Gert & Old Lace v3: Gert Male Human (Kellid) Druid 1 NG Medium humanoid (human) Init +3; Senses Perception +8 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +1 Dex, +1 dodge) hp 15 (1d8+7) Fort +3, Ref +1, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee club +3 (1d6+3) Ranged sling +1 (1d4+3) Druid Spells Prepared (CL 1st; concentration +3): 1st—magic fang, shillelagh (DC 13) 0 (at will)—light, spark (DC 12), stabilize -------------------- Statistics -------------------- Str 17, Dex 13, Con 13, Int 10, Wis 15, Cha 10 Base Atk +0; CMB +3; CMD 15 Feats Dodge, Tribal Scars Traits reactionary, savannah child Skills Handle Animal +5, Heal +6, Knowledge (nature) +6, Linguistics +1, Perception +8, Survival +10 Languages Common, Druidic, Hallit, Shoanti SQ nature bonds (animal companion), wild empathy +1 Combat Gear alchemist's fire (2); Other Gear lamellar (leather) armor, heavy wooden shield, club, sling, sling bullets (20), dungeoneering kit, fishing kit, 9 gp, 3 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- Old Lace
@Broken Prince - Dodge is a bit of a meh feat, but I'm not sure what else to take and it will boost my AC. I mean, I guess I could take toughness on top of tribal scars but...I'd like power attack but of course I can't get that yet. I'm open to suggestions. I haven't done a druid build before. I was going for a dog/wolf because of tribal scars for background reasons, though I suppose that a velocraptor in the Realm of the Mammoth Lords wouldn't be unheard of either :)
Thanks for the feedback guys. Nogra & Grimm v2: Nogra Male Human (Kellid) Druid 1 NG Medium humanoid (human) Init +3; Senses Perception +8 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +1 Dex, +1 dodge) hp 15 (1d8+7) Fort +3, Ref +1, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee club +3 (1d6+3) Ranged sling +1 (1d4+3) Druid Spells Prepared (CL 1st; concentration +3): 1st—magic fang, shillelagh (DC 13) 0 (at will)—light, spark (DC 12), stabilize -------------------- Statistics -------------------- Str 17, Dex 13, Con 13, Int 10, Wis 15, Cha 10 Base Atk +0; CMB +3; CMD 15 Feats Dodge, Tribal Scars Traits reactionary, savannah child Skills Handle Animal +5, Heal +6, Knowledge (nature) +6, Linguistics +1, Perception +8, Survival +10 Languages Common, Druidic, Hallit, Shoanti SQ nature bonds (animal companion), wild empathy +1 Combat Gear alchemist's fire (2); Other Gear lamellar (leather) armor, heavy wooden shield, club, sling, sling bullets (20), dungeoneering kit, fishing kit, 9 gp, 3 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- Grimm
Nogra & Grimm v1: Nogra Male Human (Kellid) Druid 1 NG Medium humanoid (human) Init +3; Senses Perception +8 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 15 (1d8+7) Fort +3, Ref +1, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee quarterstaff +3 (1d6+4) Druid Spells Prepared (CL 1st; concentration +3): 1st—magic fang, shillelagh (DC 13) 0 (at will)—light, spark (DC 12), stabilize -------------------- Statistics -------------------- Str 17, Dex 13, Con 13, Int 10, Wis 15, Cha 10 Base Atk +0; CMB +3; CMD 14 Feats Huntmaster, Tribal Scars Traits reactionary, savannah child Skills Handle Animal +5 (+7 with selected animal type), Heal +6, Knowledge (nature) +6 (+8 with selected animal type), Linguistics +1, Perception +8, Survival +10 Languages Common, Druidic, Hallit, Shoanti SQ nature bonds (animal companion), wild empathy +1 Combat Gear alchemist's fire (2); Other Gear lamellar (leather) armor, quarterstaff, dungeoneering kit, fishing kit, 16 gp, 5 sp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Huntmaster (Dogs) +2 bonus to Handle Animal/Knowledge Nature with selected animal type. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. -------------------- Grimm
I've wanted to try a druid for a long time, and a I've flirted with Oracles on a few other occasions. I actually did a Dark Tapestry Oracle build for another game that I was quite in love with. Either is certainly appealing to me. I love the orphanage idea as a nod/easter egg. It also gives a nice blanket for dissimilar characters to know each other and have strong ties. Having GM'ed Godsmouth I'd prefer the other two first with a preference for Crypt.
