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SargonX, Ragadolf, Torillan and Pat 'O the Ninth Power.
Once the Gazettee for Golarion arrives, I'll place you in a suitable medieval setting. For now, keep the background sparse.
Four races, four classes and one person with title to a castle in the wilds. The rest are his family, or more likely retainers and staff.
Let's concentrate on the characters for now.
Cheers

Pat o' the Ninth Power |

Roll-off: French Wolf (1d20=6, 1d20=16)
First choice: Cleric
Second choice: Wizard

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French Wolf roll-off (1d20=16, 1d20=12)
First choice: Fighter
Second choice: Rogue
I'd prefer not to play the cleric since I'm already playing a cleric in a pbp that's switching over to the Alpha rules. Try something new!
French Wolf:

Ragadolf |

Here's the rolls:
Rag's rolls: (1d20=5, 1d20=20)
1st choice: Wizard, (of course!)
2nd Choice: Rogue (Others have already listed Cleric)
I'll play anything once, I'm just most familiar with casters.
Game on! :)

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So the characters are in dice roll order;
16) SargonX - Fighter
6) Pat o' the Ninth Power - Cleric
5) Ragadolf - Wizard
3) Torillan - Rogue
5) TheOcho alternate.
I hope everyone is fine with that, especially Torillan?
Additional Character Generation information
1) Since this is pbp, experience will be on the fastplay scheme. So 1,300 to second level.
2) Hit points I'd like to use one of either, Flat or Racial.
Easter, so take your own time (I am). I imagine we will be starting the game next weekend at the earliest.
Cheers

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BTW, if you like having a printed copy of your characters, some people have posted their versions of new PF character sheets in this thread.

Pat o' the Ninth Power |

So the races that do or can have Wisdom bonuses are Dwarf, Half-Elf, Half-Orc, or Human.
I'm inclined toward a fightin' cleric, so probably either Dwarf or Half-Orc, leaning toward Half-Orc at the moment. SargonX, do you know what race you want for your fighter? If it's one of those two, I'll take the other.

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So the races that do or can have Wisdom bonuses are Dwarf, Half-Elf, Half-Orc, or Human.
I'm inclined toward a fightin' cleric, so probably either Dwarf or Half-Orc, leaning toward Half-Orc at the moment. SargonX, do you know what race you want for your fighter? If it's one of those two, I'll take the other.
I'm thinking half-elf for my fightin' fighter, or human if I really need that extra feat. So dwarf or half-orc are all yours, as far as I'm concerned!

Torillan |

So the characters are in dice roll order;
16) SargonX - Fighter
6) Pat o' the Ninth Power - Cleric
5) Ragadolf - Wizard
3) Torillan - Rogue5) TheOcho alternate.
I hope everyone is fine with that, especially Torillan?
I'm OK with it. I figure I'll let everyone else pick what race they want, and I'll pick something left. I'm kinda interested to see what some of the "typically non-rogueish" considered races would be like to play using the Alpha rules.
I'll start whipping something up sometime this weekend, although I'm working both days, 12 hour shifts (I work in an ER, if you must know).
But if we have some time, I'll do little bits at a time.
Thanks!

Ragadolf |

I'm good, Great in fact!
OK, so,
-28 point stats buy
-Racial Hit Points,
And do we want to all try to have a different race as well? I'm good with that.
I won't be doing anything tomorrow (Easter Sunday=Family Day) But I'll get going on it by Monday for sure.
I'll probably take the Elf as Wizard, unless someone else wants it. Since this is a playtest, I'm good with anything. (May discover a great but unusual combo! Who knows?!?)
And the fun begins!

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One beef I have with the PRPG is that domain powers for a cleric are based on charisma.
Just when races are starting to get racial bonuses to wisdom so you can build a flexible cleric, you're hamstrung by having to boost charisma. Why isn't it wisdom based for the DC?
It's even worse for a wizard because now they are all going to be nice and friendly just to get a decent DC on their arcane school powers. Why can't a wizard use his intelligence to learn these powers? It doesn't make sense to me.

