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Organized Play Member. 19 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Liberty's Edge

I actually hadn't considered the World Walker Archetype, but that could really work well with the lore of the character while being mechanically sound. The Horizon Walker seems kind of neat, but wouldn't choosing it mean I ultimately lose out on Wildshape into a Large Elemental? Not sure how damning that would be at that level of play. I appreciate the feedback though. I know that, especially being a support character that can heal, there's going to be a lot of time (especially earlier levels) where this character is pulling his weight by being the designated Cure Stick Holder, but I know I need to plan for later levels as well.

Liberty's Edge

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Looks like you need to create some NPCs that are specifically adept at handling the clearly evil actions of your player characters. As far as forcing your players to play a certain way, well, you can't, but you can choose whether or not you want to continue to GM for them, or if you want to create content that specifically deals with the way they play.

Liberty's Edge

This question is less about building a character via stats, and more about integrating a character into legal play with sanctioned lore. I'm hoping this thread can help out.

I intend to play a Half-Elf Druid who survived his homelands of Rahadoum by trading in herbs, spices, and the occasional bit of healing. Unfortunately, his adventuring stories begin when he is discovered with religious paraphernalia, specifically books of healing that are endorsed by the clergy of Sarenrae. This causes him to get exiled, which is great if you need an excuse to have an out-of-place druid be willing to travel, but not so great if the only place you've ever known and felt comfortable with is off limits to you. It does make an excellent excuse for why the character does not use a "true" animal companion (it doesn't make sense to flaunt your magic in Rahadoum, even though magic itself isn't outlawed the way divine worship is) and it also gives the character a certain theme to him (as he'll focus on a flair and look that suggests "Desert Nomad.")

Are there any stories that describes, discusses, or even mentions those that have been exiled from Rahadoum, and what the process takes? If you were playing a "forced nomad druid" with a history of living in arid desert regions, what spells and flair would you use to differentiate yourself from those "forest-type druids" people tend to play? Sadly, the limitations to armor and weapons means he'll be stuck using a sling or quarterstaff the first three levels, but I'm hoping some magic ability such as summon nature's ally can help with that. "Oh hey, he's summoning jackals and crazy centipedes again, Oh dear God they're coming at us!"

And since it is arguably the one part of the game I'm least good at, if you can think of some awesome character traits that are fitting of this type of character and background, I'd be glad to hear them.

Liberty's Edge

Dotting until I can properly submit a character.

Liberty's Edge

Is this still the best thread to show that you're interested in playing? I'd love to start a new PBP Pathfinder character.

Liberty's Edge

RumpinRufus wrote:
Also, by "Angelic Breastplate" are you referring to Celestial Armor? Anyway, in PFS you don't necessarily need to find an item before you buy it, but if not you need the requisite amount of fame (which basically means you need to be a high enough level.) But some things are always available, like the (magic) mithral shirt (which is the thing you really want at low levels.)

That was exactly what I meant, and that absolutely explains the disconnect I saw between "You must find it to buy it" and "you can buy it if you have enough fame." Reading the document and having the chance to see it in action are two different things, of course.

Still need to play with the scores a bit, but I think I'm going somewhere solid with this. Thanks!

Liberty's Edge

Not as much as what I'd get from swashbuckler. I think when I first read the Inspired Blade I was concerned because Intelligence and Charisma modifiers together makes... well, one use of any one ability a day, which isn't great. I completely overlooked how it solved two issues with one stone, making the rapier useful and giving early options for combat before teamwork feats kick in.

I suppose a better spread for ability scores could be:
STR 10 [+0]
DEX 17 (15+2 racial) [+3]
CON 10 [+0]
INT 13 [+1]
WIS 14 [+2]
CHA 14 [+2]

But now CON has taken a hit. :C

I wonder if Menacing Swordplay stacks with Stern Gaze. Probably not, but a +WIS bonus to a swift action intimidate? Yes please.

Also, in PFS play, how easy are items like Angelic Breastplate to come across? I understand you have to find them before you can buy them, and I guess a concern of mine is finding the armors that will work for this character's needs.

