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Post by reefwood on Jan 24, 2014 16:19:21 GMT -5
While Gmail is down I've been working at this. It looks like Cleric 3 makes a lot of sense and fits my back story. I can get into rogue stuff later. Calistria makes the most sense with a focus on Trickery and Luck. It also sounds really fun! While not related, mechanically, my character was raised and is a female elf devotee of Clistria (her mother is a priestess.) So that could work well as far as group cohesion. And it could be fun/funny to see how two Chaotic Neutral types interact with a Lawful Dwarf Monk (icnivad's working idea.) Another aspect of being Lawful that is interesting to see is "what kind of lawful"? For example, you will be breaking laws by entering Cheliax and impersonating agents of the crown, but it will be to uphold the Pathfinder Society principles which the crown has tarnished...so it's also about where loyalties stand.
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Post by Rabbit on Jan 24, 2014 16:34:20 GMT -5
Here is a quick bullet point history of the character I'm working on. It's mainly just back story and wont directly affect the game (except maybe how I play her);
Ly’lue was born to an elf Priestess of Calistra and a wandering elf Bard, also a devotee of Calistra.
As a very young adult and during one of her first solo adventures Ly’lue was afflicted with Lycanthropy in the northern wilderness. She was captured by Pathfinder Adventurers (including our half-orc captain) and eventually cured. However, the experience of being a werewolf deeply affected her.
While not evil and not wanting to be evil, she still remembers the unrestrained thrill of being a predator (similar to a recovering drug addict, she remembers how good being high feels and nothing quit compares.) These feelings where further complicated while trying to reconcile them to her religious adherence to Calistra, a goddess who embraces lust and passion.
Ly’Lue travels back to Absalom and reconnects with her mother and spends the next several years working through her experiences. Meanwhile she sharpens her skills as a wizard and a warrior. She eventually writes a memoir about her perspective as a werewolf, which becomes a popular resource for some adventurers. Including the half-orc who helped cure her. He tracks her down and invites her to join the Pathfinders. Ly’lue joins them excited to find a way to embrace her appetite for danger without succumbing to the beast.
She may have been on a few minor Pathfinder adventures, so she has earned some trust but is still relatively new to the organization.
(I’m thinking her alignment is CN but with tendencies towards CG. She wants to be good.)
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Post by silanariel on Jan 25, 2014 13:21:58 GMT -5
I did a thing with the Latin and put it in my sig.
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Post by reefwood on Jan 26, 2014 13:57:30 GMT -5
I did a thing with the Latin and put it in my sig. Ha, nice! Also, for this game, I'm not going to worry too much about the weight of small items that may fluctuate constantly (torches, rations, etc) unless you are going to carry more than a few, but be sure to select a weight for your character and add up the items that will stick with you the whole time (armor, weapons, kits, tools, rope, etc). And the only question I can remember leftover from the character creation session is icnivad wondering if armor spikes can be transfered between different armors. Any other questions? As for the armor spikes... I go back and forth on this, so I am going to say that armor spikes can be transfered between armors of the same size category, but the work will cost half the price of the armor spikes.
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Post by Rabbit on Jan 27, 2014 12:39:15 GMT -5
Can you repeat what you said at the table about carry over wealth? How your spending money, for the next adventure, is affected by what you buy this adventure.
The main thing I'm considering is trying to save money for mithiril armor down the line.
