Sun Shaman

Papa-DRB's page

Pathfinder Adventure Subscriber. Organized Play Member. 2,316 posts (9,652 including aliases). 2 reviews. No lists. No wishlists. 2 Organized Play characters. 20 aliases.


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Pathfinder Adventure Subscriber
Papa-DRB wrote:

Dotting for interest.

I will work on an Eldritch Scoundrel.

Withdrawing from consideration.

-- david


Pathfinder Adventure Subscriber

Dotting for interest.

I will work on an Eldritch Scoundrel.

-- david

edit:

DM Squirrel Ninja RoW wrote:
The extra 50 gold is to purchase the adventuring gear that typically don't make the starting list because you don't quite have enough coin to purchase them.

Apologies if this is obvious, but I don't understand this statement.

Does this mean that the character gets an additional 50gp over and above the normal starting gold? If it is over and above, how do we calculate the starting gold (max, average, other)?


2 people marked this as a favorite.
Pathfinder Adventure Subscriber
Rysky wrote:

Page 192, not 102

Before Sorcerer Spellcasting section we have:

Bloodline wrote:
Choose a bloodline that gives you your spellcasting talent. The choice determines the type of spells you cast and the spell list you choose from from, additional spells you learn, and additional trained skills.

Yup, meant 192 (typo).

Dang, glanced right over the Bloodline portion, and didn't read it carefully. The sorcerer gets, access depending on Bloodline, to one of all the spell lists. This is way cool!

Thanks Rysky,

-- david


Pathfinder Adventure Subscriber

Really dumb question time:

Page 96 Bard: "You can cast occult spells..."
Page 118 Cleric: "You can cast divine spells..."
Page 130 Druid: "You can cast primal spells..."
Page 204 Wizard: "You can cast arcane spells..."

Page 102 Sorcerer: "You can cast spells..." Note no qualifier on this

Nowhere, that I can find, does it say that Sorcerer spells are from the arcane list. While it has to be, someone new to Pathfinder might find this confusing. I did for a minute.

-- david


Pathfinder Adventure Subscriber
DM Azure_Zero wrote:
We need to work on our communication

one of the best lines in the movie !


Pathfinder Adventure Subscriber
DM Azure_Zero wrote:
Papa-DRB wrote:
I agree with most of DM Azure_Zero posted. One exception, I do max hit points at all levels so the PCs are not as squishy and the dice decide the outcomes.

I think I miswrote the HP, which is leading to what your thinking,

I as I was trying to say MAX HP first level, and every level following level 1 is 1/2+1 of the HD with the CON mod.

I understood what you said, but I was not clear in my response. For my games it is Max hit points at all levels, plus Con modifier. The 'dice decide the outcome' was meant to be that I do not 'fudge' rolls so PCs survive.

Sorry, my bad communication.

-- david


Pathfinder Adventure Subscriber

I agree with most of DM Azure_Zero posted. One exception, I do max hit points at all levels so the PCs are not as squishy and the dice decide the outcomes.

One additional reason for keeping core only. Once you get to mid levels, say 7+, when you have most/all of Paizo material in play, I had combats that it took over an hour, for me as DM, to do one round just because of needing to look up everything and see what interacted with what.

-- david


Pathfinder Adventure Subscriber

Dot. Will have something later today (it's 4:20AM here now)....


Pathfinder Adventure Subscriber

@EtG,

Was the Archeologist Bard for Valarie, or for my main character? (I think you meant it for Valerie).

I do not use the mods, however I did try for a complete custom party when I first got to Oleg's after editing: C:\Users\papad\AppData\LocalLow\Owlcat Games\Pathfinder Kingmaker\Saved Games the .zks file member player.json. On the last line there is a Money token and just upped it by 20,000 so I had a custom party. This current try I am trying to use the companions and not customer pc's.

Thanks for the suggestions.

-- david


Pathfinder Adventure Subscriber

Rats, Inquisitor is not an arcane class. Stupid website, so Valerie will take something else to qualify for Dragon Disciple. Looks like I will have to take Linzi so I get some additional healing.

-- david


Pathfinder Adventure Subscriber

Sorry for the thread necromancy!

