As Movin suggested I've taken the Signature Moves trait for my focus item. I've currently made it into a darkwood Hanbo which I will be wielding when casting my spells (and possibly trying to hit someone with in melee, but most likely failing miserably ;)) and when not in combat or casting spells he will use it as a walking stick. I was wondering one more thing about mystweaving, it states that a wizard (and any other arcane prepared caster) can cast spells from their spellbooks by reading it from his book in a similar fashion as a scroll.
If it is as I think, does the 1 round / spell level that it takes extra take into account taking the book out and putting it back? Nice map. I'm thinking my character traveled to Arglondar through the following path :
What languages would I have realistically picked up you think travelling through these areas?
Don't know where Sabrik is from and how he traveled so we could have met anywhere along that path.
Still working on my character. It's been a bit busy the last couple of days. Uncertain what other languages I would take, but I will hail from Kamaja.
You can already view my work in progress under this alias as that's where I put my characters before making a full alias for them. I did wonder one thing though. Some spells normally have a casting time of 1 immediate action (like feather fall). How would that work with mystweaving?
@Movin, Problem about the evoker elemental swap ability is that is works only with the evocation spells not just spells with elemental descriptors, when there are actually quite a bit of elemental spells in the conjuration branch, especially in low level part. But it is on the list of things I might want to grab as the character progresses :) (As usually is the case, I will be starved on feats/abilities for everything I want to have ;))
@Chingo,
Most prepared arcane casters already get their casting stat mod of 1st level spells at character creation and it might be kinda weird that they then suddenly get another lvl 1 spell known if their INT raises later on.
About regaining energy. I think it might also make a difference in what area you sleep, how dense is the myst there? And then there could be something said about focused meditation. Can't be done for longer than a certain amount per day (15 minutes, 30 minutes maybe an hour?) which could make you regain a certain amount of points dependent on several factors (myst density, persons CON stat, spellcaster level, extra items used while meditating like incense or herbs, ...). Of course you need a relatively quiet place and can't do it when on a moving object like a cart or boat. Like has been asked in the discussion thread, what are languages I could pick for my character? I don't know what languages Ikaiji start with but I should have those +4 from high INT. Another thing, what's the defense bonus for arcanists? so i can add that to my defenses :) [edit:]Something about energy vs psionic power points. I noticed you use the same point cost per spell level, but you use a different progression of points per level as currently it seems you start of with more (not taking into account the Bonus power points based on level and ability score but that energy drops behind greatly compared to power points. As one would have 100 energy +bonus from CON mod at level 20 independent of class where a psion (full caster psionic) would have 343 + bonus power points based on their casting stat, which would realistically be between 50 and 100 points (casting stat between 20 and 30). A marksman or psychic warrior (hybrid classes) even have 128 power points at lvl 20. Then there is the added fact that you don't really want to use the last 25% of your energy unless absolutely necessary as you will get fatigued and drop unconcious at 0. I understand that you want mystweaving to be powerful but dangerous to use without thought, but in a system that theoretically allows psionics as it is, one might think the risk does not way up against the reward. (Especially for spellcasters that can't see the density of the myst as my character will be capable of doing.) I'm not certain what exactly to change about the energy one should get per level, but I think the 5xlevel might be to simple of an equation. I'll see if I can come up with a suggestion, as giving critique is one thing, it might be handy if I also come up with a possible solution to my perceived problem :) Even if nothing changes I still plan on playing the character I proposed. Just thinking further than just this character and towards the future :) [/edit]
Hope you enjoy the birthday guests :) Quick reply before I go to bed. About the extra spells known due to INT. Would I just use the ability score table and with an INT of 19 know 1 extra lvl 1, 2, 3 and 4 spell, but of course have no use for the 2 till 4 before I get to higher levels? Does seem a bit weird. Need to look into it some more. Although it would be "raiden"-based, I was thinking more than 1 element.
How do you read that Favored Class Bonus? It just adds 1 to the total points an arcanist can have in a day, not to the base amount they start with, as that would negate the gnome version. Good point about the healing spells and restoring energy. But they should have some way of restoring it as otherwise they will run out of energy, especially when you look at higher levels. Will look into shared background, but first finishing my character.
