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![]() Yqatuba wrote: I've always assumed int=IQ%10. That's probably an oversimplification though. Yeah, that's a little too extreme. A better estimate I think would be 100 + (IntMod * 10). A 7 Int PC would be sitting around 85, an 18 Int character would be 140 (obviously not rounding the modifier to whole numbers, but "int mod" is easier to write than "(int - 10)*5". It still isn't a great estimate, because it gets worse the further from 10 Int that you get, but it roughly covers a reasonable range. ![]()
![]() GM is definitely wrong. Gypsy Prank already gives you the ability to do combat maneuvers much better than a full martial; adding strength or Dex to the mix is just nonsense. So, that’s the common sense explanation. As for lawyering...
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![]() Mark Hoover 330 wrote: Isn't there a rule that you can only make 1 magic item/day regardless of cost? This bond ability is the only thing that breaks that rule, as far as I can tell. So a druid with Herbalism can make a number of concoctions = their Wis bonus for free, taking 2 hours/potion (unless it is expensive) and then ALSO being able to make 1 more at normal cost and time limits as per the Brew Potion feat, but a person with the actual feat Brew Potion can only make 1 potion/day regardless of time/cost right? At least, this is the way I understood things. I think the frequent consensus is that the "2 hours/potion" rule is the specific that trumps the general "one magic item per day" rule, although it RAW doesn't explicitly say, "You can craft potions at a rate of 4 per day AND can work a full 8 hour day", so technically you're probably right. It would be pretty s*@&ty though for a player with Brew Potion as an item creation feat to be stuck making only 50gp-250gp of items in a day, while the Craft Wondrous guy is easily getting his full 1kgp worth. ![]()
![]() Honestly, if the GM removes the ability to sell concoctions effectively, the rest of the Herbalism caps out to "infinite 1st and 3rd level spells, from a the very reduced list of spells that qualify for potions (namely, targeted, non-personal). On top of that, using potions offensively isn't easily done, so you're practically limited to buffs and cure spells, and the druid's list of non-personal buff spells is pretty sparse. Sure, you'll have the best cure potions around, and lots of them, so you can pretty much remove the obligatory wand of CLW, saving the party 750gp. My take away from the above is that the "free" concoctions each day are not only free in cost, but also in not requiring a spell slot to make, as further supported at level 7 when it says "She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level." Why clarify the slot expenditure now, unless it was bundled in to the "free" statement earlier? Just as importantly, from a GM perspective, how would you rather see a player use this ability? To cast lots of low-level spells, and provide situational potions that they otherwise wouldn't make space for in their prepared spells? Or to make high CL versions of 3rd level potions, and then attempt to sell them to every NPC they meet, trusting in sheer numbers to eventually find some that are comfortable with druidic concoctions? Which sounds harder to balance, a druid with infinite 1-3 level potions (again, from only the druid's list, unless they multiclass casting classes and REALLY make themselves just a dispensary with no other purpose), or deciding just how much above the rest of the party you should allow their WBL to reach, since that's now the primary purpose of the Nature Bond? That's my take on it. As written, it's open to interpretation, so I recommend interpreting in a way that won't make you miserable. ![]()
![]() Meirril wrote:
I understand the thought, but strongly disagree. IQ tests measure what they measure. They aren’t necessarily a strong indicator of one’s mental aptitude in general, but they ARE indicative of pattern recognition, knowledge gained/retention, etc. Those are straight up the kinds of things “intelligence” in Pathfinder would correspond to. The biggest issue is that people have a problem with the word “intelligence” being used to cover those types of abilities only, because it makes things like “wisdom” sound less prestigious. There have been arguments about emotional intelligence or determination in the face of adversity, but those are more relevant to wisdom and charisma. If anything, I’d say that actual IQ, which is a term that reflects a real and objective metric, even if people don’t care for the connotations of that term or metric, matches up more closely to Pathfinder intelligence than it does to the real-world usage. Not to jump on anyone’s ideas, but if we assume the OP already knew what he was asking about, then trying to bring in a broader discussion about the merits of IQ tests and their value isn’t really relevant.![]()
![]() I think 10*Int seems like a more reasonable estimate of IQ. Typically, below a 70 IQ would indicate mildly handicapped, and 50 or lower is moderately handicapped. Since a player likely won't go below 5 for any pointbuy, 50 seems like the reasonable limit for an adventurer. Recalling that a 10 is the average for a human stat, and that adventurers are well above average, 130 at 13 also works out. At those levels, a person would likely do really well on standardized tests, but they won't necessarily be acing them with perfect scores. That's more likely at a 16. Stephen Hawking would have probably been somewhere around 16-17 INT. 180 IQ would be more or less the limits of real humans, with the highest recorded values being about a 200. Intelligence beyond that requires non-mundane/human means anyway (headband, dragon, etc), so it seems roughly appropriate. ![]()
![]() I literally never noticed before that healing yourself with fervor isn't explicitly "no-handed". I always assumed if you could cast CLW on yourself with fervor and hands full, you could also just use straight fervor for the same.
