I appreciate that, but I assure you I won't play something I am not excited to play. With that said, I actually feel I found an idea that fits well, assuming Elric doesn't mind me stepping on his toes just slightly. The character has ties to the Korvosan guard already, and the Urban Ranger seems tailored to that concept. It's definitely not a quick (one level) dip but I could certainly take the 3 levels of Urban Ranger and still make it into Holy Vindicator. And still being able to do the Divine Fighting Technique as well. So, it will be a little less pure caster but adds a bunch more support I feel. I am going to take a bit of time tomorrow to see how this adds up real quick. And let you know.
Lania 'Shrike' Fordyce wrote: Hi there, thanks for being willing to hop in and give it a shot! Last book, there were two things I thought we slightly felt the lack of: someone with Trapfinding, and someone with Craft: Alchemy. Now, the same character might not be able to cover both, and Alchemy might not be that important now that we're out of the blood veil times. (Also, I think Shane's new Int headband had it as the associated skill, probably a gift from our gracious GM to make up for that lack.) But as long as we're thinking about party gaps to fill, those were the ones I noticed. So, the character I had already thought of would not be able to fill either Trapfinding nor Alchemy well, but that is not to say I have to go with this idea. I have always felt trapfinding to be a somewhat key thing, so I can likely fill in there with a different idea. Does anyone else feel this would be a good idea to fill that gap?
Thanks for the invite folks. I most definitely can have something done up early next week. I appreciate the chance. Now to some of the questions. First and foremost, what level am I aiming for? I have my original submission and I am happy with the character idea and build mostly, but it's still at 6th level. Second, is there anything beyond divine magic and healing the group feels is missing? I plan on being in melee a bit, but mostly as support rather than worrying about damage so much. I also will have a buff action built into the character using the divine fighting technique of Iomedae. But is there anything else, maybe in terms of skills, that are missing? Thanks again folks. I will be on to ask and answer questions and I will set up the character as soon as I get a chance.
Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Jack Daniels wrote:
Thanks JD. I haven't settled on anything definite yet, but I'm looking into a ratfolk alchemist, maybe. I will post something this weekend unless you need it earlier than that.
Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Good luck everyone! @DM I am going to keep an eye on the game and read through. As I said, my main interest was in the conversion since I am considering this myself. Also, if you are open to it, may I message you direct with thoughts and questions? There are about four different ideas spinning in my head for conversions and I find getting feedback from other GMs has been helpful in my own work. Thanks again.
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DM DoctorEvil wrote: I am more interested in finding good long term players than concepts of character, so if you want to be included tell me (or show me) you are a good player with track record of long term involvement. You can have time to develop a concept later. I'd love to be able to point to an extensive history but I personally have come and gone at times with PBP. I find myself suffering from the inevitable PBP curse of running into a mismatch between my play and the groups I am in. For me the best experience is a group where I can trust the GM and with a group interested in having a good time and work together to tell a good story. I personally feel I am a strong group player and a fair GM, with decades of experience. I tend to prefer support characters as a player but I feel this mainly stems from being a nearly-forever GM, so I tend to enjoy helping a group share in the spotlight. One last detail about why I originally looked at this thread. I recently have been trying my hand at adapting 1E APs and adventures to homebrewing in 2E rules set. I have been tinkering with Jade Regent, so I was interested in seeing a little of a similar game first hand. The concept I was kicking around was an alchemist, but I hadn't found anything that clicked for me. If you have people to fill the slots you need, I don't want to hold that up. But if you still need someone, I can dig in more and see what I can find. Thanks.
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I'm intrigued. I've played a little Starfinder, mainly in SFS, but have not yet actually built my own character. I feel that a solarian or an operative would be the class and humman is likely the race I would choose. I will make an official submission later. Thank you.
Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
I'm trying to find a clear definition of whether this would work. A Zen Archer Monk with Pinpoint Targeting and Abundant Step, could he or she, use abundant step to teleport within range and still use pinpoint targeting. The abundant step is a move-action but isn't clear if this counts as 'moving' and pinpoint targeting is a standard action but can;t used if you 'move'. As a DM I don't feel it's broken but I was wondering if there was official word on this and/or others opinion. Thanks
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The sniper ability Accuracy (pg 134 of the Advanced Player Guide) halves the penalty for ranged increments with bows and crossbows. The Far Shot feat lowers the penalty to -1. What happens if a sniper takes the feat? Does it eliminate the penalty completely? This I think is severly over powered. Do they not stack? This I think is a bit low. One of my players is looking at this option and I was hoping for a ruling or opinions. We did come to a compromise if nothing else comes out. The penalty would be -1 per 2 ranged increments. What do you people think?
Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
One other thing that the new changes address is the use of magic items. Now druids can still use the cool belts to augment their stats and keep them in their wild shape form. Plus they also get a new reach for being large. Also, don't forget that this problem was not only affecting druids, wizards and sorcerers could become a problem. I played a wizard that used polymorph consistantly (especially considering he was a conjurer) to assume monstrous shapes gaining a great strength and constitution score. While he wasn't a tank he was in fact better able to defend himself. And you wouldn;t believe the record keeping it took. I think this change is for the better and will allow a transmuter to work without having to have a stack of notes. |