I'm currently busy making the Raidenesque arcanist I think transferring energy into arcane reservoir points might be interesting.
I haven't read them all, but most things might be exchanged with the energy system :
I was thinking of at least making one of my traits the one which makes me capable of getting the focus item. Still looking for a fitting other trait. A few more questions.
I currently have Knowledge(arcana, history, planes & religion) as the ones selected for my character. 3)Which of these favored class bonuses do you think would be more fitting for the Ikaiji?
Going to try and make a chracter today.
Got some more questions, again about mystweaving :
I ask all of this because I was thinking of making the Ikaiji Arcanist look a lot like the picture in the book and be very in tune with the Myst around him and use it to power his elemental magic but also to channel the Myst inside him (arcane reservoir/arcane exploits). I'm also planning on taking the following exploits : Potent Magic, See Magic (I know mystsight already gives me detect magic at will, but this would be an enhanced form sort of due to the added effects), a few of the elemental exploits and most likely the Sonic one as well. Not necessarily in that order.
I still have some questions, but I think I have enough of an idea to start building my character. Still not certain which way I would go :)
Let's see what the dice rolls have to say.
Hmm, That's a very funky stat division. Wouldn't know how to put these, as a 5 is quite limiting for most stats :) So now back to the questions :
Thanks for the quick response.
Hope you don't mind the amount of questions :) I also know that I am mostly asking questions about mechanics, but this is mainly so I don't have to be busy wondering about it when it might happen and I can focus on the other aspects of the game. I'm currently looking mostly in 2 directions qua character :
Hi, Haven't had the time to fully dig into the pdf. Some things did pop out to me :
One more question. What's the starting level? I am currently assuming 1, but I can't find it anywhere in your opening post.
stat 1: 4d6 ⇒ (1, 5, 2, 6) = 14
reroll stat 1: 1d6 ⇒ 4
second reroll stat 4: 1d6 ⇒ 6
Not certain what I'd be making. I do have a question, you stated in your opening post "Max staring lvl is 3 so keep it low."
Found a wiki with a bit of information on the different classes and some other things about character creation. Current ideas I have in my head from the little info I found:
From what I can tell people are going for the following:
Was thinking something along the lines of a viking-esque warrior wielding a variety of weapons (2 axes, 2 maces, something big, thrown javelins, ...) and wearing heavy armor, probably taking the weaponsmaster class. Either a human or Jayan. Might fit as a second frontliner next to Kip84's character.
Still interested. 8d10 ⇒ (3, 7, 9, 8, 9, 3, 9, 7) = 55
So what do I need to do next for character creation?
PS: Not certain if the lowest stat to 9 was only if you had a 5, so you just tell me if I am allowed to change that 6 up to a 9.
I think I'm done with my 1st lvl iteration. Presenting Zurizar, the Black Gorgon ranger: Zurizar (unmorphed):
Male Half-Orc Monk 1 (Martial Artist) NG Medium humanoid (Human/Orc) Init +2; Senses Darkvision 60 ft, Perception +8 -------------------- Defense -------------------- AC : 16 | T : 16 | F : 14 (+4 Wis +2 Dex) HP 8 (1d8+0) Fort +3, Ref +5, Will +7 -------------------- Offense -------------------- Speed 30 ft. Melee Unarmed Strike +2 (1d6+3 20/x2 | B ) . . Flurry (Unarmed Strike) +1/+1 (1d6+3 20/x2 | B ) . . Temple Sword +2 (1d8+2 19-20/x2 | S ) . . Flurry (Temple Sword) +1/+1 (1d8+2 19-20/x2 | S ) Ranged None
SQ
Languages Common, Orc the Black Gorgon (Morphed):
Male Half-Orc Monk 1 (Martial Artist) Power Ranger NG Medium humanoid (Human/Orc) Init +3; Senses Darkvision 60 ft, Perception +9 -------------------- Defense -------------------- AC : 22 | T : 18 | F : 19 (+5 Wis +3 Dex +4 NA) HP 19 (1d8+1d10+1) Fort +4, Ref +6, Will +8 -------------------- Offense -------------------- Speed 30 ft. Melee Cestus +7 (1d8+6 19-20/x2 | B or P ) . . Flurry (Cestus) +6/+6 (1d8+6 19-20/x2 | B or P ) . . Unarmed Strike +6 (1d8+6 20/x2 | B ) . . Flurry (Unarmed Strike) +5/+5 (1d8+6 20/x2 | B ) Ranged None
SQ
Languages Common, Orc Background:
Zurizar is a martial artist who works and trains in the Golden Kirin Martial Arts Dojo, where he has spent most of his life. Sensei Wu Fei Zhang found him when he was just a small boy. Through his teachings Zurizar learned to control the anger that burns in his veins and direct it outward when necessary. He spends most of his time training, but from time to time he goes out into Almas, exploring the grand city. Feedback, comments and suggestions are welcome and appreciated.