Hello everyone! I am thrilled at this idea, and started trying to think of characters as soon as Lithrac messaged me. I will start by saying I am open to play just about anything. I would prefer to play something that I have not yet played before class-wise just to have a chance to play something new. However I also enjoy playing clerics so that is an easy roll for me to take if others want to do something else. My current PFS character stable is this:
I am also playing a Fire Wizard in a Shattered Star PbP. There are tons of cool party ideas though that we could look at. All dwarves, for example. Reluctant allies, for another. The crew of the Serenity, for another. etc, etc. I think throwing out some interesting ideas and getting a few solid choices on the table would be best so we can get a party formed pretty quickly. I'd be ok starting with "The Confirmation" as it's a logical starting point.
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I've got several 2nd level martial characters and would like to get into Ice if possible. 2nd level:
I could always make a new 1st level something to fit the bill as well.
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Galtar - a mystical jack who explores dark places! FYI - I used the iPad Numenera character creator app for this. Crunch: 11 Might 0 Edge 12 Speed 0 Edge 15 Intellect 1 Edge Effort: 1 Cyphers: 0/2 Oddities: 0/2 Focus:
Light weapon:
Shin: 8 Skills
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Doug Miles wrote:
I was thinking about doing this after the zombie encounter for area 1, so we are kind of on the same wavelength here. But yeah, right after the room with the creepy kids is an excellent choice! Area 1 seems like a much more logical choice as far as the map goes for the stated goal of 'Qadiran merchants seek a private location in Absalom to warehouse vast quantities of less-than-legal wares.' At least better than a room that's randomly flooded with sea water :) I know it doesn't say this room or that room will be used for that purpose, but having the 'trigger' for this even being in one of the least optimal rooms in the Necropolis seems strange to me.
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So I'm getting ready to run this on Friday and I'm a little confused about the scry attempt. 1st how would the PCs know that they should voluntarily fail the Will save for this? Are you aware of the attempt as it happens prior to the Will save? Additionally Area 3 makes a terrible location for a store room doesn't it?
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Soliloquies wrote: I see this morning that the first few events from Gen Con 2010 are getting reported. Thats awesome! My faction is getting some lovin' w00t for data entry, go Mark go! Quote: Thu, Aug 5, 2010 Gen Con 2010 28 Chris Mortika #51: The City of Strangers—Part I: The Shadow Gambit (PFRPG) 9783-1 Kuduro al-Lazuri 1
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Lou Diamond wrote:
The max PA you can earn in a module is 2. You failed your mission in part 3 and cannot gain a PA from another module in part 4 which could even result in you earning 3 PA for that session.
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Mark Moreland wrote: All three of the specific issues you raised are among the highest priorities for Hyrum and myself as we push forward. I'll let Hyrum chime in about the latter question if he feels this is an appropriate time and forum to do so. Published material gets (and usually hits) deadlines. These kind of topics should get the same kind of treatment. At least it doesn't feel like they do from this side of the wall...or is that perhaps why we find ourselves having this conversation in the first place?
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Mark Moreland wrote:
The list MisterSlanky had is pretty representative. 1 - Summer Event Reporting - Hire a temp data entry worker and be done with it, please :)
Beyond that I there is some specific vision Hyrum has with respect to Organized Play. I would assume that he wasn't picked to fill this position just to keep the lights on, so sharing that vision with the feet on the street would be an awesome start.
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MisterSlanky wrote:
All kidding aside, it's something that will help settle the restless natives if we could get a 1000 foot view of the 'state of PFS' especially with several outstanding irons in the fire. Status quo isn't something we are likely to want to hear given the sudden nature of this change.
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Werecorpse wrote:
I think the best resource at the moment might be the store itself. You see the modules which are called Something Part 1, Something Part2, etc. There are a few others outside that obvious notation (Mists of the Mwangi/Voice in the Void or Among the Living/Among the Dead) and it also looks like Season 2 is going to have a lot of Something Part 1, Something Part 2 etc.
