| Selene Liadon |
I will assume this is where it would be best to put my times.
As of now im running to groups one is being moved to Sundays 1:00pm-10:00pm the other group is Monday from 5:00pm-10:00pm.
Now that being said the DM already knows I stay up late I'm a stay at home day and a night guy. Now why he put im unsure of what to do with my cleric if ill just forces on healing or if the party feel im need to fill other role would like to talk to my other group members to find this out.
| Karmic Knight |
Hi all,
Will be creating the sheet on Myth-Weavers and then will provide the link here.
Mondays and Tuesdays are my best days. The other days in the week won't work for me right now.
Monday 9:00 pm to 1 am EDT
Tuesday 9:00 pm to 1 am EDT
Hope these work. I'm really looking forward to playing in a campaign.
Almost forgot to answer Gauss' question. Splitting of treasure will ultimately depend on my character. Once I get a good feel for him it will be easier to decide on how he approaches the splitting of treasure. More than likely it will probably be an even split of coins. His view on magical items may differ.
Karmic
| Gauss |
Down Comforter: we are using 20point buy.
- Gauss
Edit: My best day is mondays. I figured thats what we were signing up for initially anyhow. :)
Edit2: Here is the link to Uatu's post where he posted the location of the gameplay rule document.
Iron Victory
|
I'm free any day after 5pm est but Tuesdays.
Working on my sheet, should be done tomorrow. I really like the Sable Company Marine Archetype, so I'm thinking a disgraced recruit who managed to steal a hippogriff egg/chick. (Since I don't get a mature one until level 4)
Too bad I eat nothing but negatives for the first 3 levels of the archetype though. C'est la vie.
| Khantin |
Hey guys, this is Khantin from the GitP board.
My schedule is pretty open, I work 9-5:30 est mon-fri and I am starting indoor soccer on tuesday nights, and maybe dodgeball on sundays. Other than that, on weekdays I can guarantee that I will be available from 6 pm to until about 3 am est, weekends get sketchy. If I don't end up playing dodgeball then I can guarantee sundays too.
| Down Comforter |
Alright, Thom al'Nor is wrapped up. I'll try to add in his fluff this weekend, but for sure by Monday night.
Here's his stat block for an easy look over.
Male Half-Elf Summoner (Synthesist, Wild Caller) 1
NG Medium Humanoid (elf, human)
Init +1; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 11 (1d8-1)
Fort -1, Ref -1, Will +4; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Sword cane -1 (1d6-1/x2)
Spell-Like Abilities Summon Nature's Ally I (8/day)
Summoner (Synthesist, Wild Caller) Spells Known (CL 1, -1 melee touch, -1 ranged touch):
1 (3/day) Mage Armor (DC 16), Rejuvenate Eidolon, Lesser
0 (at will) Message, Light, Mage Hand, Read Magic
--------------------
Statistics
--------------------
Str 8, Dex 8, Con 8, Int 16, Wis 14, Cha 20
Base Atk +0; CMB -1; CMD 10
Feats Extra Evolution, Skill Focus (Use Magic Device) (Adaptability)
Traits Elven Reflexes, Heirloom Weapon (Proficiency) (Sword cane), Scholar of the Ancients
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +7, Perception +4, Spellcraft +7, Use Magic Device +12
Languages Common, Draconic, Elven, Giant, Thassilonian, Varisian
SQ Arcane Training, Eidolon, Eidolon Link, Elf Blood, Fused Eidolon, Fused Link, Share Spells with Eidolon, Weapon cord
Combat Gear Dagger, Haramaki, Sword cane; Other Gear Bedroll, Belt pouch (11 @ 5.5 lbs), Chalk (2), Eyeglasses, Flint and steel, Hammock, Loaded dice, Marked cards, Pocketed scarf, Soap (2), String or twine, Sunrod (2), Waterskin, Weapon cord, Whetstone, Wrist sheath, spring loaded (empty)
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Dagger - 0/1
Fused Eidolon - 0/11
Summon Nature's Ally I (8/day) (Sp) - 0/8
Sunrod - 0/2
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Eidolon Your eidolon is more natural and savage than normal.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Nature's Ally I (8/day) (Sp) You may cast summon nature's ally of increasing level.