I've been playing since the game officially came out (dislike beta tests), however never got passed three or four areas in Chapter 2. Also took the summer off; too many other fun things to keep my retired butt busy. So now that summer is almost over, it is time to start playing again, however I will be starting over, so I am looking or suggestions.

Front line (pretty fixed at this point):
Valerie - Tower Shield Fighter 5, Inquisitor 1, Dragon Disciple 4, finish off Tower Shield Fighter.
Amiri - Barbarian 2, Two Hand Weapon Fighter 18
Harrim - Cleric 3, Fighter 1 (maybe), finish off Cleric

Back Line (really wide open):
Linzi - Bard 20
Tristian - Cleric 20
Octavia - Rogue 1, Wizard 3, Arcane Trickster 10, finish off Wizard
Ekundayo - Ranger 20

Not considered at all (for various reasons):
Jaethal, Jubilost, Nok-Nok, Regongar

Main Character:
Wizard 20, means I have to have either Octavia or Linzi for Trickery
or Ranger 20, same as above for Trickery
or Rogue 1, Ranger 19, so wide open as he can pick up Trickery

Harrim, Valerie and Amiri are the tanks.
Harrim and Valerie(minimal as Inquisitor) provide healing.
Linzi, Octavia or Rog1/Ran19 provide trickery.
Octavia or Wizard provide arcane.

My current leanings are Front Line as above. Back line as Octavia, Linzi and Wizard. Perhaps bringing in Ekundayo for Linzi occasionally.

What do you guys think? thanks,

-- david


Pathfinder Adventure Subscriber

Pardon me if this question does not belong here.

In PF1E there is a Core and a "Regular" campaign. Will there be the same thing for PF2E, and what happens to a PC that is created now with, obviously, just the Core Rulebook II, when more Rulebooks come out? Can that character be retained as core?

-- david


Pathfinder Adventure Subscriber

Ok thanks. Withdrawing.

-- david


Pathfinder Adventure Subscriber

Is this a PF1E or PF2E game? I am assuming 1E because of the allowed books, but just want to be sure.

-- david


Pathfinder Adventure Subscriber

For those who wish to extract images from the PDF file, may I recommend "some pdf images extract" (google it). I am using v1.5 and am on Windows 10. Fair warning it will extract everything. I had over 3000 images when I ran it against the bestiary.

-- david


Pathfinder Adventure Subscriber

Yes, you have to rebuild the character from scratch each time.

I had a Sylvan Sorcerer with a boar companion, and wanted to change his spell focus. Rebuilt and ended up with two boar companions and could not get rid of one. Other than that, it seemed to work fine.


Pathfinder Adventure Subscriber

thanks,

-- david


Pathfinder Adventure Subscriber
gbonehead wrote:

And as of right now my packages are in Fife, WA - pretty far from Windsor, CT.

Perhaps I should rage quit the board or something :)

Mine (CRB, Bestiary, Plaguestone) left Fife on 20 July, Windsor CT on 25 July, Home town Post Office 26 July (late), Delivered 27 July.

Don't lose hope!


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Pathfinder Adventure Subscriber
Raiderrpg wrote:
Anyone know what time it becomes available? Midnight or in the morning?

I think that I read somewhere on the board that 10:00AM Eastern US time, as that is when Gen Con opens its doors.


Pathfinder Adventure Subscriber

Got my books today!!!!


Pathfinder Adventure Subscriber
Marc Radle wrote:
Saleem Halabi wrote:
Mine hasn't been seen since it left Fife on the 19th. My Druma book, which left Fife ...

What the heck is Fife??

I keep seeing people mention it ...

A city in Washington, near where Paizo is located.

Fife

-- david


Pathfinder Adventure Subscriber

@Phaedre - Is it sitting in Fife, or does it say "Package transferred to dest MI facility" like mine currently does, which means that it has left Fife, but has not been received at the UPS-MI facility near where you live to be injected into the USPS system.

-- david


Pathfinder Adventure Subscriber

This may not work for everyone, but I was having the "thrown to home page" when trying to access the Website Feedback forum. Found that if I right clicked and "open in new tab" it worked for me. Windows 10.

-- david


1 person marked this as a favorite.
Pathfinder Adventure Subscriber

^^ This.