Liberty's Edge

I was originally going to go: Combat Expertise -> Improved Disarm -> Greater Improved Disarm, and I still think that would be a fun thing to do. However, this was without being made aware that Fencing Grace was a thing. If I dropped Combat Expertise, I could also choose another trait, although choosing from them is exceptionally exhausting.

13's in two stats is because originally I did not want to have a 10 in strength, considering I'd eventually want a compound longbow and I'd need a little something to make the rapier hurt more than it currently does. The feat you've presented me fixes that rather well.

As to the Inspired Blade archetype of the swashbuckler, I hadn't considered it, and to be honest I'm not sure if it's the best route I'd go, although I'll put more thought into it. If this character made his way to level 11 (which as I understand is the ultimate level in PFS barring specific modules) I originally assumed he'd have two levels in Rogue, which would give him a Rogue Talent Feat and a (minor) sneak attack boost. To be honest here, as well, there's so many different archetypes for so many different classes it is hard to keep up!

Liberty's Edge

So far, this is what I have as far as the feats, abilities, and skills this character will use. Obviously he may need a few more utilitarian things (like a backpack?) and to upgrade to masterwork on some things ASAP. He'll also want a want of cure light wounds at some point, but for the character's first adventure I'm hoping this is a good start.

Thoughts?

Erbin Salbodor
CG 1 Inquisitor [Count Ranalc] of Liberty's Edge
Human

Stats:
HP 9
STR 12 [+1]
DEX 17 (15+2 racial) [+3]
CON 13 [+1]
INT 13 [+1]
WIS 14 [+2]
CHA 10 [+0]

Traits:
Threatening Defender (negates -1 of Combat Expertise penalty)
Two-World Magic (Prestiditation)

Feats:
Weapon Finesse (Rapier)
Combat Expertise

BAB +0, Fort +3, Ref +3, Wil +4

Abilities:

Domain: Travel
* base speed + 10
* Ignore difficult terrain 6 rounds/day
Judgement 1/day
Monster Lore (+Wis to creature knowledge checks)
Stern Gaze: +1/2 moral bonus to Intimidate, Sense Motive (min +1)

SPELLS KNOWN
Orisons
1 Detect Magic
2 Guidance
3 Create Water
4 Read Magic
* prestidigitation (Two-Worlds Magic)

Level 1
1 Cure Light Wounds
2 True Strike

Skills: 6+Int(1)+Human(1)=8

Bluff 1+0
Disguise 1+0
Heal 1+3
Knowledge (Religion) 1+1
Intimidate 1+1+1(SternGaze)
Perception 1+3
Sense Motive 1+3+1(SternGaze)
Stealth 1+3

Starting equipment
Rapier 1d6+1 attack +3 critical 18-20x2 P [20g]
Longbow 1d8 attack +3 critical x3 [75g]
Arrows x 20 [1g]

Studded Leather [AC +3] ACP -1 [25g]
Buckler [AC +1] [ACP-1] [5gp]
24g remaining to spend (clothing, rations, etc)

Liberty's Edge

Thought I'd post a follow-up, since this fell off the first page and I know this forum can be fickle about who is on when.

Don't hesitate to give me lore ideas, or just post your thoughts and feelings in general.

Liberty's Edge

I am pretty excited to be starting an adventure in the Pathfinder Society who will be an Inquisitor of Count Ranalc. I'll stay away from hard stats in this post, in part because I've read a couple of guides and in part because this is more about fitting this character in the world of Golarion and less about stat optimization. If you would like to recommend some feats or ideas that's perfectly fine though.

Erbin Salbodor has had the misfortune of being born a slave, in lands where slavery is common. He was to be sold off as a young child to some rich nobleman for some rich purpose when he found the caravan he was a part of attacked. He shouldn't have survived, and it says more of his ability to run and hide than his courage and bravery that he did so.

He spent some time as an orphan, on occasion moving listlessly from major city to small town. He wasn't particularly strong and he wasn't a charmer by any means, but he was quick to observe the world around him and he felt it only natural to want to see the world as it was. It wasn't until he was a late teenager that he realized that this was because, having grown up under the watch of those who treated him as a servant on the best of days and a dog on the worst, that staying in one place for too long kept him stifled. In short, he has to travel to feel free.