Still building my ranger, non-morphed is mostly complete, moving on to morphed form. I have decided that he will be the Black Gorgon rather than the Green Basilisk (both creatures possibly petrify their opponents, the Gorgon is just slightly more aggressive about it ;)) I was thinking of having my ranger weapon be a cestus styled in the shape of a (small) Gorgon's head. Got this inspiration when googling cestus. Not certain where it all could fit on the combo weapon, but my first thoughts would be the grip/base of the gun or the end of the muzzle. I had a few more question.
SirGeshko wrote: -If you're intent is to focus on unarmed strikes, gloves, gauntlets, or an Amulet of Mighty Fists would be appropriate. You'd use your monk damage, though you could not stack enhancements from the Mighty Fists and the weapon itself. Also, keep in mind the logistics of combining your weapons for the "Lets Finish This" Power Blaster/Combo weapon. - If I choose the cestus, would it give me both the effect of monk unarmed strike damage and the fact that the cestus makes my strikes into Bludgeoning or Piercing damage and crit on 19-20, or is it just that it looks like a cestus but for all intents and purposes I use unarmed (crit on 20, only bludgeoning damage, ...) - If I would take feats to improve my abilities that require a specific weapon/attack (weapon focus, improved critical), would I need to take it for unarmed attacks, cestus or both?Sorry for the long questions concerning the weapon, but my intention is to have a weapon I would actually be using in ranger form and not just be like, yeah I have it but I'm just doing unarmed strikes because they are better or whatnot. I hope I'm making a bit of sense.
Things I was hoping to apply to my unarmed strikes: (obviously can't take them all at lvl 1)
Might be more, but didn't look at the higher evolutions yet. Was also going to take improved NA to increase my ac a bit while morphed. Maybe Eyes/Mask for the morpher. which share some visual aspects of the monster we represent?
Well I wasn't talking about taking natural weapons as evolutions, rather upgrading the unarmed attacks with the evolutions that apply to one specific natural attack. I was wondering if that is a possibility? The monk's unarmed strike ability states: A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. And my idea for a weapon was a cestus It could maybe be used as the grip of the "Lets Finish This" Power Blaster/Combo Weapon. I figured that amulet of mighty fists and a "glove" weapon would not stack. Was definitely not my intention to do something like that. Do we need to have the full build (lvl 1, 3, 5 and 9) by wednesday? One more thing, how do the zords work? And do we need to build those as well already?
Hope I'm not to late. Got a character idea.
I've got a few questions:
Welcome back Zedth, hope everything is ok. Updated my sheet a bit. He now has a name and I also realized I had forgotten the human skill bonus, so he now has a few extra skillpoints added in.
hp: 8 + 4d8 + 5 ⇒ 8 + (7, 4, 6, 7) + 5 = 37 [edit:]With that, my character should be mostly finished. All that is left is giving him an actual name & filling in the details (name/location) in the background draft I had written previously in this topic + some equipment, but that shouldn't be a problem. Crunch & background can be currently found under this alias. Will make a new alias if I get selected.
