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The Sarcastic Sage's page
20 posts (22 including aliases). No reviews. No lists. No wishlists. 1 alias.
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I'll pickup Swim with 20 of my 25 points remaining.
Likely had some more experienced hunters "encourage" him to learn before visiting the "Wetlands".

Sorry guys, I'm just not familiar enough with the setting to feel comfortable pulling off playing a Noble of any race, let alone a Wood Elf.
Lets see what comes up on my next two rolls:
1d100 ⇒ 49 [Hunter]
1d100 ⇒ 97 [Soldier]
Both good options that I feel could benefit the group, but seeing as we already have two fairly Melee focused characters, I think I will go with the more Ranged focused Hunter.
WS 30+ 5=35
BS 30+15=45
S 20+15=35 (+5 Advancements from Character Creation = 40)
T 20+15=35 (+5 w/Very Resilient, doesn't count as Advancement = 40)
I 40+15=55
Agi 30+15=45
Dex 30+15=45
Int 30+15=45
WP 30+ 5=35
Fel 20+ 5=25
(5x3=15), (15x8=120)
Racial Skill Points: Outdoor Survival 5, Perception 5, Ranged Bow 5, Language (Eltharin) 3, Stealth (Rural) 3, Track 3
Racial Talents: Acute Sense (Sight), Hardy, Night Vision, Very Resilient, Rover
Career Skills: Outdoor Survival 10(15), Perception 10(15), Ranged Sling 10, Set Traps 10
Career Talent: Trapper
Wounds: 19
Fate: 1
Resilience: 1
Motivation: Religious Devotion
XP from Character Creation: 75
XP Spends: Lore (Beasts) 5 (50xp)
XP Remaining: 25
Alright, lets give this a try.
Race: 1d100 ⇒ 63 [Human] Nope - I prefer my elves.
Race: Wood Elf
XP: 0
Career 1:1d100 ⇒ 27 Noble... I can make this work.
... We're not using rolled stats, it's 120 points on the point buy method.
River based Mercenaries/Criminal/"Honest Business Folk" sounds good to me.
I find myself drawn to Elves (Long Time 40K Eldar Player Here), with Magic, Social, Combat, or Wilderness, focused Careers being the most interesting to me, though as I said earlier, I am willing to adapt to the needs of the game.
Hello! I'm excited to get to play 4th edition WFRPG.
I'm interested in a Noble, Rogue/Criminal/Gang, River, or Mercenary adventure (or some combination there of). I'm not that interested in the Subversion of the social order, or magic on the edeges of society, ideas, but I'll go with it if that's what the group decides on.

Repentia wrote: PossibleCabbage said wrote: I mean, a level 1 Cleric with 18 wis and 16 Charisma can cast 9 first level spells now! He can cast 2 level 1 spells and 6x Heal/ Harm through channel energy = 8?
A Cleric in PF1e (20 Wis, 18 CHA) could cast 4 level 1 spells and channel energy 9 times (3 + CHA + 2 Extra Channel Feat) a day.
You are forgetting the domain power (Wis Bonus) times per day, so technically it's 2 1st level spells, +Heal/Harm 6 times per day, +4 uses of their domain power (which at first level, is set to 1st level). So it actually ends up with a first level Cleric casting 12 first level spells. Now while that may be 1 less first level spell per day then your PF1 example, considering the reduction in spells per day amongst all casters in PF2, I feel that Clerics suffered the least.
Also, unless your GM was being very generous with points for point buy, and you are willing to eat a lot of 7's in your other attributes, or you were the luckiest guy at the table, having a 20 Wisdom, and an 18 Charisma at level 1 was highly improbable in PF1. Having an 18 Wisdom and 16 Charisma in PF2 is simply a matter of player choice.
My character sheet is up under Marie's Profile, if someone would please talk a look over it and make sure I got everything right, I would appreciate it.
On second thought I'm interested in giving the Druid a try. I'll be making Marie into a lvl 1 Druid. Give me an hour or so.
Seeing as I ended up playing a sorcerer in the live game, I'm more then willing to play a non caster, if someone else wants the role.
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Geminus wrote: Am I the only one surprised and disappointed that Sorcerers only get 6 class feats? Especially when Wizards get 8? I was under the impression that all classes got 10 class feats, with the exception of fighters who get more. I wanted to recreate an Arcanist by taking the Wizard archetype, but doing so leaves me with virtually no sorcerer feats. In fact, with only 6 class feats, Sorcerers are severely discouraged from partaking in any archetype. Is this an oversight, or by design? I was surprised as well, but then I really looked at it, and I have come to believe that it's by design. At levels 6 & 10, instead of getting a feat as the other caster classes do, they get a bloodline power, and more spell points, which is roughly equivalent.
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RiverMesa wrote: Bardarok wrote: Disk Elemental wrote: Can we take this as an indication that the 6th level caster doesn't exist in 2e? All the classes in the playtest have been previewed now and no half-casters to be seen so there will not be any the playtest and probably none in the PF2 CRB. Doesn't mean that there isn't room for them in future PF2 books but probably not till 2020. There is still a chance for Druid being a half-caster! (...Probably not, though.)
What about Paladin, though? Take a look at their preview. Paladins lost all spell slots, and now use spell points.
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willuwontu wrote: So do they have occult or arcane spell list?
From how I read it, it seems like arcane.
"bards are the primary occult spellcasters"
GM Netherpongo wrote: We could try it here. My idea was that the live playtest group could keep up with the playtest adventure, but there's no really good reason to not try.
I guess the only other counterargument I can think of is that if we go off to do our own thing, we can test the higher level ranges. I don't know how high level the playtest adventure goes.
Rumor has it that this is going to be a year long playtest, with the full level range being played at time goes on.
*edit: One of the Developers often stated design goals of the edition change, was to make the whole 1-20 spread playable, and to thoroughly test it at every level to make sure that everything works as intended.
How does one go about adding all the stuff you have under your name to an Alias?
This is Todd.
I'm looking strongly at playing a Sorcerer, but I'm more then willing to adapt as necessary to the needs of the group. I'm also interested in the Rogue, Alchemist, and Bard as possible other choices if someone else really wants to play a Sorcerer, or if those classes fit the group better.