Becoming an Inquisitor of Count Ranalc wasn't something that was planned so much as he fell into. He'd met a few clerics of The Traitor, and found it convenient to travel with them, but at first the doctrine he was shared not only lacked cohesion from cleric to cleric but also lacked any grand purpose compared to the other gods. Something about the Count resonated with him as a character, though, and Erbin slowly started sharing stories of him as well. In some tellings and embellishments, Ranalc was an outcast who deserved to make his way back home. In others, he was a cruel, yet cunning, trickster. On thing Erbin believes and believes strongly is that the Count is still out there, very much alive. To him, finding Count Ranalc isn't the mission, however, so much as it is a personal interest. No, to Erbin his job is to ensure that anyone who wants to find their way home is able to do so. This makes him a natural fit for the Liberty's Edge movement.

Mechanically, he's a CG Human Inquistor with the Travel domain, a rapier he can finesse, a composite longbow for when the enemy is a little bit away, and a (initial, at least) preference for armor that allows him to move quickly such as studded leather. Magical options and more specialized options will change this. He'll never be the hardest hitter, although feats are being considered to help him be utilitarian or control (such as Improved Disarm) and he'll never be more than a secondary healer (although wands in the future can help this). However, I see him as being a solid addition to any team, both for player and for play. Teamwork feats continue to be a concern, but I imagine as I play the class more I can get more of a solid idea of what works for him.

Any thoughts, especially on how to tie the character more into the world?

Liberty's Edge

I am confused. For the different Bestiary books, you intend to use either illegally downloaded copies or printouts of those same copies? I mean, if you're that strapped, use the content legally available for you on sites like the pathfinder wiki. Arguably, at least the first Bestiary is a must have, part of the core three.

Liberty's Edge

I haven't forgotten about this post! Sorry I left it alone for so long. It looks like the Familiar Folio may allow this character to have a familiar without multiclassing, but it won't be out for two more months. In the strongest of theories, I could create a support bard character with stats that would favor casting and multiclassing, and if I so chose might be able to use the information in the Folio after the fact if applicable. I mean, it would take four games to unlock Wizard 1 if I so chose anyways.

As I continue to mull this character over, one of the other issues I'm running into is weapon choice, considering the desire to use a Metamagic Feat or two. Heighten Spell is one I'm particularly eyeing; Persistent Spell will really depend on which magic songs I take. The issue with this is that one of the most popular bard builds, the shortbow build, is heavily feat intensive. I know controlling with a whip has its fans as well.

Has anyone had any luck with any other weapons? I was considering the longspear, although I'm not sure how easily one could trip with it (but hey, reach!) Also, that Spear Dancer feat could be novel. Or perhaps just finding a way to go sword and board but with expertise for added survivability (easily done, since there will already be an INT investment.) Any thoughts or recommendations?

Liberty's Edge

I have been seriously considering joining a local PFS game, and while I will likely start with a character that will make the play simple and easy I've been mulling around an idea the mechanics of which have got me a bit flustered. As such, I figured I'd post here and see what sort of ideas the community here has.

Since the max level, to my knowledge, is level 12, I thought I would create a 11Bard/1 Wizard. The reason was obvious enough: I wanted a familiar for my character. That's it; that's my motivation. I am willing to sacrifice an additional level 4 spell slot and soothing performance for the a familiar, with the bonus of having a level 1 arcane spell.

The idea seems more gimmick than sense, but it's brought up some questions both in how it could be done mechanically well, as well as the best way to move forward with it from a gameplay perspective (in part because all characters start as level one single class characters.) Ability scores are also going to be an issue here; Wisdom will likely be a dump stat, which means that CHA will likely be a primary stat while DEX and INT will be secondary. I would imagine that one would start as a bard, get that level in wizard after four sessions, then head on the bard train the rest of the way there, but who knows?

I'm curious, mechanically and through source, how you would not only build this character, but how you would make it playable. Are there races you feel would be preferred here, for example? Options worth considering versus options you'd suggest running away from?

