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Alright, I've updated Lyra's character sheet. It should be all set to go now.


My character, Lyra, is more or less a support character, or at least I've given her abilities that let her function in that role. All of her first level spells can be used to help other people in the party, especially Mage Armor and Cure Light Wounds. She can also use Heavenly Fire five times a day, which gives her a 30ft radius 1d4 healing ability, but only for good characters, which at least seems to be most of us? (It also does 1d4 damage against evil creatures, which is a neat bonus.) She's also got Bit of Luck, she can use once per day to let someone roll a d20 twice and take the higher result, and Karmic Blessing, which lets her temporarily turn someone's skill into a class skill.

As for actual combat abilities, she's mostly just got her crossbow, which at least lets her keep some distance between herself and enemies. Unerring Weapon will help with that, though, since the crossbow has a greater critical threat chance (19-20 instead of just 20) and that spell makes it easier to confirm a critical hit.

And since we're going to be traveling a lot, I gave her the trait Starchild, which basically makes her a living compass, and gives me a +4 bonus on rolls to avoid becoming lost.

Her stats are mostly pretty good, but she's pretty frail in terms of strength and constitution (and only has 5 health, and can't use physical armor) so she'll need to avoid getting hit too much.


Finished the character sheet for my character, Lyra,
as well as her familiar
. Everything in there should be good to go.


Am I allowed to make my character a catfolk arcanist? (Specifically, an unlettered arcanist, an archetype of that class that has a familiar instead of a spellbook and uses Witch spells.)


That sounds good for a starting area. I dunno how I feel about dwarves, though. I sort of feel like the beginning area should be kind of a melting pot, somewhere people might travel to regardless of species or background.


I don't really know anything about the default Pathfinder setting, so I don't have a strong preference for anything. Homebrew would probably be more interesting, although it would also be more work for you. As long as we're visiting interesting locales with diverse inhabitants I'm fine with it.

edit: Although I'm not entirely opposed to the PCs getting involved with some sort of organization, the character I had in mind is more of a vagabond, driven by a personal (albeit also sort of scientific) motivation. I guess in general I just prefer the PCs travelling of their own accord and getting entangled in various things along the way.


My thought is that a good starting point would be the PCs having some sort of specific end destination in mind that they are travelling to (which may or may not actually exist) but end up getting roped into other things and stop at various places along the way. They don't even necessarily have to reach this destination, but having one in mind would be a good explanation for why the characters are travelling together, and would provide at least some sort of overarching plot to tie the narrative together.

I also think it would be good if the PCs all had their own specific goals in mind, since that would not only help flesh out the characters, but also potentially provide some interesting hooks for different subplots down the road.


I've never played Pathfinder (and only played D&D once before) but I'm interested in participating in something like this.

I'm fine with horror as an element but don't like anything involving gore or body horror. I generally enjoy stuff involving ghosts and cosmic horror and such.

I'm not sure what the level of technology is in regular Pathfinder, but I feel like if the focus of the campaign is going to be on travelling, there should at least some modern-ish forms of transportation, like trains or (powered) boats or something. Lots of room for different types of story arcs there.