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Post by reefwood on Jan 27, 2014 16:36:47 GMT -5
Can you repeat what you said at the table about carry over wealth? How your spending money, for the next adventure, is affected by what you buy this adventure. The main thing I'm considering is trying to save money for mithiril armor down the line. I was still figuring it out somewhat at that point, but it finally gelled for me this morning... Equipment & WealthOne thing that will be different about this mini-campaign is that you will be jumping levels and receiving gold in huge sums. Therefore, it will be easier to buy powerful magic items and all at once than it would be in a longer campaign where you buy magic items a little at a time and by saving up. To help balance this out a bit for the NPCs on my end, plus the fact that different players will be at different levels, only magic items specifically listed in the approved books will be available for sale at the magic shop, and all potions, scrolls, and wands will be sold at their base caster level, and wands will need to be purchased fully charged (and of course, you can always sell them off for half after an adventure). This doesn't mean customized items don't exist. They might be found on adventures, or be created by players with item creation feats. Examples of customized items: -Ability score increase item with an odd value ( belt of strength +1, +3, +5) -1st-level potion set at caster level 3 ( mage armor that last for 3 hours instead of 1 hr) -Unlisted item that combines multiple powers ( ring of protection and invisibility) If you can find it in the approved books, you can buy it, and weapons and armor made of special materials (darkwood, mithril, etc) are fine too. All that being said, this is how wealth increases will work at later levels... At the end of each adventure, everyone will determine which items found they want to keep. Yes, his means you will have to make this decision at the end of the session It might tricky to decide on the spot, but that will actually be part of the challenge. Although, it mostly just matters for customized items because many of the "items from the books" that you give up, you can just buy later if you can afford it. The only difference for "items from the books" might be an item that has a specific visual aesthetic, like Hellknight armor, or the longsword made by a blacksmith with a certain flair. You give that up, you can't just buy another later. Anyway, the value of the kept items is added to your starting wealth. That total is then subtracted from the Character Wealth of the level of the next adventure, and the difference is what you have for spending. For example... If the Clr3 kept 1,500 gp of found items, that would be added to her 3,000 gp starting wealth for a total of 4,500 gp. If the next adventure is 6th-level, that Character Wealth is 16,000, so... 16,000 - 4,500 = 11,500 gp that the Clr6 has for spending. Also, if after the end of the session she decides she wants more gold to spend, she can sell starting equipment or kept items at half their cost. If the War2/Wiz2 kept 1,500 gp of found items, that would be added to his 3,500 gp starting wealth for a total of 5,000 gp. If the next adventure is 6th-level, that Character Wealth is 16,000, so... 16,000 - 5,000 = 11,000 gp that War2/Wiz5 (or whatever the level combo) has for spending, and if after the end of the session he decides he wants more gold to spend, he can sell starting equipment or kept items at half their cost. The option of trading PC levels for 2 NPC levels is only available for this first adventure. The extra gold from NPC levels does not mean you get extra gold in total; you just get a little more of it sooner. EDIT: Of course, there are occasionally exceptions to every rule. These rules are geared toward leveling up and buying equipment between adventures. If during the course of an adventure, you think of a customized item that could be useful to help the party as a whole, which wasn't obvious before the adventure, you might be able to try looking for it during the session, but even that doesn't guarantee that you'll find it. Also, time constraints or just lingering somewhere too long could make it difficult too.
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Post by reefwood on Feb 1, 2014 14:33:09 GMT -5
Michael is playing a Gnome with 3 levels of Rogue. He might be aiming to be an Arcane Trickster down the line.
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Post by reefwood on Feb 14, 2014 22:14:18 GMT -5
Adventure #2 UpdateThis will be a tough Level 6 adventure with a lot more combat than last time. Each of you gains 3 levels. - Iris and Pratt go from 3rd to 6th-level - which means one ability point increase (4th-level) and one feat (5th-level).
- Ly'lue goes from 4th to 7th-level - which means two feats (5th-level & 7th-level).
- Taj goes from 6th to 9th-level character - which means two feats (7th-level & 9th-level) and one ability point increase (8th-level)
6th-level wealth is 16,000 gp. Items must be from the Core Rulebook, Advanced Players Guide, or Inner Sea Guide, and magic items have the same restrictions as last time. Also, no more than 25% (4,000 gp) can be spent on a single item. Everyone will have 16,000 gp minus starting wealth and treasure kept from Adventure #1, so your wealth increases are: - Iris: 3000 +0 = 3000 ---> +13,000
- Pratt: 3000 +90 = 3090 ---> +12,910
- Ly'lue: 3500 +2560 = 6060 ---> +9,940
- Taj: 4500 +0 = 4500 ---> +11,500
All this info will also be added to the opening post for easy referencing.