Back before my wife and I retired and I had a lot of subscriptions, I would see the package leave Paizo, get one update that it was en-route to NY and no updates till it shows up at my door, then all the updates come thru.

Don't worry about UPS-MI updates.

-- david


Pathfinder Adventure Subscriber
Papa-DRB wrote:

Yea, but you got your ship email, many of us haven't yet.

Hey Paizo, Saturday 20 July is my birthday, as a present, can you ship mine then.

Pleeeeaaasseee !!! Pretty please! Pretty please with ice cream on top.

-- david

Woohoo!! Just got the ship email. Thank you for the earlier birthday present!!!

-- david


Pathfinder Adventure Subscriber

Yea, but you got your ship email, many of us haven't yet.

Hey Paizo, Saturday 20 July is my birthday, as a present, can you ship mine then.

Pleeeeaaasseee !!! Pretty please! Pretty please with ice cream on top.

-- david


Pathfinder Adventure Subscriber

Withdrawing Ravena Battleborn from consideration. Good luck and good gaming.

-- david aka Ravena Battleborn


Pathfinder Adventure Subscriber

Here is Ravena Battleborn crunch. Still working on fluff.

Crunch:

Ravena Battleborn
Female Human cleric 3 Archetypes Crusader,
CN Medium humanoid (human)
Init +2, Senses Perception +2
Aura aura of chaos,

=================================================
DEFENSE
=================================================
AC 18, touch 10, flat-footed 18 (+8 armor, )
hp 24 ((3d8)+6)
Fort +4, Ref +1, Will +5

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee masterwork greatsword +8 (2d6+6/19-20)
Melee masterwork dagger +7 (1d4+4/19-20)
Ranged masterwork dagger (thrown) +3 (1d4+4/19-20)
Melee gauntlet +6 (1d3+4)
Special Attacks Channel Positive Energy (2d6, DC 14, 8/day), Destructive Smite (5/day),

Prepared Spells
Cleric (CL 3rd; concentration +5)
2nd-bull's strength(DC 14), *shatter(DC 14)
1st-divine favor(2)(DC ), *true strike(DC )
0th-create water, light, purify food and drink(DC 12)
*:Domain spell.
Deity Gorum; Domains Destruction,

=================================================
STATISTICS
=================================================
Str 18, Dex 10, Con 12, Int 7, Wis 15, Cha 16,
Base Atk +2; CMB +6; CMD 16
Feats Armor Proficiency, Heavy, Extra Channel, Power Attack, Weapon Focus (Greatsword)
Skills Intimidate +6, Intimidate (To demoralize) +8, Knowledge (Geography) +1, Knowledge (History) +4, Sense Motive +8,
Traits Reactionary, Serpent Runner,
Languages Common
SQ aura, aura of chaos, bonus feat, bonus feat, diminished spellcasting, humanoid traits, orisons, skilled, spontaneous casting,
Gear potion of cure light wounds (5), potion of bull's strength, trail ration (4), masterwork greatsword, traveler's outfit, half-plate, belt pouch, platinum piece (11), gold piece (4), spell component pouch, silver holy symbol, backpack, masterwork, waterskin, masterwork dagger, gauntlet, 0.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Background Skill (Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (History))

Bonus Feat A crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list - Heavy Armor Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Saving Shield, Shield Focus, Tower Shield Proficiency, and Weapon Focus*. At 10th level, a crusader may also choose from the following feats - Exotic Weapon Proficiency, Greater Shield Focus, Greater Weapon Focus*, Improved Critical*, Shield Slam, Shield Specialization, and Weapon Specialization*. At 20th level, a crusader may also choose from the following feats - Greater Shield Specialization and Greater Weapon Specialization*. Bonus feats marked with an asterisk (*) must be applied to the favored weapon of the crusader's deity. A crusader need not meet the normal class- or level-based prerequisites for these bonus feats.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 8 times per day.

Cleric Extra Channel

Destructive Smite (Su) You gain the destructive smite power; the supernatural ability to make a single melee attack with a +1 morale bonus on damage rolls. You must declare the destructive smite before making the attack. You can use this ability 5 times per day.

Diminished Spellcasting A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.