Almarane wrote: PossibleCabbage wrote: I never really understood why we keep giving sorcerers "stuff to do in melee" powers since I've almost never seen a sorcerer (or other squishy caster) want to do anything in melee combat except for "leave." Perhaps other people have a different experience. I built a Sorcerer for one of my players, and I think the sorcerer can be a pretty badass melee spellcaster like the summoner thanks to the bloodlines. Plus, there were a bunch of melee spells in PF1 (contact spells, buffs...)
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Another question : can the Sorcerer heighten any spell, and the Spontaneous heightening allows you to use your 1st level slot to cast 3rd level Heal in the exemple, or can the Sorcerer only heighten two spells, and the exemple's 3rd level Heal would use a 3rd level slot ? It's more towards your later example, but the two spells you choose can be used in any remaining spell slots you have, as much as you care to use them, until you run out of spell slots of course. To use your example of having chosen Heal as one of your two spontaneous spells. You could choose to cast Heal as a 1st, 2nd, or 3rd level spell, as you need it, using the required slot by level chosen.

Iron_Matt17 wrote: The Sarcastic Sage wrote: KingOfAnything wrote: tivadar27 wrote: We don't know this for sure. In fact, all the evidence we have suggests that the increments are +2 even for higher stat boosts (note that Mark gave a bunch of stat arrays and none of them included an odd number...). Personally, I like this way better. Essentially forcing characters to generalize (or get half the usual bonus) is bad in my book. Confirmed in this thread, actually
Logan mentioned a stat progression with 18 Str/16 Dex at 1st level, 19/18 at 5th level, 20/19 at 10th level, etc. If this is true, then how did Mark arrive at a Strength of 24 in is example stat spread upthread? Also, Mark's examples have far more stat points then is possible given Starfinder's progression. Because we get stat boost items as well. +2 to any stat is the max we get in 2e. So if you max out your respective stat, you'll end up with 24. Ah, I was under the impression that those stats were sans items, that would indeed account for the discrepancies.
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KingOfAnything wrote: tivadar27 wrote: We don't know this for sure. In fact, all the evidence we have suggests that the increments are +2 even for higher stat boosts (note that Mark gave a bunch of stat arrays and none of them included an odd number...). Personally, I like this way better. Essentially forcing characters to generalize (or get half the usual bonus) is bad in my book. Confirmed in this thread, actually
Logan mentioned a stat progression with 18 Str/16 Dex at 1st level, 19/18 at 5th level, 20/19 at 10th level, etc. If this is true, then how did Mark arrive at a Strength of 24 in is example stat spread upthread? Also, Mark's examples have far more stat points then is possible given Starfinder's progression.
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