Well, during the day ideas have started to solidify. It's a rough draft of a background but here is the concept:
Inquisitor X was a human hunter and follower of Erastil (profession, not the class ;)) who used to be part of a small town. He helped provide food and protection for his community by hunting the various creatures that lived in the forest nearby. At some point the village came under the control of the World Order and although they were cruel, as long as the villagers did their part, provide tribute in the form of food and other commodities, they were mostly left to their own devices. Inquisitor X did his part, spending long hours in the woods gathering what he could so that they would have enough food to live and to pay the tribute. This continued for some years, but the representatives of the World Order got greedy and demanded more tributes. Inquisitor X knew that if he hunted even more, eventually the wild life would not be able to recuperate from this. The thought of just killing and/or driving the World Order out of his village crossed his mind, but he knew they would strike back in retribution. In desperation he prayed to Erastil for guidance. A magnificent Stag appeared in the forest and led Inquisitor X to a small natural spring in which he found a beautiful ring. He picked it up and when he held it in hand he was blessed with divine power. Over the next few days, he rooted out the members of the World Order from his village and tasked the community to send the World Order after him if they would ever return to claim the village once more, hoping they would spare the village as it was an act of one "crazy" hunter. He left his community and several months later found out there was a bounty placed on his head. He cared little for this as had become the embodiment of the Hunt. His prey? The members of the World Order and their puppet masters, the Devils from Hell.
On the crunch side of things:
Thoughts? Suggestions? (Not good in naming villages so help is also appreciated there and whereabouts it might be situated.)
[edit:]Question about feats, are teamwork feats from the Ranged Tactics Toolbox allowed as they have several that would benefit a ranged character like my inquisitor, mainly due to the Solo tactics ability. Examples : Friendly fire maneuvers and Volley Fire[/edit]
There seems to be a problem that does not allow me to make new aliases nor edit the name of an alias that hadn't made 10 posts, so the information is currently available under this alias. Will see what I can do to get that fixed.
Well my character is shaping up well, only need to finish the background. Here's the character sheet without background :
Liam Kindall, the taskmaster:
Male Human Gestalt Fighter 5 (Lore Warden) / Bard 5 N Medium humanoid (Human) Init +5; Senses Perception +8 -------------------- Defense -------------------- AC : 19 | T : 15 | F : 14 (+3 Armor +1 Shield +5 Dex) HP 39 (5d10+5) Fort +5, Ref +9, Will +4; +4 vs. bardic performance, language-dependent, and sonic; roll twice on saves vs diseases, take the better result. -------------------- Offense -------------------- Speed 30 ft. Melee Whip +12 (1d3+6 x2 | S) . . Dagger +10 (1d4+1 19-20/x2 | S or P) . . Rapier +10 (1d6+1 18-20/x2 | P) Ranged +10 Chakram (1d8+1 x2 | 30 ft | S) . . Dagger +10 (1d4+1 19-20/x2 | 10 ft | S or P) +2 damage with Arcane Strike -------------------- Statistics -------------------- STR 12 DEX 20 CON 12 INT 13 WIS 10 CHA 14 BAB +5; CMB +8; CMD 23 Feats Weapon Focus (Whip), Weapon Finesse, Slashing Grace (Whip), Whip Mastery, Combat Expertise, Combat Reflexes, Arcane Strike, Improved Whip Mastery Traits Fools for friends, Threatening Defender ACP -0 Skills FCB Skills Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int),Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use Magic Device (Cha). [ranks]+CS bonus+Stat Bonus+ACP+other=Total *Acrobatics [3]+3+5=11 *Appraise [1]+3+1=5 *Bluff [0]+0+2=2 *Climb [2]+3+1=6 *Craft(Armor) [1]+3+1=5 *Diplomacy [0]=10* Disable Device [0] / *Disguise [0]+0+2=2 *Escape Artist [1]+3+5=9 Fly [0]+0+5=5 *Handle Animal [1]+3+2=6 Heal [0]+0+0=0 *Intimidate [5]+3+2=10 *Knowledge(Arcana) [1]+3+1+2=7 *Knowledge(Dungeoneering) [2]+3+1+2=8 *Knowledge(Engineering) [1]+3+1+2=7 *Knowledge(Geography) [2]+3+1+2=8 *Knowledge(History) [2]+3+1+2=8 *Knowledge(Local) [2]+3+1+2=8 *Knowledge(Nature) [1]+3+1+2=7 *Knowledge(Nobility) [1]+3+1+2=7 *Knowledge(Planes) [1]+3+1+2=7 *Knowledge(Religion) [1]+3+1+2=7 *Linguistics [1]+3+1=5 *Perception [5]+3+0=8 *Perform(Oratory) [5]+3+2=10 *Perform(Act) [1]+3+2=6 *Profession(Taskmaster) [1]+3+0=4 *Ride [1]+3+5=9 *Sense Motive [0]=10* *Sleight of Hand [1]+3+5+2=11 *Spellcraft [1]+3+1=6 *Stealth [1]+3+5+2=11 *Survival [2]+3+0(+4²)=5(9²) *Swim [2]+3+1=6 *Use Magic Device [1]+3+2=6 *Versatile Performance : Perform(Oratory) ²Only in Urban/Underground settings. Spells
SQ
Languages Common, Undercommon, Infernal Starting Equipment:
MW backpack 50 GP | 4 lbs whip 1 GP | 2 lbs *extra whip 1 GP | 2 lbs Chakram 1 GP | 1 lbs x 3 Dagger 2 GP | 1 lbs x 2 Rapier 20 GP | 2 lbs Spring loaded Wrist Sheath 5 GP | 1 lb x 2 MW buckler (155 GP | 5 lbs) → self-crafted 51,67 GP MW Studded Leather (175 GP | 20 lbs) → self-crafted 58,33 GP *artisan’s tools (common) 5 GP | 5 lbs spell component pouch 5 GP | 2 lbs canteen 2 GP | 1 lb belt pouch 1 GP | 0.5 lbs signal whistle 8 SP | - *Gear Maintenance Kit 5 GP | 2 lbs *mess kit 2 SP | 1 lb *tent, small 10 GP | 20 lbs *bedroll 1 sp | 5 lbs *blanket 5 sp | 3 lbs *journal 10 GP | 1 lb *Ink 8 GP | - *Inkpen 1 SP | - *Oil 1 SP | 1 lb x 3 *trail rations 5 SP | 1 lbs x 6 * items in/on backpack
Outside of combat he will be a jack-of-all-trades, master of none. In combat he will be focusing on battlefield control with his whip, doing some damage where possible & bardic performances when necessary. :)
Guardsman Zaltys Mootz reporting for duty.
Advancements:
Ballistic Skill - Simple : 100 XP Stealth: 100 XP Dodge: 200 XP Awareness: 200 XP Stats:
Weapon Skill: 38 + 2 = 40 Ballistic Skill: 37 + 5 + 5 = 47 Strength: 33 + 3 = 36 Toughness: 29 + 3 = 32 Agility: 27 → replaced with reroll 38 Perception: 33 + 3 = 36 Intelligence: 28 - 3 = 25 Willpower: 35 Fellowship: 30 Other Details:
Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Weapon Skill. Skills: Athletics, Survival, Navigate (Surface), Common Lore (Imperial Guard, War), Stealth, Dodge, Awareness Talents: Die Hard, Rapid Reload, Lightning Reflexes, Street Fighting, Lasgun Barrage, Weapon Training (Las, Melta, Low-Tech) Specialist Gear: Common Craftsmanship Meltagun, 4 frag or krak grenades Wounds: 8 + 2 + 1d5 ⇒ 8 + 2 + (5) = 15 Standard Kit: M36 lasgun and four charge packs, suit of Imperial Guard flak armour, 2 x frag grenades, 2 x krak grenades Regimental Kit: apply mono upgrade to standard melee weapon. Equipment: chameleoline-coated armour Universal Standard Kit: One uniform One set of poor weather gear One laspistol (Main Weapon) and two charge packs → replaced by M36 lasgun and four charge packs One knife One flak vest → replaced by suit of Imperial Guard flak armour One rucksack or sling bag One set of basic tools One mess kit and one water canteen One blanket and one sleep bag One rechargeable lamp pack One grooming kit One set of cognomen tags or equivalent identification One primer or instructional handbook Combat sustenance rations, two weeks’ supply
Got some time to build further on my idea today. And some more questions :
Current background concept is as follows :
When he saw the seeds of an uprising he knew there would come a time he needed to choose. He knew whatever side he chose he would end up with trouble. He could loose his life and/or his job, so he chose neither and decided to get out of there. He found a group of people with similar ideas, albeit for other reasons ... Let me know what you think :) 4d6 - 3 ⇒ (6, 3, 5, 4) - 3 = 15