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One beef I have with the PRPG is that domain powers for a cleric are based on charisma.
Just when races are starting to get racial bonuses to wisdom so you can build a flexible cleric, you're hamstrung by having to boost charisma. Why isn't it wisdom based for the DC?
It's even worse for a wizard because now they are all going to be nice and friendly just to get a decent DC on their arcane school powers. Why can't a wizard use his intelligence to learn these powers? It doesn't make sense to me.
For clerics I think they use Charisma because that's what turning is based on. Channeling energy is based on your Charisma, so the domain powers are too.
I hadn't noticed that for wizards, but the design philosophy here could be that these are innate powers, not spells. Sorcerers are innate spellcasters, so their stat is Charisma, so other innate arcane powers should be based off Charisma too.
Not saying I agree with it mind you (except perhaps for clerics), but I think that may be the reasoning behind it.

Ragadolf |

I did NOT notice the Charisma requirement for the powers list. (I was reading it rather quickly!) I guess I'm gonna haveta read a bit more carefully now won't I?!? ;P
I have heard of Dwarf Wizards who ended up at 1st lvl having as many or more HP than the fighters! Lol!
EDIT- Ah-hah! "I see said the blind man!" The Charisma is not required for LEARNING or USING the school powers, it gives a boost to the DC of the powers!
OK, from a player's standpoint, yeah it would be nice if I could tie it to my primary stat (Int in this case), but if Cha is supposed to be 'force of personality' I can see that argument too.
Since a lot of the powers granted are not offensive in nature, I don't know that not getting an extra point or 2 to the DC of the granted powers will be a big deal.
That's what we're here to find out! ;P

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Griffin Sire Castle - "Schloss Graffeskor"
General Background Information
What was once a farmland country with dozens of Church Barns to Erastil is now more of a wasteland. There is a bandit leader who styles himself Angoll, the Butcher of Asmodeus. He is a murderous fiend, who is supposed to rule from on high in the Griffin Sire Castle. The Castle glorious past, raising of griffons and training into mounts for the Krais Dragoons, has left a name and a legacy but the rest lies in ruins now.
It is a haven for thieves and the surrounding countryside is guarded by the remnants of the Ravenous Horde. Yours to command for the price of a gruesome meal and so the people hide for fear of becoming the next Horde meal.
The well-guarded grounds have led to the castle market flourishing, especially in the sale of weapons and rare exotics. Even the odd important prisoner is kept captive here until his ransom is paid.
Outside the blasted wilderness has been destroyed by the attacks of the goblinoids, and the armies sent to win back the land. Now the armies have left and the tribes fled back into their holes. What is left is worthless to the king - he no longer cares for this dead territory or for its scattered peoples.
One or two well meaning lords have taken matters into their own hands. They have traced the last remaining noble son of the Castle, and he has the support of a few good men (or women) to try to end the terrifying reign of Angoll and his thieves. They could not let it lie but the very method of the attempt to take back the Castle and the people used shows just how ineffectual the present day nobles have become.
All they have to do is cross the devastated countryside with its feral marauders and half starved locals. Then there is the small matter of the woods and caves of the remaining goblins. Finally there is the castle itself and its den of evil occupants.
Specific Background Information
The mission may be regarded as a fool’s errand but it has the backing of the Iron hall of Gorum, the Battle Lord. They have allowed their priest to try for this worthy challenge. Quietly others have been added with their own reasons to travel to the Castle.
Feel free to assign yourselves to an organisation that may have a vested interest in seeing a change of ownership in the Castle. Bear in mind that this doesn’t have to be a holy crusade (unless you want it to be) the land is politically weak and poorly policed.