Weapon cord Attached weapon can be recovered as a swift action.
| Gauss |
Im a mite now? :D
To translate for Selene, I noticed we are very combat heavy and primary spellcaster light. Her current cleric build is a battle cleric.
As near as I can figure this is our current configuration:
Karmic Knight: Frontline Melee
Samantha Matthews: Combat Cleric
Iron Victory: Ranger Archer and/or Sable Company Marine?
Down Comforter: Summoner-Synthesist
Rokku: Monk or Magus
Gauss: Combat Rogue
NinjaBob: Bard
Only person who does not look like he is directly melee is NinjaBob (by virtue of not knowing what he is building).
I am currently playing a wizard in my saturday game. I loathe the idea of playing two wizards at the same time. However, I would willingly play a spell cleric or rogue.
The rogue is basically finished. I am sure we can survive without a wizard.
Selene: Play what you want (if you want wizard, play wizard, if you want cleric play that). If you play a wizard I will happily play a cleric. (My cleric will not take a lot of work to finish, I know clerics pretty well.)
- Gauss
| Karmic Knight |
I'd have to agree with Gauss. Play what you want. As a party we'll make due with the resources that each character can bring.
Btw I'll be starting as a fighter who will eventually shift into a paladin. Stats are basically done but I'm debating over what archtypes I want to play in light of the current party make up.
Karmic
| Karmic Knight |
Jahdrin's character sheet is complete minus his storyline. Also I didn't see a place for archtype. Jahdrin will be following the 2 handed weapon archtype for his fighter levels.
| Watcher Uatu |
I will start checking character sheets today. If I have any questions or comments, concerning your character I will send them to your inbox. If you are not ready yet, then don't worry, there is no rush. I am just starting today so everyone has time to make any corrections.
If you are going to use summoned monsters then have the stats ready. I forgot to put that into the guide.
If any of you are available tonight I would like to go over a few things with you on roll20.
I don't know the expertise level of any of you as players so I will offer some basic advice as a player. I am not making demands, just putting ideas out.
Not in any particular order-General advice for any game.
1. Carry a backup weapon.
2. Carry weapons that do more than one damage type. An an example a morning start does bludgeoning, and piercing, while scimitars do slashing.
3. Try not to dump constitution(it is the only stat kills you).
4. Carry a ranged weapon--"But my character concept only believes in dying in melee"--Well that is nice, but the enemy that can fly will likely not share your belief in an honorable death by fistocuffs.
5. Try not to split the party
6. Perception checks are your friend. Yeah it is cool to watch the guy on tv kick the door in and charge in attacking, but in PF if the door is trapped bad things can happen.
7. Resource management is important. Casting spells for the sake of casting is not generally a good idea.
8. Know your class and its inherent weaknesses. Try to improve or remove them.
9. Don't be afraid to run away if you are getting your butts kick. The
dice gods are fickle, and when they starting handing nat 20's out to kobolds(insert other normally weak creature as needed), and nat 1's out to the party, even the best of us might fall.
10. Sometimes social skills will serve you better than a weapon will.
PS:There is actually a thread on this, but my search-fu is failing.
| Rokku |
How will you contact us for roll20? Just a post here? I just got set up on it today and have never used it before.
Also my character is mechanically done I'm just filling in fluff like... a name... and stuff.
Anyway lemme throw a statblock from Herolab up. Note that he uses material from Blood of Fiends, namely the Oni-blooded tiefling variant and the Armor of the Pit feat.