Hmm, I think I'm going to go for 25 point buy. @Reckless, I noticed you and I have the same base character class combinations, but I have gone a very different route. Hope it won't diminish your chances of getting in as I think it would be interesting to see both in action & in a party due to the backgrounds. Although my performances wouldn't stack with yours but that's a minor detail I think :)
Hmm, looked it up. The only thing I would be able to buy right now is a portable alchemist's lab at 75 GP, otherwise I would not have any gold left for other items :) regular alchemist's lab is 200 GP. Don't necessarily need to be crafting alchemical items from the get-go.
Currently busy making a human (adopted by halflings) Empiricist Investigator who will be good at helping others shine in and out combat and will have a varied selection of skills. Will become better at it once he gets to around lvl 3 though. :) [edit:]What does the Investigator need to create his extracts? And what would I need create alchemical items? (Do I need an alchemy lab/portable lab/...?) Was wondering what I exactly all need to buy with my starting gold :)[/edit]
Ok, no false focus then :) Will look into the fact if I want to spend favor on spells like that, but I think I'll save it for other useful stuff :) 2 more questions :
Going to be building my character. I hope you don't mind but I refrain from building an alias unless I get selected from a game. (Don't want to have to much unused aliases on my account :)) I will post the information in spoiler tags in this topic when I'm done with my character.
I was thinking of making an Arcanist with the occultist archetype. Planning on providing battlefield support through summons and some other spells when necessary. Going to roll Hp already, I'm assuming 1st lvl is max hp? Hp roll: 5d6 ⇒ (5, 6, 1, 5, 4) = 21 reroll of 1: 1d6 ⇒ 3 I have a few questions still concerning what you said what/where our character needs to be: You say the character has to have been undercover in the church of Razmir for a few weeks. To what extant? church follower, upcoming "clergyman", ...? Was this as a mission from the pathfinder society, the group's benefactor or some other goal? I was asking because, if he would be trying to double as a razmiran priest, he would have some skills/abilities/items that might be different and I might even take the False Focus feat to improve on his "act" ;) Something concerning character creation: How much would it cost to have extra spells scribed in my spellbook? The normal costs state a fixed price per spell level and normally half that in fees for 'being allowed to use another wizard's spellbook to copy from'. I was wondering if he would get a discount on that as he might be able to get spells from the libraries/wizards of the Society? (Just trying to figure out how much money of my total would be going into that :)) Do you have a deadline on when you would like to have the characters done?
I'm possibly interested. I have some questions though :
One thing to note in this specific example is that the Shield Champion archetype turns Shields into (non-improvised) thrown weapons with a range increment of 10 ft. which just means there is no -4 penalty, because the threat range is exactly the same :) And as stated before the weapon & shield enhancement together on one shield can have its uses. For the "defense" shield to get the defending quality (which I will not be using, because I honestly don't think I'll be needing that +5 AC that much with all the other stuff I have), but I was also looking into it to get the Merciful enchantment on it so I can hit people without necessarily needing to kill them :) And for an attack shield it's still interesting to have it at least also be a +1 AC shield with the Bashing enchantment for increased damage... Didn't even think about Shield Master adding the AC bonus as attack/damage bonus when attack with the shield as I wasn't certain how everything would stack together. And like Graah! stated, most of these ideas from both sides of the conversation might be true, what matters is the GM's opinion on this. :)
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