Domains

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Serpent Runner You've participated in the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you've pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent's Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were -1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Weapon Focus (Greatsword)

=================================================
FEATS
=================================================
Armor Proficiency, Heavy
You are skilled at wearing heavy armor.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Extra Channel
You can channel divine energy more often.
You can channel energy two additional times per day.

Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

[spoiler=Other Information]
PbP stats
Race Line in Profile:
CN Female Human
cleric
3
Archetypes(
Crusader,
)
Class Line in Profile
(HP 24 AC:18 T:10 F:18 Saves F:+4 R:+1 W:+5 CMB:+6 CMD:16 Init:+2 Perc: +2)

Created using PCGen 6.08.00 RC5 on Jul 4, 2019


Pathfinder Adventure Subscriber

Gold and HP?


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Pathfinder Adventure Subscriber

I see all of the avatars in this thread, including my own and the one Brian linked to. I'm using Firefox.

New York state

-- david


Pathfinder Adventure Subscriber

Thanks Diego,

-- david


Pathfinder Adventure Subscriber

Apologies if this has been answered else where, as my search-fu stinks.

In the above order, I have the Modules and Roleplaying Game subscriptions. In the details it lists the Fall of Plaguestone (module) and the Core Rule Book (PF2), but there is no mention of the Bestiary.

Will the Bestiary be included? thanks,

-- david


Pathfinder Adventure Subscriber

I DM'd this in my home campaign back in 2012 (dang, just looked it up!).

It ended with an almost TPK with the Vordaki encounter at the end of Chapter 3. Even playing him dumb/arrogant till he took damage, when he became smart he almost wiped out the group. Fighter, Druid with Bear, Cleric all died or wished they were dead. Ranger and Wizard escaped only because they rolled a better initiative then Vordaki or they would have died also. As it was they were both in single digit HP and out of spells.

As far as other encounters, they played quite smart and most of the others, especially as they took their time, were easy. The only other difficult encounter was the Stag Lords fort and only because of the owlbear.

In the Owlcat online version, having a reasonable deadline to tame the Stolen Lands and rid them of the Stag Lord seems a good compromise on allowing the group to take half forever in clearing it.

-- david


Pathfinder Adventure Subscriber

Kingmaker
Reign of Winter

I am currently playing in Mummy Mask, so that is out for me. Also, other than those two above, I would not apply to any of the others.

Thanks for offering.

-- david


Pathfinder Adventure Subscriber
Diego Valdez wrote:
Steve is correct.

Thanks for the confirmation Diego.

-- david


1 person marked this as a favorite.
Pathfinder Adventure Subscriber
Chris Lambertz wrote:
Rysky wrote:
For the normal versions yes, I'm unsure in regards to the special editions.
Just clarifying here that the Deluxe Hardcovers are not part of any subscription.

Back in my IT days (pre-retirement) Rysky would be considered a knowledgeable user, however not official (no offense meant).

Chris, are you say that he is correct and that officially, PDFs come with the hard covers for subscriptions?

-- david


Pathfinder Adventure Subscriber

Speaking of subscriptions, has there been any official word on whether the PDFs will come with the hardcovers for subscriptions? Specifically, for the Roleplaying Game and the Modules subscriptions.

-- david


Pathfinder Adventure Subscriber

GM Grumpel, here is a LINK to the map in Google Drive.

Non-linkified copy "https://drive.google.com/open?id=1qnl_4NHjND-6YX-CqMmy_hsh3omHxUMeQVsQMMCV ads"

It contains the map from the maps PDF, and the tokens that I have used for the PCs and the current crop of NPCs. You and all the players have edit access to it.

I sent you a PM with information on current initiative, HP, AC, as well as the information on the remaining foes. You'll have to look up Jeribeth and Xanther Vang (sp?) in book 3 for their spells / stats. The other mobs have their basic stats in the PM that I sent you, except the mages (forgot about them) spell lists are in book 3.

If you need any other info, PM me.

