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Post by michael on Oct 19, 2009 18:34:45 GMT -5
it should be easy enough to convert non-core classes and prestige classes, but I just want to stick with what is presented in Pathfinder to get a feel for how all this new stuff works. No problem. I've got a few ideas for what I'm going to do. Right now I'm leaning towards a bard. His family has a tradition of service, but he has no interest in the military. He ends up forced into it by his father, with the hope that it will toughen him up.
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Post by michael on Oct 19, 2009 23:58:32 GMT -5
Well, I rolled up my stats and decided to change my character concept. The bard I had imagined wouldn't be quite this capable. This guy is a cleric with a focus on combat.
Brion Shaw, lvl 3 Human Cleric of Gorum Chaotic Neutral
WIS - 18, CHA - 16, STR - 15, CON - 15, DEX - 12, INT - 10
HP - 23 + 6 (toughness) +2 (favored class) = 31
SKILLS (+1 point from favored class) Intimidate 7 = 1 (rank) + 3 (military skill) + 3 (CHA mod) Survival 8 = 1 (rank) + 3 (military skill) + 4 (WIS mod) Sense Motive 8 = 1 (rank) + 3 (class skill) + 4 (WIS mod) Diplomacy 7 = 1 (rank) + 3 (class skill) + 3 (CHA mod) Profession (Military) 8 = 1 (rank) + 3 (class skill) + 4 (WIS mos) Heal 8 = 1 (rank) + 3 (class skill) + 4 (WIS mod) Linguistics 4 = 1 (rank) + 3 (class skill) Knowledge (History) 4 = 1 (rank) + 3 (class skill) Knowledge (Arcana) 4 = 1 (rank) + 3 (class skill) Spellcraft 4 = 1 (rank) + 3 (class skill)
FEATS Armor proficiency (heavy) - Military Feat Toughness - Military Feat Selective Channeling Extra Channeling Power Attack
DOMAINS Glory War
EQUIPMENT I know I'll be wielding a greatsword, and I'd like full plate, but I'll wait until I see the level 3 starting package to see if I'm willing and able to spend the money on it. If I don't get that, I'll probably take banded mail.
BACKGROUND Brion Shaw is the second of three sons borne to the great General Allistir Shaw. A powerful noble family with a strong military heritage, his service was a given since birth. Like both of his brothers, he was offered a command position straight out of the academy, in deference to his lineage, yet Brion declined. Preferring to earn his rank through actions rather than ancestry, he started as a grunt, serving beside conscripts and sell-swords as equals. His advancement still came quickly, though, as he proved himself a remarkably capable warrior and leader.
He's jovial, brave, friendly and well liked by almost everyone, yet merciless on the battlefield.
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Post by reefwood on Oct 20, 2009 10:14:03 GMT -5
Well, I rolled up my stats and decided to change my character concept. The bard I had imagined wouldn't be quite this capable. This guy is a cleric with a focus on combat. Brion Shaw, lvl 3 Human Cleric of GorumChaotic Neutral WIS - 18, CHA - 16, STR - 15, CON - 15, DEX - 12, INT - 10 HP - 23 + 6 (toughness) +2 (favored class) = 31 Cleric is a fine choice! Although, the Toughness feat works different in the final version on Pathfinder. It provides 3 hp right away, and the +1 hp/level doesn't kick in until 4th level. Now I must hurry to work, but I'll figure out 3rd level starting wealth sometime this week. SKILLS (+1 point from favored class) Intimidate 7 = 1 (rank) + 3 (military skill) + 3 (CHA mod) Survival 8 = 1 (rank) + 3 (military skill) + 4 (WIS mod) EDIT: A house rule that was overlooked is that military skills receive a competence bonus equal to half your character level, so that's an additional +1 for Brion on these skills. Nice choice with Survival too because as long as you have 1 rank in this skill, you can use it to follow tracks of any DC (as opposed to only up to DC 10 untrained, or needing the Track feat in 3.5). So is Brion the (older/younger?) brother of Preston?
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Post by reefwood on Oct 21, 2009 15:43:32 GMT -5
Well, I rolled up my stats and decided to change my character concept. The bard I had imagined wouldn't be quite this capable. This guy is a cleric with a focus on combat. Brion Shaw, lvl 3 Human Cleric of GorumChaotic Neutral WIS - 18, CHA - 16, STR - 15, CON - 15, DEX - 12, INT - 10 Have you found anything in the Pathfinder book that goes into detail about the deities? All I saw was the chart in the Cleric entry that lists their alignment, domains, and favored weapon. Out of curiosity, what ability score did you put the human +2 into? Wisdom? HP - 23 + 6 (toughness) +2 (favored class) = 31 Toughness in the final version of Pathfinder only provides +3 hp at 3rd level. SKILLS (+1 point from favored class) Intimidate 7 = 1 (rank) + 3 (military skill) + 3 (CHA mod) Survival 8 = 1 (rank) + 3 (military skill) + 4 (WIS mod) Sense Motive 8 = 1 (rank) + 3 (class skill) + 4 (WIS mod) Diplomacy 7 = 1 (rank) + 3 (class skill) + 3 (CHA mod) Profession (Military) 8 = 1 (rank) + 3 (class skill) + 4 (WIS mos) Heal 8 = 1 (rank) + 3 (class skill) + 4 (WIS mod) Linguistics 4 = 1 (rank) + 3 (class skill) Knowledge (History) 4 = 1 (rank) + 3 (class skill) Knowledge (Arcana) 4 = 1 (rank) + 3 (class skill) Spellcraft 4 = 1 (rank) + 3 (class skill) The house rule for military skills provides a competence bonus equal to half your character level, so that's an additional +1 for Brion on Intimidate & Survival. Nice choice with Survival too because as long as you have 1 rank in this skill, you can use it to follow tracks of any DC (as opposed to only up to DC 10 untrained, or needing the Track feat in 3.5). FEATSArmor proficiency (heavy) - Military Feat Toughness - Military Feat Selective Channeling Extra Channeling Power Attack In addition to Toughness, Power Attack also works differently now, so double check that it is something you want to take. Very appropriate choices for this campaign EQUIPMENTI know I'll be wielding a greatsword, and I'd like full plate, but I'll wait until I see the level 3 starting package to see if I'm willing and able to spend the money on it. If I don't get that, I'll probably take banded mail. You won't be able to afford full plate yet, but these other two items will definitely be in your price range. BACKGROUNDBrion Shaw is the second of three sons borne to the great General Allistir Shaw. A powerful noble family with a strong military heritage, his service was a given since birth. Like both of his brothers, he was offered a command position straight out of the academy, in deference to his lineage, yet Brion declined. Preferring to earn his rank through actions rather than ancestry, he started as a grunt, serving beside conscripts and sell-swords as equals. His advancement still came quickly, though, as he proved himself a remarkably capable warrior and leader. He's jovial, brave, friendly and well liked by almost everyone, yet merciless on the battlefield. Sounds good! Is Brion the (older/younger?) brother of Preston?
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Post by michael on Oct 21, 2009 21:47:48 GMT -5
In addition to Toughness, Power Attack also works differently now, so double check that it is something you want to take. Yeah, the new version works better for me. Since I'll be using a 2 handed weapon, I can give up one point on an attack roll for 3 points of damage. Have you found anything in the Pathfinder book that goes into detail about the deities? All I saw was the chart in the Cleric entry that lists their alignment, domains, and favored weapon. I didn't find anything more than that, but most of them have direct analogs in 3.5. Gorum seems to be pretty much the same as Kord. Out of curiosity, what ability score did you put the human +2 into? Wisdom? Charisma, actually. It adds to the number of channellings I can do per day, and increases the will save when it's damaging undead. Plus, I imagine this guy to be pretty charismatic. Sounds good! Is Brion the (older/younger?) brother of Preston? Brion is the older brother. Preston was about 19, and Brion is in his late 20s. He's tall, (about 6'5") barrel-chested, and has a full beard.
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Post by reefwood on Oct 22, 2009 13:06:49 GMT -5
Starting Equipment Packages, 3rd-level
Standard Combat - Masterwork melee weapon (400 gp) - Masterwork ranged weapon (600 gp) - Masterwork armor (600 gp) - Masterwork shield (400 gp)
- Mundane ammunition and additional weapons, armor, shields (500 gp) - Nonmagical ammunition, weapons, armor, shields (500 gp) - Adventuring gear, special substances, tools & skill kits, mounts (300) - Magic items (200 gp) - Potion of cure moderate wounds (300 gp) = 3,300 gp limit
Magic Combat - Wand of any touch spell of a level you can cast (500 gp) - Wand of any ranged spell of a level you can cast (500 gp) - Potions of mage armor (600 gp) - Potions of shield of faith (400 gp)
- Weapons, mundane ammunition, armor, shields (200) - Nonmagical ammunition, weapons, armor, shields (200 gp) - Adventuring gear, special substances, tools & skill kits, mounts (300) - Additional magic items (500 gp) - Potion of cure moderate wounds (300 gp) = 3,300 gp limit
Hybrid Combat - Melee attack item from standard or magic combat (450 gp) - Ranged attack item from standard or magic combat (550 gp) - Masterwork armor and mage armor potions (600 gp) - Masterwork shield and shield of faith potions (400 gp)
- Mundane ammunition, additional attack and armor/shield items (350 gp) - Nonmagical ammunition, weapons, armor, shields (350 gp) - Additional magic items (350 gp) - Adventuring gear, special substances, tools & skill kits, mounts (300) - Potion of cure moderate wounds (300 gp) = 3,300 gp limit
Each line lists the item(s) available with a spending limit at the end in parenthesis. I tried to word everything precisely in terms of singular/plural and mundane/masterwork/magic, but some further explanation is probably in order, especially since this works a bit differently than the original equipment packages:
"Masterwork melee weapon (400 gp)" means you can select one melee weapon of masterwork quality. The masterwork component costs 300 gp, so that leaves 100 gp to cover the base cost of the weapon. This should work for just about any melee weapon except double weapons. Also, the weapon may be made of a special material (i.e. cold iron, darkwood, etc) as long as the final cost fits under the spending cap.
"Mundane ammunition and additional weapons, armor, shields (500 gp)" means that the ammunition must be mundane, but the additional items can be of any quality.
"Nonmagical ammunition, weapons, armor, shields (500 gp)" means that these items can be mundane, masterwork, and/or made of special substances but not magical. Also, as many as can be afforded within the spending limit can be selected, so you could select a cold iron greatsword, darkwood shield, chainshirt, and several masterwork arrows.
"Potions of shield of faith (400 gp)" means you can select more than one of this potion. The cost of a potion is caster level x spell level x 50 gp, so as a 1st-level spell, this potion can be created by a 1st-level caster for a cost of 50 gp, and the spending limit allows for the purchase of 8 such potions. One thing to keep in mind, however, is that potions can be created at a caster level higher than the minimum, which often increases variables such as duration. Another thing to mention about shield of faith in particular is that at caster level 6, the deflection bonus increases from +2 to +3, and the cost of this higher level potion is 300 gp.
"Additional magic items (500 gp)" means that you may select multiple items with no restrictions. This could be a combination such as a wand with 5 charges, a minor wondrous item, and a few magic bolts, or you could blow it all on a single scroll.
"Ranged attack item from standard or magic combat (550 gp)" mean this single item falls under the restrictions placed in the above packages, so it could be a masterwork composite longbow with a +1 Str rating OR a wand of magic missile with 36 charges OR a darkwood heavy crossbow OR a wand of disrupt undead with 50 charges.
"Masterwork armor and mage armor potions (600 gp)" means that you can use this amount for both armor and potions. Therefore, you could select masterwork splint mail (350 gp) and a potion of mage armor at caster level 5 (250 gp), OR masterwork scale mail (200 gp) and 8 potions of mage armor at caster level 1 (50 gp x 8 = 400 gp), OR dragonhide chainmail (600 gp).
EDIT: The last thing to emphasize is that the gold amounts in parenthesis are spending limits, not actual gold. I know that some players had extra gold leftover from their original equipment packages, but these new packages do not provide you with any gold. From here on out, gold will be earned only through income and spoils of war. More on that later.
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Post by reefwood on Dec 2, 2009 15:47:51 GMT -5
Profession (military)
*thought I posted this already, but I can't seem to find it anywhere*
Soldiers will be paid based on ability and expertise. Use the following equation to determine your wage:
[Character level x5] + Profession (military) modifier = daily wage in gp
Keep in mind that Profession is a trained skill, so if you have no ranks in it, that part of the equation will simply be +0 for you. However, you may divert skill points from other skills if you wish to add or increase Profession (military). Also, let's just say that everyone here reached 3rd level after storming the beach, and 10 days have passed in between that day and the day of the next adventure, so each of you has "(15+Prof) x10 gp" to spend as you wish or save.
I thought this might help make up for the fact that starting equipment packages no longer provide any actual gold. Plus, I thought it would be fun to give this skill a little more use, especially since we rarely use it in any of our games. Of course, this is obviously a house rule that earns way more than the standard use of this skill, but it gives you a little extra to work with in an otherwise rigid equipment system (at least more rigid than normal). Also, everyone will be earning about the same amount even if no points are put into this skill. Although, if you wanted to rake in the dough a bit more, there are ways to do it. A wise gnome who took Skill Focus for this skill and made it one of their military skills could easily have a Prof mod of +10 or more at this point (3 ranks +3 Wis +2 racial +3 feat +1 competence = +12) and something like this at 10th level (10 ranks +5 Wis +2 racial +6 feat +5 competence = +28). Not that I expect anyone to max this out, but it could be done.
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Post by icnivad on Dec 2, 2009 17:03:04 GMT -5
I don't remember this, but it's an interesting touch.
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Post by reefwood on Dec 2, 2009 23:37:51 GMT -5
Warforged
I've been looking at how the core races have changed in Pathfinder, but most of the warforged racial traits are pretty different than racial traits of core races in 3.5 After looking it over and poking around on forums, I think these two adjustments will cover it:
1) +2 Constitution, +2 Intelligence, -2 Charisma. The bonuses are for reasons mentioned previously, and the penalty to Cha seems to make more sense than Wis because I could see them struggling to interact more than being bad at perception and most other Wis skills.
2) No more Light Fortification because it seems to be based on construct immunity to critical hits, and that immunity has been removed in Pathfinder.
3) 2 slams (1d4) - one slam per free hand.
Craft (armorsmithing, blacksmithing, gemcutting, sculpting) - Repair Deadly Wounds: When repairing deadly wounds, you can restore hit points to a damaged warforged. Repairing deadly wounds restores 1 hit point per level of the warforged. If you exceed the DC by 5 or more, add your Intelligence modifier (if positive) to this amount. A warforged can only benefit from its deadly wounds being repaired within 24 hours of being injured and never more than once per day. You must expend two uses from a warforged repair kit to perform this task, or else you take a –2 penalty on your Craft skill check for each use from the healer's kit that you lack.
EDIT: I found this info about Natural Attacks, which includes the warforged slam.
It's not completely clear but looks like a free hand/arm is needed to make use of a slam attack. Things like kicks and headbutts are probably more along the lines of unarmed strikes.
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Post by Rabbit on Dec 3, 2009 11:41:31 GMT -5
Warforged I've been looking at how the core races have changed in Pathfinder, but most of the warforged racial traits are pretty different than racial traits of core races in 3.5 After looking it over and poking around on forums, I think these two adjustments will cover it: 1) +2 Constitution, +2 Intelligence, -2 Charisma. The bonuses are for reasons mentioned previously, and the penalty to Cha seems to make more sense than Wis because I could see them struggling to interact more than being bad at perception and most other Wis skills. Sounds good to me. Is there anything in the rules saying a character can't have a 2 in an ability is there? Because I rolled a 4 and was planning on using it for Charisma. [4-2= 2 total] Go fighter warforged! no problem To me it reads only that a "limb" looses any natural attack if it wields a weapon. So if a warforged used a two-handed weapon wouldn't they still have a leg/limb to use their slam attack? (One leg to stay standing and one leg to kick with.) If not that is ok, I just wanted to mention my reading of the passage. Assuming limb means: "an arm, leg, or similar appendage to the body such as a wing or flipper"
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Post by icnivad on Dec 3, 2009 13:53:06 GMT -5
Sir Grolton, 1st Cavalry (new features in red) Human Cavalry L2 Druid L1 Fighter
Health: HP: 30 (22 class +6 con +2 preferred class)
Stats Str: 20, +5 (18 +2 item) Dex: 12, +1 Con: 14, +2 Int: 12, +1 Wis: 16, +3 Cha: 9, -1
Saves: Fort: +6 (4 class +2 con) Reflex: +1 (0 class +1 dex) Will: +5 (2 class + 3 wis)
Defense: AC: ? (armor: +?, dex +1, natural (item) +1)
Offense: Lance, magic +1, Merciful(+1d6, all damage is nonlethal): Lance (1 handed): +9 (1d8+1d6+6) Lance (2 handed): +9 (1d8+1d6+8) Lance Charge (2 handed): +11 (3*(1d8+1d6) + 24) Power Attack Lance (2 handed): +8 (1d8+1d6+11) Power Attack Lance Charge (2 handed): +10 (3*(1d8+1d6)+33)
Skills: Handle Animal: +4/+8 (3+2 ranks-1 cha +4 companion) Intimidate: +3 (3+1 rank-1 cha) Know(geo): +5 (3+1 ranks+1 int) know(nature): +8 (3+2 ranks+1 int +2 nature sense) Perception: +8 (3+2 ranks+3 wis) Profession (Military): +10.5 (3+3 ranks+3 wis+1.5 mil) Ride: +11.5* (3+3 ranks+1 dex +1.5 military skill + 3 skill focus) Survival: +11 (3+2 ranks+3 wis + 2 nature sense) * subject to armor check
Class Traits: Nature Bond Nature Sense Wild Empathy
Feats: L1: Mounted Combat Hum: Ride-By Attack Mil: Skill Focus (Ride) Mil: Power Attack L3: Spirited Charge F1: Weapon Focus (Lance)
Items: Lance +1, Merciful Mast. Hide Wand: Summon Nature's Ally (25x) Scrolls: Obscuring Mist (3x) Scrolls: Cure Light Wounds (3x) Potion: Mage Armor Potion: Cure Light Wounds Potion: Cure Moderate Wounds Potion: 3rd level (still need to choose) Tower Shield Medal of Valor Ring of +2 Str
Loyal Steed 3 HD Horse
Health: HP: 23 (17 class +6 con)
Stats Str: 16, +3 Dex: 13, +1 Con: 15, +2 Int: 2, -4 Wis: 12, +1 Cha: 6, -2
Saves: Fort: +5 (3 class +2 con) Reflex: +4 (3 class +1 dex) Will: +2 (1 class + 1 wis)
Defense: AC: 17 (armor: +3, dex +1, natural +4, size -1)
Offense: 1 Bite +4 (1d6+3), 2 hooves -1 (1d4+1) Charging Bite +6 (1d6+3) Overrun +8 (2 BAB +3 Str +2 feat + 1 size) Charging Overrun +10 (2 BAB +3 Str +2 feat + 1 size +2 charge)
Tricks: Attack 2 Come Defend Down Guard Heel
Skills: Acrobatics: 5 (3+1+1dex) Perception: 6 (3+2+1wis)
Class Traits: Link Share Spells
Feats: Power Attack Improved Overrun
Items: Studded Leather (carried over from previous build)
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Post by icnivad on Dec 3, 2009 14:10:00 GMT -5
are we going to get any payment between the last adventure? also, can we sell items that we no longer need / want? I think I might be able to afford dragonhide full plate if I can sell off some stuff.
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Post by Rabbit on Dec 3, 2009 15:15:27 GMT -5
still need to select some feats and likely to make a few tweeks but here is the direction my character is heading. Depending on some DM rulings; some feats I'm considering are Jaws of Death (1d6 extra natural attack at -5), exotic weapon (bastard sword), weapon focus (great sword), toughness, damage reduction1/, and Brute Fighting.
Warforged - Infantry Buster FIGHTER L3 HP: 35 [3d10+Con] 13,13,9 AC: 19 [18 flat, 11 touch] Damage Reduction 2 / adamantine BAB: +3 Initiative: +1 Speed: 20’
Fort: 6, Ref: 2, Will: 0 [+1 against fear saves] STATS STR 13 (+1) DEX 13 (+1) CON 17 (+3) INT 14 (+2) WIS 9 (-1) CHR 4 (-4)
SKILL POINTS 12 [(2+2=4)*3] * = Military Skill, [AbMod+Rank+CS+Military-ACP] -3 Climb (Str) [1+0-4] 9 *Craft (Armor Smithy) (Int) [2+3+3+1] -4 Handle Animal (Cha) [-4+0] -4 Intimidate (Cha) [-4+0] 6 Knowledge (dungeoneering) (Int) [2+3+1] 7 Knowledge (engineering) (Int) [2+3+2] 6 *Profession (Wis) (Military) [-1+3+3+1] -3 Ride (Dex) [1+0-4] 2 Survival (Wis) [-1+0+3] -3 Swim (Str) [1+0-4]
FEATS Lvl 1; Adamantine Body: +8 Armor bonus to AC. Max Dexterity bonus to AC is +1. –5 Armor check penalty. 35% Arcane Spell Failure chance. Damage Reduction 2 / adamantine Base Speed is 20’ Fhtr 1; Improved Overrun Miltary 1; Power Attack Military 2; Cleave Fhtr 2; Lvl 3;
CLASS ABILITIES Bravery +1: bonus on Will saves against fear. Armor training 1: reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1.
ITEMS/EQUIPMENT To be announced
RACIAL Medium size • 30’ movement • +2 Armor bonus to AC, but 5% Arcane failure chance • Light Fortification – 25% chance of Critical Hit or Sneak Attack bonus damage being negated. • Natural weapons provide a 1d4 Slam attack.
Living Construct • Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickening, and Energy Drain. • Does not Eat, Sleep, or Breath. • Does not naturally heal. • At 0 hp, is Disabled (as usual). From –1 to –9 hp, is Inert (i.e., Unconscious, but stable) • Conj (healing) spells only heal 1/2 hp. • Can be ‘healed’ by a Craft check that takes 8 hours. The Warforged is repaired the check –15 hp. It is possible to ‘Take 10’, but not ‘Take 20’. The following Craft skills can be used: armorsmithing, blacksmithing, gemcutting, & sculpting. A Warforged may repair itself. This check cannot be done untrained
Should this be Int Modifier Instead of Wisdom since it is Craft instead of Heal?
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Post by reefwood on Dec 3, 2009 17:59:50 GMT -5
I'm at work right now and don't have time to look at the builds yet, but... are we going to get any payment between the last adventure? also, can we sell items that we no longer need / want? I think I might be able to afford dragonhide full plate if I can sell off some stuff. You will get your wage as outlined in the post about Profession (military). If Sit Grolton has a Prof(mil) of +8, that totals [(3x5)+8]x10 = 230 gp. This is war, so no stopping at the shop to sell items. Anything you no longer want will simply be reissued to other soldiers. Gold from your wage can be used to purchase items but don't think of that as your characters going to the shop. I just wanted a way for players to buy misc minor supplies and give the Profession skill some purpose.
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Post by icnivad on Dec 3, 2009 18:32:18 GMT -5
ok. Since I dropped my dex, I was hoping to get dragonhide full plate(3300gp) to replace my dragonhide breastplate (700gp). I have 2310 in gold + 230 = 2540. Without being able to sell items, it doesn't look like I'm close enough. Even if I could trade back the breastplate for full value I'm still 60 gp short. Is this something that would be available when I finally do have enough money for it?
edit: actually, I bought the dragonhide after the last game and haven't played a game with it, so I have 3,010 gp + 230 = 3240 gp to spend. I bet I could scrounge up 60 gp from somewhere, or borrow some from someone.
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