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![]() blahpers wrote: If someone wants to use up two levels and bind themselves to the paladin code of conduct to get that saving throw bonus, who am I to argue? True. In the discussion of "Should Paladins be so strictly limited in PF?", I generally dislike the requirements...but accept them solely for their effect in limiting the number of characters with passable Cha from dipping two levels :P. It's the only thing that makes the dip hard to swallow. ![]()
![]() I have dipped with virtually every character I've played who reached/started at level 6+, either by regular-dipping or multi-classing. It has never actually made me more powerful (with perhaps one exception) than if I had just gone with the straight class. I would be outraged if any GM tried to ban my unoptimized, purely-for-fun shenanigans. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid follows nonchalantly, a ways behind Daren, presumably to the east and not toward the fishy smells of the wharf. Along the way he appraises any abandoned houses for cleanliness and structural integrity, trying to find one that would be a good place to stay for a few days.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid continues into town with Freya, attempting to appear separate from the rest of the larger group.
Freya: I don’t have a plan, exactly. But it seems unwise to let anyone know we’re all here looking into fraud. Can you think of any reason we could give for why we’re passing through this town? ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() I’ll work on the intra-character dialogues. It feels a little strange to me, but I’ll build on it. As for the “spoilers” for specific people...how should I use those? Any time I speak specifically to another character, or only when it’s something that I would want to keep personal/private in my personality revelations? ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid turns discreetly to Finn in passing, whispering,
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid shakes his head.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Does seem like we would need some starting information to catch him for sure. We probably won’t find a diary that says “today I stole money from the tax rolls”. A copy of what he sent in to his superior sounds like the bare minimum we need. And how the taxes are calculated.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() I don’t know what accommodations are available near this town, but my tent is quite large. Should fit four of us if necessary. Beyond that...if some has another tent, Bess can haul it for us
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() @carth
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Having half-heartedly thrown his vote in with the rest, Vir decides to walk around the camp a bit. sense motive for mood of militia: 1d20 + 6 ⇒ (8) + 6 = 14
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid inwardly winced at the thought of interacting with people in a new town.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Ah, quite right. I’ll add in a pack saddle for 5gp. Yeah, I assume they call it a “mule” to make it unsuitable as a mount for small creatures, else why not just call it a “pony”. Donkey is a better fit though, and it matches the image I have in mind better. A donkey is more...poor and efficient? ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Yeah, I wasn’t sure what possible restrictions there might be on purchases. If the mule isn’t allowed, that’s fine. I just figured it might come in handy for the squad as a whole. I wasn’t sure I’d have much use for another exotic Proficiency, but I was pretty pleased to find the Throwing Shield. Might not use it often, but it’s another option to add in the mix. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Having been suitably chastised by the dwarf’s assessment of his cleverness as being “the easy way”, Virid determined to do better in the future. He spent free time in the evenings reading about engineering and how it was used to create puzzles, and painting portraits of his squad mates to stay connected to Sune. He was too embarrassed to ever hand them out directly, preferring instead to slip them onto their owners’ bunks when everyone else was out. While wandering the camp one after training one day, he saw a squad practicing battle maneuvers. One of the men held a defensive position behind his shield before abruptly whipping his arm forward and letting the shield spin toward a wooden target. It struck with enough force to leave a deep line in the oak.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Ok
Darkwood Throwing Shield 307gp
hitpoints: 1d8 ⇒ 2
Gained Fervor Warpriest class ability. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Still working on my items Finn, I guess I disagree? It looks like a pretty weak spell to me. Being blinded would be nasty, but it’s really just a save or suck spell, and one that only works in dim light or worse. Hold Person for a free Coup de Grace is more dangerous and has the same will save. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Mor, Freya, Finn: Mor is here now too? Looks like I blew whatever lead I managed to get by being clever. Just so tired. come on...: 1d20 + 2 ⇒ (16) + 2 = 18 Virid manages to force his feet in front of each other, one step at a time, but not quickly enough to pass Mor. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Freya, GM: Willing himself to find some last, hidden reserve of strength, Virid lunges up the incline. last con check: 1d20 + 2 ⇒ (5) + 2 = 7
Despite his best efforts, his legs give out and he falls to the ground, gasping for breath. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() When we get back to camp, a last minute addition to our squad is waiting. Fortuitous, since we lost an absent-minded herbalist in a tragic obstacle course accident. A guard in red was quoted as saying “huh. I’ve never seen that happen before.” ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Finn, Freya, Virid: Virid’s limbs were feeling noticeably heavy. It’s right...there. Just...dig deep. I wonder if Gweenth would smile more if I win or if I lose. Just...keep going. con to run: 1d20 + 2 ⇒ (10) + 2 = 12 Did I...make it? Virid looks surprised he’s still standing. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Freja, GM:
Whew. I think I’m caught up...is that Finn up ahead? Well, looks like there’s no way around this one. Just...the last stretch... running: 1d20 + 2 ⇒ (10) + 2 = 12 Finn! I’m catching up! If you having any running magic, now’s the time to use it! ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Daren, GM: No point in intentionally getting wet...