I understand that multiclassing in this way is often mechanically a bad idea, but I'd like this thread to focus less on how this is a bad idea and more on critical and creative ways it could be made to work.

Liberty's Edge

I've been toying with creating a campaign that I feel pretty strongly about, and both the writing and the narrowing down of things likes races and classes is going strongly. One of the things I've kind of hiccuped over, however, is the idea of weapons that grow in strength; specifically, how this can be done from a 3.x perspective.

The idea is simple in theory: weapons and items that are named but when first picked up might be of only average use. However, as experience is put into them, talents of those items can be "unlocked." Since these would essentially (and at times, actually be) magical items, the idea of a player choosing to put some of his character's exp into the item to unlock what's available in the item seems fair. However, the scale that they should be expected to spend, coupled with what would be considered a "fair" progression, eludes me.

For example, let's say Mahk Gnorl the half-orc ranger has a family weapon. For the sake of this, we'll make it a Bastard Sword. Normally, a bastard sword is a weapon that deals d10 damage and has a 19-20/x2 critical range. It's a masterwork weapon (why else would a family pass it on?) but it seems normal and unmagical. But then, with enough use (experience) something happens. At the first level, it shows its magical potential. It's now a +1 weapon. At the second level, it's bloodthirst becomes apparent. It's now has the keen property. At the third and final (for this weapon, anyways!) level, it gets Bane of Humans.

These weapons (and items, when applicable) would have proper names, so they'd be unique, but they wouldn't in and of themselves be craftable.

Any ideas of where to look for resources that would help with this, or any ideas in general?

Liberty's Edge

I still can't find this PDF with the mini-traits, can anyone direct me to it or at least give me its name?

Liberty's Edge

I thought having something of a hunter-turned-bounty hunter with some focus on urban and local terrains would give the PC flavor, and that I'd want to try to focus primarily on ranged but give him enough bite with melee that he'd never be too lost when it close quarters. I liked the idea of someone who could use a bow mounted or in close quarters, although obviously both of those sitautions would be limited.

Liberty's Edge

I'll need to find this other PDF, since game is in two days.

There's a lot to consider; hadn't considered the importance of a slightly higher STR or INT. I chose the shortbow not just because its cheaper, but because I eventually see this character as being mounted with a "pet" horse, and I know longbows can't be used while mounted... but it may make more sense, then, to just have a shortbow for those times.

Liberty's Edge

So I haven't played 3.x/Pathfinder in YEARS, but the opportunity to join a local Pathfinder Society game has come up, and I'm taking the chance. I've decided on a race (Half-Orc) and a Class (Ranger) but then things kind of fell apart.

I have a point spread in mind:

Strength 12 +1
Dexterity 17 13 +3
Constitution 10
Intelligence 12 2 +1
Wisdom 14 5 +2
Charisma 8 -1

20 points spent, put the +2 bonus in Dex making it 19.

I even have skills!

Handle Animal 1 -1
Knowledge (geography) 1 +1
Knowledge (nature) 1
Perception 1 + 2
Profession (trapper) 1 + 2
Stealth 1 + 3
Survival 1

But then three things hit me and I'm at a loss.

Feats, and bonus feats:

I should still get a feat for being level 1, and I guess in Pathfinder I get 2 bonus feats from... somewhere? I know this character will be
Osirion, and they have one that gives a nice bonus to Perception...

Equipment:

Out of 150 gold, I have figured out a way to spend half of it. What am I missing/needing for average play?

25 - studded leather (+3 AC, +5 max dex) - 15 AC ( lbs)
30 - short bow (1d6, crit x 3, 60 ft) (2bs)
3 - arrows x 60 (9lbs)
15 - scimitar (1d6, crix 18-20x2) (4lbs)
3 - light wooden shield (5lbs) (armor check penalty -1)
10 - traveller's outfit (8lbs)
2 - backpack (2lbs)

Bonus Material:

I have the core three books, and the PDF you download for free when you join the society; is there other material I need to be at least aware of to make a Ranger viable in most play?

Thank you for your time.