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Harkaelian wrote: I was unaware that you were restricted to playing the mods "exactly as is". It was our understanding the GM had the freedom to adjust even in a small way the mod as needed. Don't get me wrong, I realize you can not rewrite the mod. Our local group does however add extra mooks or add a level to the BBEG on a regular basis. Interestingly I can't seem to find a reference in the Guide about this. Maybe my search is weak today. The closest I could find is: The Guide, pg. 26 wrote: They may never, however, gain additional PA, experience, or gold beyond the limitations of the scenario’s chronicle sheet or the basic Pathfinder Society Organized Play rules.
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0gre wrote: Refusing to drop a CLW or even a cantrip to stabilize an unconscious character is pretty anti-social though. I certainly don't want that sort of player at my table as a GM or as a fellow player and would consider it a form of dysfunctional play that falls into the bullying clause. I have been slow to heal characters back up over 0 before if I feel like their bad tactics are causing as much or more damage as the bad guys we are fighting. I'll stabilize to remove the immediate threat, but heal them after combat. Of course, I've also been killed by my own stupid tactics before too. :)
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Joshua J. Frost wrote:
While it may not explicitly track it, it could trivially derive character levels based on reported modules as well as TPA to at least model your player base somewhat. Slightly more difficult you could infer some stuff about the character based on the PA they did (or didn't) earn since you'd know their level, faction and the DC of the challenge they faced. Of course, you probably already know that because you get a report spit out on a weekly basis :)
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Ricky Bobby wrote:
You are indicating to me that the data Erik and Josh are looking at appears to be valid. You aren't playing higher level (by choice) and what you are playing isn't getting reported. No need to raise the level cap. Which appears to be the current official position. EDIT: And letting players self report is only an open invitation for abuse, so then you have to create a two step process which is actually more difficult and requires more work for everyone than the current system.
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Ricky Bobby wrote:
The Guide, pg. 27 wrote: As a GM (and sometimes as the coordinator of a convention), one of your most important (maybe sacred) duties is to report the results of your scenarios online at paizo.com/pathfindersociety. Reporting is a cascading effect. We need accurate records so that we know how many people are playing Pathfinder Society each month so that we can track growth so that we can properly budget the Society. The more people that play, the more money we dedicate to the Society (on potential things like player and GM rewards). Failing to report can also have direct consequences for a player who loses his chronicle sheets—because we track things like sessions played and prestige gained, we can do a fairly decent job of rebuilding a character sheet that was lost in a fire or left behind at a convention. If a character’s online records are not accurate, then in a very real sense the character’s physical records are not as well. Physical records always count as the truest accounting of a character—but keep in mind the consequences of failing to your report your sessions.
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AlexJTanner wrote: Alright I guess I was just confused on the wording of the bit on page 13. To be fair I am currently without glasses so it may be my fault It's already been cleared up, but I think what you are reading here is that page 13 is an reference to the legal Core Assumption material. Chapter 13 lists what books, and what parts of what books are additionally legal beyond the Core Assumption material.
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RtrnofdMax wrote:
Maybe I misunderstood the feat description, but I though it was required to have Wild Shape as a class feature. That means druid doesn't it? Under the special note it also states that if you have lycanthropy you could take it without meeting the requirements. I don't see the issue here. I haven't read 100% of the PFS mods, but I have a sneaking suspicion that there are exactly 0 where a PC would be able to contract lycanthropy. Therefore, you can take this feat if you are a non-lycanthropic druid.
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Joshua J. Frost wrote: As written, no. I thought about this quite a bit, but the text about defending your sovereign's lands and so on very distinctly fits a king/queen-type leader, and not the Society. What about a specific Venture-Captain or faction representative?
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bdk86 wrote:
...and making me a sandwich?
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Alizor wrote: As a part of that he mentioned that he would be including more sources such as Orcs of Golarion, Faction Guide, newer AP material, etc. I guess I missed that one somewhere? I saw a generic 'add more books' but nothing specifically named. Link?
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ArVagor wrote:
Yes, as mentioned in another thread. 3.0.1 is a minor release legalizing the Magus only.
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Gallard Stormeye wrote:
There is a minor update due out this week to legalize the Magus playtest in the Guide, even though Josh did officially legalize it in a post on Monday. He hasn't given any other hints though about any other books that might go in this 'minor' update.
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mellowgoth wrote:
You can also find more options here.
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Joshua J. Frost wrote:
Thanks for the quick official word Josh!
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Armenfrast wrote:
At 3 euros you are getting quite a deal vs. the 25 USD for the tshirt! :) |