| Mo Thugly |
Hey all,
I'm new to Pathfinder and my first game is tomorrow. I was hoping some of you might take a look at my new character and verify it's in playable condition. I dont want to show up tomorrow and have to waste everyones time making corrections.
I appreciate any help you can give me.
Here he is
and
[url=http://i1291.photobucket.com/albums/b551/briandteel/HeroLab-MosephShad owscout_zps1d349c48.jpg.
Please let me know what you think.
|
|
Hey all,
I'm new to Pathfinder and my first game is tomorrow. I was hoping some of you might take a look at my new character and verify it's in playable condition. I dont want to show up tomorrow and have to waste everyones time making corrections.I appreciate any help you can give me.
Here he is:
http://i1291.photobucket.com/albums/b551/briandteel/79db12af-0c39-45f9-b5dc -f0529019d43d_zps8653b4cc.jpg
and
http://i1291.photobucket.com/albums/b551/briandteel/HeroLab-MosephShadowsco ut_zps1d349c48.jpg
Please let me know what you think.
I think you would have a better chance of getting help if you had opted for clickable links and then if there were images at either of the pages listed (there was a sorry... message when I checked).
SCPRedMage
|
Since I see you're using Hero Lab, File -> Save Custom Output, then choose "Sample Statblock", which you open in a browser, then copy and paste it here. You'll probably want to edit it a wee bit (mostly to get rid of some blank space), but it'll be a lot better than trying to get us to look over images of a character sheet...
Example output, no editing:
Male Chaotic Neutral Tiefling
Magus (Fiend Flayer) 1
Strength: 14 (+2)
Dexterity: 18 (+4)
Constitution: 10 (0)
Intelligence: 16 (+3)
Wisdom: 10 (0)
Charisma: 8 (-1)
Acrobatics: +3
Appraise: +3
Bluff: +1
Climb: +1
Craft (tattoo): +7
Diplomacy: -1
Disable Device: +1
Disguise: -1
Escape Artist: +3
Fly: +3
Handle Animal: -1
Heal: +0
Intimidate: -1
Knowledge (arcana): +7
Linguistics: +3
Perception: +1
Ride: +3
Sense Motive: +0
Sleight of Hand: +3
Spellcraft: +7
Stealth: +10
Survival: +0
Swim: +1
Use Magic Device: -1
Hit Points: 9 HP
Hit Dice: 1d8+1
Initiative: +6
Attack Bonus: +0
(melee: +2)
(ranged: +4)
Fortitude Save: +2
Reflex Save: +4
Will Save: +2
Armor Class: 18
(touch: 14)
(flat-footed: 14)
CMB: +2
CMD: 16
(flat-footed: 12)
Feats & Traits: Armor Proficiency (Light), Martial Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Finesse, Highlander (hills or mountains), Reactionary
Special Abilities: Damage Resistance, Cold (5), Damage Resistance, Electricity (5), Damage Resistance, Fire (5), Highlander (hills or mountains), Arcane Pool (+1) (4/day) (Su), Cold weather outfit, Infernal Mortification (Su), Prehensile Tail, Spell Combat (Ex), Wand of Infernal Healing, Wayfinder (empty)
Bite (Maw or Claw (Bite)) (+4, 1d6+3 damage, crit x2)
Greenwood Composite longbow (Str +2) (+5, 1d8+2 damage, crit x3)
Magic Items: Greenwood Composite longbow (Str +2), Masterwork Chain shirt, Wand of Infernal Healing, Wayfinder (empty)
Other Gear: Arrows (x20), Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Blunt arrows (x20), Cold weather outfit, Flint and steel, Ink, black, Inkpen, Mess kit, Pot, Silk rope, Soap, Spell component pouch, Torch (x10), Trail rations (x5), Waterskin
Spells: Acid Splash (0), Color Spray (1), Detect Magic (0), Prestidigitation (0), Shocking Grasp (1)
Spells in Spellbook: Acid Splash (0), Arcane Mark (0), Color Spray (1), Dancing Lights (0), Daze (0), Detect Magic (0), Disrupt Undead (0), Flare (0), Ghost Sound (0), Light (0), Mage Hand (0), Magic Missile (1), Magic Weapon (1), Open/Close (0), Prestidigitation (0), Ray of Enfeeblement (1), Ray of Frost (0), Read Magic (0), Shocking Grasp (1), Spark (0), True Strike (1)
As far as actual advice, pick up a waterskin and a week's worth of trail rations, or the GM should make you starve to death.
|
Actually you want a different, more browser friendly route
File->Output Hero Statblock ->Select the BBCode tab -> Copy button ->Page on to message screen.
Trim to fit.
Shan Pangu (Lord of the Mountain)
Male Dwarf Monk (Monk of the Four Winds, Monk of the Sacred Mountain) 4
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 18, flat-footed 16 (+1 shield, +2 Dex, +1 natural, +1 dodge)
hp 35 (4d8+12)
Fort +7, Ref +7, Will +8; +4 trait bonus vs. cold environments, +1 trait bonus vs. cold, +2 vs. enchantment spells and effects, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 40 ft.
Melee Dagger +7 (1d4+4/19-20/x2) and
. . Mithral Temple sword +8 (1d8+4/19-20/x2) and
. . Unarmed strike +7 (1d8+4/x2)
Ranged Sling +5 (1d4+4/x2)
Special Attacks flurry of blows +2/+2, hatred, ki strike, magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +8 (+10 Grappling); CMD 25 (25 vs. Bull Rush, 27 vs. Grapple, 25 vs. Trip)
Feats Dodge, Elemental Fist (1d6) (4/day), Improved Grapple, Improved Unarmed Strike, Snapping Turtle Clutch, Snapping Turtle Style +1, Toughness +4
Traits Frostborn, Poverty-Stricken
Skills Acrobatics +9 (+13 jump), Climb +8, Intimidate +5, Knowledge (history) +5 (+7 on checks that pertain to dwarves or their enemies), Knowledge (religion) +4, Linguistics +1, Perception +9 (+11 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +7, Stealth +8, Survival +8; Racial Modifiers lorekeeper
Languages Common, Dwarven, Tien
SQ ac bonus +4, bastion stance (except mind-affecting or teleporta, fast movement (+20'), hardy, ki defense, ki pool, maneuver training, slow and steady, stability, stonecunning +2, unarmed strike (1d8)
Combat Gear Oil of magic weapon, Potion of cure moderate wounds, Scroll of Restoration, Lesser, Wand of Cure Light Wounds, Wand of Mage Armor, Acid (2), Antitoxin; Other Gear Dagger, Mithral Temple sword, Sling, Sling bullets (10), Belt of giant strength +2, Braid of a Hundred Masters, Cloak of resistance +1, Bandolier (5 @ 2 lbs), Bandolier (empty), Courtier's outfit, Grappling hook, Pathfinder's kit, Silk rope, Courtier's Jewerly, 143 GP, 50 GP of Valuables
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Elemental Fist (1d6) (4/day) You can add 1d6 energy damage to an attack.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Frostborn You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Maneuver Training (Ex) CMB = other BABs + Monk level
Scroll of Restoration, Lesser Add this item to create a scroll with spells on it.
Slow and Steady Your base speed is never modified by encumbrance.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Wand of Cure Light Wounds Add this item to create a wand of a chosen spell.
Wand of Mage Armor Add this item to create a wand of a chosen spell.
--------------------
I don't give out character development advice, but I will point out that 3rd level ranger automatically receives Endurance as a class feature. So you don't have to choose that as a feat if you plan on obtaining 3 levels of ranger with no archetypes.
Otherwise your character is PFS legal.
|
|
My notes (for whatever they are worth):
Your PC does not have his/her armor equipped (which is why the Hero lab sheet still presents an AC 13 and not an AC 16). Not an issue except for using the program to give you the proper derived numbers. I would assume that no weapons are equipped which is why no attack options are shown on the sheet. It is an HL issue (if one at all).
Feat Selection:
I would advise against early heavy investment in Two-Weapon Fighting. As a Ranger, the PC can select Two-Weapon Fighting as a bonus feat for free. If your PC had a higher STR, I could understand the race to add Double Slice. However, what I am seeing is a Longsword/Short Sword combination. This would mean that the PC would be attacking at +0/+0 to hit for 1d8+1 and 1d6 damage. This does not appear to be one of the better routes to take.
My experience has been that PCs which focus on Two-Weapon Fighting make the best out of it by using two of the same type of weapon. Mechanically, a light weapon (Short Sword or Kukri) is preferable to attempting to wield dual one-handed weapons because of the scaling penalties.
If your PC selected Weapon Finesse as a 1st level feat, dual wielding light weapons (Short Swords, Light Maces) would be at +2/+2 to hit for 1d6+1/1d6.
Endurance does not come up that often in OP play, and as standard Rangers get it as a bonus feat, it is likely not an optimal choice at 1st level.
For the most part, the sheet looks to be in order (I don't use HL; I very much do not like how HL lays out the information). If you think it is a good representation of how you imagine the character, I would say stick with it. But I would advise to move the 13 from CHA to STR. The only thing it changes is the PC's carrying capacity (for the better). Unless there is a plan to increase CHA at 4th or 8th level.
Thalin
|
| 1 person marked this as a favorite. |
May I suggest this guidebook:
https://docs.google.com/document/d/1C2GesnbrAAvmShN7aBLK83BCqP-jDJIcdSFnSJy lpKA/edit?hl=en_US#
The issue is, and nobody loves telling new players this sort of thing, but the character is a little disjoined. Rangers biggest advantage as two-weapon fighter is that they don't have to pump their Dex TOO high, and can have a solid strength. Further, Having a high int / lots of skill points can carry you as well (if not better) than a high charisma in most social settings. Look for a trait that makes diplomacy a class skill (there are several) and you'll be able to schmooze as well as anyone.
Right now the character suffers from not hitting often (or hard enough), and being easy to hit in return. If played without revision, he will go onto the front line, not do much damage, and probably fall a lot. This is not a fun PFS experience, especially giving the ramping difficulty of more "recent" modules.
Rangers ARE a lot of fun, and a great "beginner" character since they teach spells, fighting, and skill-monkeying; but they do need a proper build to stay "competitive" with the group. I just don't want you to feel underpowered when you come in the game.
And welcome to PFS :).
|
|
May I suggest this guidebook:
https://docs.google.com/document/d/1C2GesnbrAAvmShN7aBLK83BCqP-jDJIcdSFnSJy lpKA/edit?hl=en_US#
...And welcome to PFS :).
I was thinking about playing a ranger myself so I tried the link...
"Sorry, the file you have requested does not exist."
Thalin
|
Must have misposted somehow.
https://docs.google.com/document/d/1C2GesnbrAAvmShN7aBLK83BCqP-jDJIcdSFnSJy lpKA/edit?hl=en_US#
That one works (confiremd). It's a guide specifically for the two-handed build of rangers that reads quite well and takes into account later-book options.
For a standard human ranger (no dump stats):
Str: 18
Int: 10
Wis: 10
Dex: 14
Con: 14
Chr: 10
That strength is vital.
If you're willing to dump Cha to 7 for Int 12 / Wis 12, that will get you another skill point per level and +1 will saves; as well as not make getting a headband of wisdom as much of a priority (you'd need one by level 4 to cast with the stats above). With 1 rank in diplomacy and a "Diplomacy" trait you'll still have a Diplomacy skill of +3; so you can still talk reasonably well when you need to. But I understand some people dislike "stat dumps".
The 18 strength helps both do heavy damage (especially after double-slice) and keeps your to-hit up (that -2 sucks); it also lets you switch to 1-handed when that -2 is too much to take (high AC opponents). Two-weapon fighting style is one of the more difficult in the game; but can actually be solid if you work it right.
Thalin
|
Really? You like people to come into games and feel worthless? :).
You don't have to optimize, but I've seen too many newer players come to tables and miss everything... it doesn't feel heroic, and often they leave afterwards without having had fun. And modules expect characters at a higher power level these days, so you have to adjust or potentially have a TPK.
Or to put it another way, do you think the character, as written, would actually play as fun in a combat-heavy world like PFS?
|
Links often have a space inserted when posted in the forums. Delete that space in the browser's URL window.
https://docs.google.com/document/d/1C2GesnbrAAvmShN7aBLK83BCqP-jDJIcdSFnSJy lpKA/edit?hl=en_US#
See the space between the 'y' and the 'l'? Delete that.
Posters: to post a link, put the bbcode for a link-- URL=link in square brackets in front of a description, and /URL in square brackets after it. This makes it a working link, and you can test it yourself.
[ URL=linkgoeshere]description[ /URL]
leave the spaces out for a real link.