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Post by reefwood on Feb 21, 2014 11:19:36 GMT -5
Hero Points
Each PC will start Adventure #2 with 2 hero points. If there is a second session, each PC will receive 1 additional hero point and any hero points left from the first session will carryover. However, no hero points will carryover to the next adventure.
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Post by Rabbit on Feb 26, 2014 16:41:39 GMT -5
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Post by reefwood on Feb 26, 2014 23:26:13 GMT -5
Fetchling (Kayal) is not a race found in the Bestiary. Although, it is found in Bestiary 2, and I have had that book from the library for several months (no one has put it on hold yet, so I've been able to keep renewing it), so I am willing to add Bestiary 2 to the list of source books available. However, only the Fetchling Racial Traits are part of the Bestiary 2. All the other info must be expanded options from other source books. To give you some flexibility, you may use any of the Alternate Racial Traits and Favored Class Options and Fetchling Feats, or you may select a Racial Archetype, but not both. No special equipment either. If you opt for the Shadow Caller archetype, the Shadow Eidolon feature of having no shadow is neat flavor but doesn't seem particularly noticeable, so the summoner and eidolon will still have an obvious symbol on their foreheads.
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Post by Rabbit on Feb 27, 2014 14:53:51 GMT -5
Ah, I missed that the fetchlings are from the B2. I was just looking at a big list of playable races on the site. And the options you listed out are fair. Though with that all in mind and some more research I may end up with a half-elf ; their favored class option for Summoners "Add +1/4 to the eidolon's evolution pool" may be too good to pass up. And using their Skill Focus to boost a maxed out Use Magic Device could make for a pretty good build. I rolled stats: 12,18,14,15,13,16. Pretty well rounded. Will work on everything tonight and tomorrow.
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Post by reefwood on Feb 28, 2014 15:18:34 GMT -5
Evolutions of an Eidolon can be changed when the Summoner gains a level.
Does it say anything about the Base Form? I can't find anything either way, so I am currently assuming that the Base Form remains the same forever once it is selected. The only change to Base Form I see explained is its Size - that you can start with a Small one and make it into a Medium one whenever the summoner can change the evolution pool (which I assume is when a level is gained). Also, there are 4-point Evolutions that can be taken at 8th and 13th levels to make it Large or Huge.
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Post by Rabbit on Feb 28, 2014 19:47:17 GMT -5
Evolutions of an Eidolon can be changed when the Summoner gains a level. Does it say anything about the Base Form? I can't find anything either way, so I am currently assuming that the Base Form remains the same forever once it is selected. The only change to Base Form I see explained is its Size - that you can start with a Small one and make it into a Medium one whenever the summoner can change the evolution pool (which I assume is when a level is gained). Also, there are 4-point Evolutions that can be taken at 8th and 13th levels to make it Large or Huge. I had assumed you could change everything about a Eidolon between leveling up. Including the base form. I'll re-read that with in mind and see what I come up with. Kind of a big thing to know when first designing it. I'll also see if I can find an official FAQ as I'm sure there will be more questions coming up. EDIT: Yeah, reading it again I'm thinking maybe the base form is a permanent feature (excluding the small option.) I'll just assume that as I build it unless I hear diff from you.
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Post by Rabbit on Feb 28, 2014 20:11:33 GMT -5
Another thing I want to double check on is primary and secondary attacks in relation to standard attacks and full round attacks. If a creature has multiple primary attacks they can claw, claw, bite (all primary) they can use those on a standard attack and on a full attack they can use all primary and secondary (claw, claw, bite, tail)?
And just a general FYI. I'm looking towards a quadruped with claws, rake, pounce... I know that an actual charge attack plays out a little different than non-charging attacks regarding the questions above.
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