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Good stuff, this half-elf. I particularly like that you used the free weapon choice to get an exotic, it's like having a free feat. That only works if you play one of the warrior classes but it's a nice touch.
One small thing, could you make it clear on the profile that your default AC is 19/17 - because it goes down when you are in TWF mode? It will help me run combats.
Cheers

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Good stuff, this half-elf. I particularly like that you used the free weapon choice to get an exotic, it's like having a free feat. That only works if you play one of the warrior classes but it's a nice touch.
I'm not so sure about that. A half-elf doesn't get a the Exotic Weapon Proficiency feat, he gets proficiency with any one weapon. I didn't even consider a +1 BAB might be required.
I think this could actually be a little broken, because I think everyone playing a sword-and-board fighter would take it for bastard sword proficiency. Or anyone playing a half-elf could take bastard sword. I seriously considered doing it myself, but decided to stay with the weird shield-as-primary-weapon shtick.
Anyway, something to go into the playtest notes.
One small thing, could you make it clear on the profile that your default AC is 19/17 - because it goes down when you are in TWF mode? It will help me run combats.
Done. But only until I pick up- Deft Shield next level! }:)

Ragadolf |

Heh, "chicken scratching" indeed!
I'm in the same boat. Travelling to New Orleans today, should start getting stuff settled into the PC tomorrow (Maybe tonight, but don't hold your breath)
Having only read portions of the Alpha in detail, can someone explain the new Skill set to me? I understand the combining of some skills (YAY!)
We can only add so many skills per levels? Not spend our skill points on any skills we want at every level? What did I miss from skimming it too quickly?

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You get 2+ Int modifier skills. Rather than skill ranks you choose which skills you want and then that's it. You are trained in those skills and only those.
If they are class skills you roll 1d20 + key ability modifier + (level+3)
If they are cross class skills i.e. a wizard taking Heal then you roll 1d20 + key ability modifier + 1/2(level+3)
Effectively you can not dabble in skills with skill points, you are assumed to be maxing out your skills.
Note that racial modifiers apply too.
Cheers

Torillan |

I'd rather not have the start drag on so do you think you've got the time to finish a character by Sunday night, real life permitting?
That applies to Ragadolf and Pat, as well as you. SargonX is a machine, he has finished his already.
Then we can start next week with the first encounter.
Cheers
Absolutely! I plan on finishing by Friday evening.
Thanks for understanding!

Pat o' the Ninth Power |

I'd rather not have the start drag on so do you think you've got the time to finish a character by Sunday night, real life permitting?
That applies to Ragadolf and Pat, as well as you. SargonX is a machine, he has finished his already.
Then we can start next week with the first encounter.
Cheers
Should have no trouble finishing by Friday. Sorry about the delay.

Ragadolf |

I'd rather not have the start drag on so do you think you've got the time to finish a character by Sunday night, real life permitting?
That applies to Ragadolf and Pat, as well as you. SargonX is a machine, he has finished his already.
Then we can start next week with the first encounter.
Cheers
Absolutely, this week is just,... well it's typical really, I guess that's what's so dang depressing about it! ;P
But I PLAN on having the character up by Friday. Sunday at the LATEST. Promise! (RL permitting, I am busy at work, but I should be able to swing it!)
Thanks for the understanding, AND the clue-in on the skills! :)
Looking forward to the test-drive!

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You guys probably know already that the Alpha rules have been updated and I think we should abide by the updates as they appear (for now).
SargonX - one change is to the half-elf racial abilities.
Cheers
So I noticed. *grumble, grumble, grumble* :(
I did think it was a bit powerful, but it will now require completely revamping my character. I may end up changing to human.
Did I mention *grumble, grumble, grumble*?

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Human seems to be an easy solution since they get the benefit half-elves just lost.
Its a shame because half-elves are the one race I would never play up until now. Elves and humans have all the better bonuses. I sound like a power gamer but it's as much about individuality. Half-elves need a signature ability that raises them above the masses.
Cheers

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Torillan,
If you would rather play a fighter (one of your original choices), I'd be happy to play the rogue. With the 1.1 changes I'm having trouble with the new concept for my fighter.
Either way, it's up to you. I'll probably create both a fighter and a rogue and use whichever is needed.
Cheers

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I reckon he will snap your hand off.
Cheers
There's no need for that. It's all in the spirit of teamwork and fun. If he already has a rogue, then I stick with the fighter. But if he hasn't done anything yet, he may prefer to make a fighter.
It's cool, yo. I'm easy (but not cheap). :)