-- david


Pathfinder Adventure Subscriber

Presenting Cymric Baird; now with Background Skills:

LINK to Updated Profile

Crunch:

Cymric Baird
Male Human bard 1
TN Medium humanoid (human)
Init +4, Senses Perception +4

=================================================
DEFENSE
=================================================
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, )
hp 8 ((1d8))
Fort +0, Ref +6, Will +2

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged shortbow +4 (1d6/x3), within 30 ft. +5 (1d6+1)
Melee sword, short +0 (1d6/19-20)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 1st; concentration +4)
1st(2/day)-hideous laughter(DC 14), sleep(DC 14)
0th(at will)-dancing lights, daze(DC 13), detect magic, light, message

=================================================
STATISTICS
=================================================
Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16,
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot, Precise Shot
Skills Appraise +6, Disable Device +9, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +8, Perception +4, Perform (Comedy) +7, Perform (Oratory) +7, Sense Motive +4, Spellcraft +6, Use Magic Device +7,
Traits Trap Finder, Well-Informed (Knowledge (Local)),
Languages Ancient Osiriani, Common, Sphinx
SQ armored casting, bardic knowledge, bardic performance, bonus bard spell, bonus feat, cantrips, countersong, humanoid traits, inspire courage, skilled,
Gear shortbow, leather armor, hot weather outfit, arrows (20) (2), pouch, belt, thieves' tools, backpack, sword, short, 68.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Background Skill (Perform (Comedy), Perform (Oratory))

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bard Spell Level 0

Bonus Bard Spell Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Well-Informed (Knowledge (Local)) You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information.

=================================================
FEATS
=================================================
Point-Blank Shot
You are especially accurate when making ranged attacks against close target.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Description:

Cymric is a short human man, about 5 feet 6 inches tall, weighing in at 150 pounds. He has wild blondish hair, mostly bleached from his time in the sun. He wears leather armor under a hot weather outfit with a shortbow over one shoulder and a backpack on. He talks to himself incessantly, and whenever possible tells jokes. While there is a serious side to him, few know of this and fewer care for it.

History:

Cymric was born and spent his early youth in Osirion. When he became a teenager, he ran away from home, went to the costal city and stowed away on a ship to Absalom. There, after living on the streets for a while as both a bit of a rogue, and a bard spouting poetry and doing comedic acts, he came to the attention of the local Bardic College. As he was quite good for a young man, the College took him in and trained him. One of his loves was the Ancient Osirion language, and the gods of that time. He did worship Sarenrae, but was more eclectic in his religous view.

As he was nearing his time to go into the world on his own, he heard about the town of Wati, and that the old city was about to be opened to explorers to find treasure and information from the past. He, with the blessings of his order, gathered his equipment and left on the next ship for the town.

Other Information:

PbP stats
Race Line in Profile:
TN Male Human
bard
1
Class Line in Profile
(HP 8 AC:16 T:14 F:12 Saves F:+0 R:+6 W:+2 CMB:+0 CMD:14 Init:+4 Perc: +4)

Created using PCGen 6.08.00 RC5 on Jun 2, 2019


Pathfinder Adventure Subscriber

Presenting Cymric Baird.

LINK to Profile

Crunch:
Cymric Baird
Male Human bard 1
TN Medium humanoid (human)
Init +4, Senses Perception +4
=================================================
DEFENSE
=================================================
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, )
hp 8 ((1d8))
Fort +0, Ref +6, Will +2

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged shortbow +4 (1d6/x3), within 30 ft. +5 (1d6+1)
Melee sword, short +0 (1d6/19-20)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 1st; concentration +4)
1st(2/day)-hideous laughter(DC 14), sleep(DC 14)
0th(at will)-dancing lights, daze(DC 13), detect magic, light, message

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STATISTICS
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Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 16,
Base Atk +0; CMB +0; CMD 14
Feats Point-Blank Shot, Precise Shot
Skills Appraise +6, Disable Device +9, Linguistics(Draconic) +6, Perception +4, Perform (Comedy) +7, Perform (Oratory) +7, Sense Motive +4, Spellcraft +6, Use Magic Device +7,
Traits Trap Finder, Well-Informed (Knowledge (Local)),
Languages Ancient Osiriani, Common, Draconic, Sphinx
SQ armored casting, bardic knowledge, bardic performance, bonus bard spell, bonus feat, cantrips, countersong, humanoid traits, inspire courage, skilled,
Other Gear shortbow, leather armor, hot weather outfit, arrows (20) (2), pouch, belt, thieves' tools, backpack, sword, short, 68.0 gp
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SPECIAL ABILITIES
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bard Spell Level 0

Bonus Bard Spell Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Well-Informed (Knowledge (Local)) You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information.

