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Rynjin wrote:

Well, look at it this way Shard, Rogues get 8 + Int mod skill points. Meaning a 10 Int and no other bonuses you get 8 skill points per level.

By comparison, the next step down is 4 + Int mod, meaning their character needs an 18 Int to get the same amount of skill points you get.

So, in short, no you really don't need a high Int.

I think Rogue may be your worst choice for a ranged combatant though, they lose most of their good stuff at range (Sneak Attack and such). If you want to go ranged I suggest a Ranger with the Archery Combat Style, a Zen Archer Monk, a Bard if you still wanna be a skill monkey as well since they get 8 + Int skill points too (they require a grand total of 0 Feats for anything else really, might as well pump them into Archery Feats), or a Gunslinger if your GM allows guns.

Also your system sounds absolutely nothing like Pathfinder whatsoever at all.

We are allowed single shot guns. I would be more interested in a longer range gun than say a pistol. The Zen Archer Monk looks interesting though. The ranger also appears interesting.

Is there anything you would recommend I read for building my first pathfinder character?


Atarlost wrote:
It is, for all practical purposes, not possible to sneak attack with ranged weapons. Sorry. Not more than once per combat and that only if you're lucky.

Well, even without that, I would still prefer to try my hand at a ranged class. Do you have any tips? I assume I should mainly be putting putting points into dexterity. I see that it says I gain skill points based of 8 + int modifier. Does this mean I need to put a lot of points into intelligence as well?


Sorry for a somewhat lengthy post, the most relevant stuff is in the first paragraph.

I would like to play a rogue, due to being able to sneak attack with ranged weapons. Is it possible to do this with a musket? Can a gunslinger do sneak attacks? I read briefly in another thread, that without an alchemist a gunslinger is pretty weak. I really want a simple damage dealer that isn't melee. I also have no idea how all the pathfinder stats contribute to the character as a whole. Advice? Our group is apparently starting at level 6. Something about melee characters not doing much until that point.

I already rolled my stats, and got a 12,11,14,13,14,14.

I am playing this with some friends and not my normal DM.
My regular DM has run a tweaked warhammer fantasy campaign with us, and is currently doing a tweaked deadlands campaign in space. I have little to no experience with a d20 system as he doesn't like them.

My other campaign uses the following stats:
strength(melee), deftness(guns), nimbleness(movement based stuff), cognition(observation/search stuff), charm(bargain persuasion stuff), smarts(hacking bluff gamble intuition), knowledge(lore, first aid, demolition, navigation), vigor(resilience) & spirit(faith, discipline)

We gain X amount of experience per session, and leveling an ability such as first aid to level 1 costs 1 xp, to level 2 costs 2. At level 6 and above it costs 12 xp for each raise.

You add the level of the skill and then you roll your stat. So if I have a 3d10 in first knowledge it would be 3d10 + 6 if I have first aid 6.

You raise a 2d10 stat to a 3d10 by paying 6xp. and you raise a 2d10 to a 2d12 by paying 12xp. After d12, you get a flat plus one to a roll for every 12xp.

Special abilities cost 3xp and can be enhanced in certain aspects for 3xp.

We average about 3xp for a 4-6 hour session weekly.

When we roll our dice, we mark one as a chaos dice, and if we roll a one bad things happen. They can explode and roll multiple times. We only take the highest on hit, and all on damage.

How far away from pathfinder is this system?