Male Oni-Spawn Tiefling Monk (Martial Artist) 1
CG Medium Outsider (native)
Init +4; Senses Darkvision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 15 (+2 Dex, +2 natural, +1 dodge)
hp 15 (1d8+2)
Fort +4, Ref +4, Will +6
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +3 (1d6+3/x2)
Special Attacks Flurry of Blows -1/-1
Spell-Like Abilities Alter Self (1/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 16, Cha 5
Base Atk +0; CMB +3; CMD 19
Feats Armor of the Pit, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Stunning Fist (1/day) (DC 13)
Traits Goblin Watcher, Indomitable Faith, Reactionary
Skills Acrobatics +6, Appraise +2, Climb +7, Perception +8, Sense Motive +7, Stealth +6
Languages Common, Goblin, Infernal
SQ AC Bonus +3, Fiendish Sprinter, Prehensile Tail, Stunning Fist (Stun), Unarmed Strike (1d6)
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Goblin Watcher +5 to Appraise checks to determine most valuable item in a hoard.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
| Gauss |
Just updating the current group configuration:
Not posted:
Iron Victory's Ranger-Archer?
Down Comforter's Master Summoner
Chewieroar's Bard
Posted (not necessarily finished):
Rokku's Monk (Colin)
Karmic Knight's Fighter (Jahdrin)
Selene's Melee Cleric (Selene Liadon)
My support Cleric (Folkvarthr)
I miss anyone?
- Gauss
| Watcher Uatu |
How will you contact us for roll20? Just a post here? I just got set up on it today and have never used it before.
Also my character is mechanically done I'm just filling in fluff like... a name... and stuff.
Anyway lemme throw a statblock from Herolab up. Note that he uses material from Blood of Fiends, namely the Oni-blooded tiefling variant and the Armor of the Pit feat.
** spoiler omitted **...
I missed this post.
This is the link to the test campaign.| Down Comforter |
Here's the new character sheet for Tellian
Stat Block (It's big):
Male Half-Elf Summoner (Master Summoner) 1
LE Medium Humanoid (elf, human)
Init +4; Senses Low-Light Vision; Perception +2
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 13 (1d8+1)
Fort +1, Ref +2, Will +2; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Sword cane -1 (1d6-1/x2)
Spell-Like Abilities Summoning Mastery I (8/day)
Summoner (Master Summoner) Spells Known (CL 1, -1 melee touch, +2 ranged touch):
1 (2/day) Grease (DC 15), Infernal Healing
0 (at will) Message, Mage Hand, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Base Atk +0; CMB -1; CMD 11
Feats Spell Focus (Conjuration)
Traits Diabolical Dabbler, Elven Reflexes, Scholar of the Ancients
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +7, Linguistics +7, Perception +2, Spellcraft +7, Use Magic Device +7
Languages Common, Elven, Giant, Goblin, Infernal, Thassilonian, Varisian
SQ Arcane Training, Eidolon Link, Elf Blood, Lesser Eidolon, Life Link, Share Spells with Eidolon, Weapon cord
Combat Gear Dagger, Haramaki, Lamellar cuirass, Sword cane; Other Gear Belt pouch (5 @ 1.5 lbs), Flint and steel, Loaded dice, Marked cards, Perfume/cologne, Pocketed scarf, String or twine, Weapon cord, Wrist sheath, spring loaded (empty)
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Dagger - 0/1
Summoning Mastery I (8/day) (Sp) - 0/8
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Diabolical Dabbler Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Lesser Eidolon A master summoner's class level is halved (minimum 1) for the purposes of determining his eidolon's abilities, Hit Dice, evolution pool, and so on.
The eidolon otherwise functions as normal. This ability replaces the summoner's normal eidolon
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoning Mastery I (8/day) (Sp) Starting at 1st level, a master summoner can cast summon monster I as a spell-like ability a number of times per day equal to 5 + his Charisma modifier. The summoner can use this ability when his eidolon is summoned. Only one summon monster
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Erastor
Quadruped
LE Medium Outsider
Init +6; Senses Darkvision, Scent; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bite) +3 (1d6+2/x2) and
. . Claw x2 (Claws) +3 x2 (1d4+2/x2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Improved Initiative
Skills Perception +4, Sense Motive +4, Stealth +6, Survival +1
Languages Common
SQ Pounce
Other Gear Backpack (6 @ 11 lbs), Bedroll, Blanket, Sewing needle, Shaving kit, Soap, Waterskin
--------------------
TRACKED RESOURCES
--------------------
Action Points - 0/5
Shaving kit - 0/50
--------------------
Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Pounce (Ex) You can make a full attack after a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.