mind-affecting effects) | Init +3 | Perception +4
About Gleam
Gleam
Male half-orc (mystic) fighter (mutation warrior) 5/living monolith 1 (Pathfinder RPG Advanced Class Guide 93)
N Medium humanoid (human, orc)
Init +3; Senses Perception +4
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Defense
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AC 24, touch 13, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +1 natural, +1 trait)
hp 65 (6 HD; 1d8+5d10+26)
Fort +11, Ref +6, Will +6 (+1 vs. fear); +2 vs. negative levels, death effects, and mind-affecting effects, +2 racial bonus vs. emotion and fear effects
Defensive Abilities fortification 25%, sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 falcata +14 (1d8+13/19-20/×3) or
. . chakram +11 (1d8+7)
Special Attacks weapon training (heavy blades +1)
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Statistics
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Str 22, Dex 14, Con 16, Int 7, Wis 10, Cha 7
Base Atk +5; CMB +11; CMD 24
Feats Cleave, Cleaving Finish[UC], Endurance, Iron Will, Power Attack, Toughness, Weapon Focus (falcata), Weapon Specialization (falcata)
Traits defender of the society, fate's favored
Skills Acrobatics +1 (-3 to jump), Bluff -4, Diplomacy -4, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (religion) +3, Linguistics +3, Perception +4, Sense Motive -2, Swim +5
Languages Ancient Osiriani, Common, Orc, Sphinx
SQ mutagen (+4/-2, +2 natural armor, 50 minutes), orc blood, pariah, soul stone
Combat Gear alchemist's fire; Other Gear +1 light fortification full plate, +1 falcata[APG], chakram[APG] (10), amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, cracked dusty rose prism ioun stone, cracked opalescent white pyramid ioun stone, ring of protection +1, 15 gp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fortification 25% You have a chance to negate critical hits on attacks.
Mutagen (DC 10) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pariah +2 racial bonus on saving throws against emotion and fear effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Soul Stone (Ka Stone, 3/day) (Su) As a swift action, enlarge person self.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades