|1 person marked this as a favorite.|
Remember guys, this is the core table.
Here is the list of scenarios we will be running through:
6-10 (Evergreen) The Wounded Wisp
6-05 (LE, SovC) Slave Ships of Absalom
6-06 Hall of the Flesh Eaters
6-08 (SovC) The Segang Expedition
6-15 (DA) The Overflow Archives
6-18 (GL, SS) From Under Ice
6-09 (Ex) By Way of Bloodcove
6-11 (LE, SCru) The Slave Master's Mirror
6-19 (SS) Test of Tar Kuata
5-12 (SS, Ex) Destiny of the Sands 1
5-15 (SS) Destiny of the Sands 2
5-16 (SS) Destiny of the Sands 3
6-03 The Technic Siege
6-07 (LE, SCru) Valley of Veiled Flame
6-17 Fires of Karamoss
6-21 (GL) Tapestry's Toil
5-06 (Ex) You Have What You Hold
5-09 (GL) The Traitor's Lodge
5-02 The Wardstone Patrol
6-13 (SovC) Of Kirin and Kraken
5-05 The Elven Entanglement
5-13 (SCru) Weapon in the Rift
5-18 (LE, Ex) The Stranger Within
5-23 (LE, DA) Cairn of Shadows
Module: The Harrowing
5-17 (DA) Fate of the Fiend
5-20 (GL, SCru) The Sealed Gate
5-25 (GL) Vengeance at Sundered Crag
6-20 (Ex, LE, SCru) Returned to Sky
7-23 (GL) Abducted in Aether
7-28 Ageless Ambitions
46 Eyes of the Ten 1
54 Eyes of the Ten 2
2-05 Eyes of the Ten 3
2-22 Eyes of the Ten 4
7-20 All for Immortality Pt 1
7-26 All for Immortality Pt 2
7-29 All for Immortality Pt 3
We'll check in here and I'll open up a discussion thread to talk about classes, builds, etc.
Well.. I guess that would help yall out, wouldn't it? *facepalm*
I picked human because, well, I hardly ever play them, and I figured the extras given to humans could help offset some squishy.
Anyways, here's what I have so far.
Improved Initiative so I can get my bardic performances going
Weapon Finesse since my dex is higher than my str.
Traits: Armor Expert and Charming
Spells: daze, detect magic, light, read magic
Hideous Laughter, Unseen Servant
At the moment, armed with a rapier and a light crossbow and wearing studded leather. Bardic performace will be vocal/singing
AC: 15/13/12, with 9 hp and initiative of +6
I would probably start with a 16 cha and a 14 con. Also, I would consider picking up a buckler for times when you aren't using your crossbow. I would also probably take cure light wounds as one of my starting spells, but that's just my personal tastes more than anything else.
Those are about the only changes that I would make.
Trawets: Looks like we are short on melee. If you want the bard, go ahead.. I am willing to play anything. I just started that because it was mentioned as a need and I didn't see anyone else respond.
Vrog: I appreciate the input. I completely forgot about a buckler, as they really aren't useful for most of my characters, but would be handy here. I thought about CLW, but we have 2 other casters here so I figured a buff/debuff combo would be more useful. On board with the stat change though!
Okay, for those of you still making your character, here's a quick breakdown of the current submissions:
Aura, elven rogue, played by me.
Kelris Bartel, human fighter, played by Ralthus.
Fromagalli, Gnome illusionist, played by Merisal The Risen.
Fenthril Support, Elven cleric of Nethys, played by TriShadow.
Which, now that I look at it, covers the four core classes.
Since some of you are new to PFS, I'm going to spoiler a list of suggestions below to give you an idea of common expectations and ideas. If you are a current PFS player, you can skip it if you wish.
Okay, so since we're building a coherent group, the first point will not apply, but I'll put it out there anyway:
1) Players should provide their own healing. This has been argued a lot back and forth a lot, but with the easy access to wands and scrolls, the onus to provide healing should not just fall on one character; you shouldn't assume that just because we have a cleric it means that he's going to be your personal heal machine.
2) Have a way to deal with the following situations: swarms and flying creatures. PFS as a general rule (especially at lower tiers) tends to really like it some swarms. Having a way to deal with the situation can mean life or death for your party.
Flying is it's own bucket of fun. I would recommend that everyone get a ranged weapon of some kind (I count spells in this list).
3) Have a social skill. There are plenty of opportunities in most modules to make social interactions with NPCs, to gather information and the like at the least, but sometimes to convince them that you shouldn't be fighting them. Being able to participate in all aspects of a module makes you a more well-rounded agent.
4) If you haven't looked at it yet, PFS uses a fame/prestige system that shows your ranking in with your faction. Each faction has a set of goals and agendas that they are trying to accomplish, and successfully completing scenarios are just one of the benefits of representing your faction to the society as a whole. When we complete a module, we will receive between 0-2 prestige*, depending on how we did. We will gain an equal amount of fame.
Prestige can be used for a few different things, such as paying for spellcasting services, but what I want to point out here is that it can also be used to get items for free. Once per adventure, you can spend 1 prestige to purchase something up to 150 gp, and 2 prestige to purchase something up to 750 gp. In our local group, we urge people to pick up a wand of cure light wounds with their first 2 prestige, as that helps cover their own healing (see #1).
Fame is used for a slightly different purpose: It is a cumulative score that never goes down and is used to determine the maximum value of an item that you can purchase. There are some exceptions to the rule (you can always purchase a +1 weapon, armor, or shield, +1 cloak of resistance, or a +1 ring of protection; the list might have been updated slightly since I last looked at the guide). We also do not need to have high enough fame to purchase anything that we have listed on one of our chronicles.
5) once per session, a player that has purchased either a t-shirt or a character folio can reroll a d20 roll. If you are a registered gm, you can add your gm stars to the reroll.
6) most players like to make dayjob rolls at the end of a scenario (I don't personally). There are rules covering this in the guide (since I don't ever make them, I don't know them off the top of my head).
All of the rules stuff that I have covered here is in the campaign guide, which you can download for free from here.
*published adventures are the exception to this.
|BRYAN LEE 109|
Great tips Vrog and a nice review. The back up healing will be handy for levels 4-6 when I plan currently plan to go wizard and then to Mystic Theurge at 7th.
Those were some good tips. Having skills outside of combat is really important. there's nothing worse than bringing in a full combat character into a social or puzzle situation where kitting things doesn't work all that well. I had that problem with my Samurai, my first PFS character, who was not very good outside of combat...at least not in the beginning.
Nothing like learning through experience, eh? :)
Not that it has come up, but the "t" at the end of Support is silent (think french or Stephen Colbert).
I was wondering about that.
Male elf illusionist 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +2
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d6+4)
Fort +0, Ref +2, Will +2; +2 vs. enchantments
Speed 30 ft.
Melee rapier -1 (1d6-1/18-20)
Ranged mwk composite longbow +1 (1d8-1/×3)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—blinding ray
Illusionist Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 17), color spray (DC 17), mage armor, silent image (DC 17)
. . 0 (at will)—detect magic, mage hand, read magic
. . Opposition Schools Evocation, Necromancy
Str 8, Dex 15, Con 10, Int 20, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Spell Focus (illusion), Toughness
Traits classically schooled, expert duelist
Skills Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +2, Spellcraft +10 (+12 to identify magic item properties), Survival +0 (+2 to avoid becoming lost); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ arcane bond (masterwork composite longbow), elven magic, extended illusions (1 round)
Combat Gear wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges); Other Gear arrows (20), mwk composite longbow, rapier, wayfinder[ISWG], backpack, grappling hook, silk rope (50 ft.), wizard starting spellbook, 17 gp
Blinding Ray (8/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.