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FEATS
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Point-Blank Shot
You are especially accurate when making ranged attacks against close target.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.


Description:

Cymric is a short human man, about 5 feet 6 inches tall, weighing in at 150 pounds. He has wild blondish hair, mostly bleached from his time in the sun. He wears leather armor under a hot weather outfit with a shortbow over one shoulder and a backpack on. He talks to himself incessantly, and whenever possible tells jokes. While there is a serious side to him, few know of this and fewer care for it.

History:

Cymric was born and spent his early youth in Osirion. When he became a teenager, he ran away from home, went to the costal city and stowed away on a ship to Absalom. There, after living on the streets for a while as both a bit of a rogue, and a bard spouting poetry and doing comedic acts, he came to the attention of the local Bardic College. As he was quite good for a young man, the College took him in and trained him. One of his loves was the Ancient Osirion language, and the gods of that time. He did worship Sarenrae, but was more eclectic in his religous view.

As he was nearing his time to go into the world on his own, he heard about the town of Wati, and that the old city was about to be opened to explorers to find treasure and information from the past. He, with the blessings of his order, gathered his equipment and left on the next ship for the town.

Other Information:

PbP stats
Race Line in Profile:
TN Male Human
bard
1
Class Line in Profile
(HP 8 AC:16 T:14 F:12 Saves F:+0 R:+6 W:+2 CMB:+0 CMD:14 Init:+4 Perc: +4)

Created using PCGen 6.08.00 RC5 on Jun 1, 2019


Pathfinder Adventure Subscriber

Interested.

A bard, with Trap Finder campaign trait. Perhaps some archetype, but not sure


Pathfinder Adventure Subscriber

Ok, waiting till official rules come out, so around August 2nd or so.

Thanks. I do not understand how she put up with me for all these years....

heheh

-- david


Pathfinder Adventure Subscriber
Jared Thorne wrote:
25 pt Buy? 30? :)

"Assuming" Paul@home goes with the PF2 rules, character creation for PF2 is very similar to Starfinder.

LINK HERE to the Playtest documents.

-- david


Pathfinder Adventure Subscriber

Very interested. Would love to play one of two following characters;
1) a NG Human Ranger, taking the Druid "archetype" feats as appropriate. Would have an animal companion, taking feats to improve that also.
2) a NG Human Bard, also taking the Druid "archetype" feats. No animal companion.

Either way, playtest rules updating to official, or wait for official is good for me.

-- david

edit: They did have another document with the Druid "archetypes"... heh...
edit2: Wife and I will be going on a two week cruise in December to the Caribbean for our 50th wedding anniversary so no internet for me then.


1 person marked this as a favorite.
Pathfinder Adventure Subscriber

Computer Game Prologue:
You meet Swordlord Jamandi, go to your room to spend the night, and assassins attack. You work your way thru the manor, picking up some npcs and finally have a battle with the assassins in the great hall. You answer some questions and that determines which of the npcs come with you to Oleg Trading post. While you only get about 300 XP, after a brief encounter on the way to Oleg, and the fight(s) there you make 2nd level.

For those interested, a decent walk through is located LINK HERE


Pathfinder Adventure Subscriber

To close this out; it took lots of emails back and forth, but I was finally able to change the credit card to my current one and the order went thru.

Thanks for all the help Sam,

-- david


Pathfinder Adventure Subscriber

Thanks Sam,

I used their "contact us" button and sent them an email. Hope they can get this resolved before the end date. I would really like this.

-- david


Pathfinder Adventure Subscriber

I have never used Stripe and have never used Game on Tabletop, nor have I every created an account on either. So where they are getting this credit card number is beyond my understanding.

So I created an account on both. Cannot find any where on Game on Tabletop to change the credit card, and Stripe is for business only.

Help!!!!

-- david


Pathfinder Adventure Subscriber

Ok, next question, now that the shipping costs are ok.

How do I pay for it. It seems to be going thru something named "Stripe", and when it comes to pay for it the credit card is not mine (or a very old one that I no longer have).

-- david


Pathfinder Adventure Subscriber

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