Dex: 1d20 + 4 ⇒ (5) + 4 = 9 Virid miscalculates the rope’s motion, and tumbles into the water. Laughing, he just runs through it to the other side and keeps pursuing the others ahead. These long legs might be enough to catch up...gotta...pull ahead. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Mor, Daren, GM: That lucky little spoiled...although...
A moment of thoughtfulness crosses Virid’s face. Without even trying, he places the puzzle back down and lopes off down the path. The dwarf never said anything about actually doing puzzles. Just that we needed to reach the end first. Hopefully he appreciates some clever thinking. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() all but Oalin: Virid is heartened to see that he’s caught up to the rest of the group.
Except Gweenth. That lass is...something else. Virid gazes in admiration at her departing form before shaking himself free and focusing on the task at hand. It’s...a puzzle. These things usually start with...well, Gweenth’s is already done... perception: 1d20 + 2 ⇒ (12) + 2 = 14 No help. I know what it’s supposed to look like, but that doesn’t tell me how to start. Puzzle wisdom: 1d20 + 2 ⇒ (3) + 2 = 5 Virid lets out a growl as the pieces he was trying to fit together suddenly slipped and scattered in his hands. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Mor, GM: Feeling slightly winded, Virid considered pausing to rest a moment, but changes his mind when he sees Mor slipping right past the next obstacles.
First: 1d20 + 4 ⇒ (15) + 4 = 19 Second: 1d20 + 4 ⇒ (16) + 4 = 20 Third: 1d20 + 4 ⇒ (15) + 4 = 19 Clearing the poles with ease, Virid is pleased to see he made up enough time to be neck-and-neck with Mor again. ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Mor, Oalin, GM: This seems a bit more promising. Grandfather always said I was light on my feet!
Hoping to make up some of the lost time, Virid hits the pole still moving at a fast jog. acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21 ![]()
M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid gives a growl, which quickly devolves into a chuckle at Gweenth’s comment, and he throws himself at the wall, awkwardly clambering to the top.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Having finished eating, Virid hurries back to the barracks and changes into just his clothing. Seeing Mor pack a knife, and remembering how suddenly their last battle had come upon them, he hesitates and then wraps a whip around his waist as a makeshift belt. It circles him nearly three times, but otherwise isn’t overly noticeable.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Grumbling as his clothing brushes over the still raw brand, Virid dresses and steps out to the line, snorting when he passes Finn and Daren.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Face set in a very grim line, Virid steps up to the stump.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid pauses, then grabs another of the ale jugs and sits down near, but not exactly with, the other two. Although curious about what Brock is suggesting, he can’t help but feel that those thorn order people sounded familiar...
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Finn, I think you might find that chain shirt isn’t as heavy or restrictive as you think it will be. But, if there are any spare ones around that are going unused, I think it might be beneficial for me to wear one.
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M Half-orc Warpriest 2 | HP: 16/16 | AC: 20, T: 14, FF: 16 | Fort: +7, Ref: +6, Will: +7 | Perception: +2 | Init: +4 |
![]() Virid blinks rapidly as his bed shudders. Stretching, he gets out of the bed.
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