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Pathfinder: Good Campaign Yes?

Hadoblado

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Well, I've already stated itemisation will be restricted. Your build is more than good without it.

Also, unless I'm mistaken, you're limited to one standard action per round? It just seems unnecessary, unrealistic, and not really that good when you're already able to heal each round without wasting the rogue's actions.
 

redbaron

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To be honest I'm skeptical of anything that doesn't either help end fights quickly or relies on a fight lasting a longer amount of time. Win fight, heal later. Seems to me that the healing would often be either irrelevant or simply useless to the situation.

But it's not like it's the worst thing. I'd just rather be beefing up saves, damage, mobility and attack stats as a melee fighter. Just my preference, feel free to do your thing.

Also you can't take 2 standard actions per round.
 

Jennywocky

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Yeah, it's move action + standard action, or you can take two move actions (sacrificing your standard to basically double move).
 

Cognisant

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Also, unless I'm mistaken, you're limited to one standard action per round?
Ah I just figured since attacking is a standard action and a full attack lets you make two attacks by sacrificing your move action that therefore a move action is the equivalent of a standard action, but yeah this makes more sense.

Well, I've already stated itemisation will be restricted. Your build is more than good without it.
Don't worry I'm not complaining, I know unlimited free healing (slow or not) is too good to be true.

To be honest I'm skeptical of anything that doesn't either help end fights quickly or relies on a fight lasting a longer amount of time. Win fight, heal later. Seems to me that the healing would often be either irrelevant or simply useless to the situation.

But it's not like it's the worst thing. I'd just rather be beefing up saves, damage, mobility and attack stats as a melee fighter. Just my preference, feel free to do your thing.
I've been thinking about this all day and yeah I don't think I'm going to pursue Fast Healer as a fighter if only because it simply wouldn't be fun to play, being good at taking damage isn't nearly as much fan as being good at dishing it out.

Besides what this would really be good for is a sorcerer who combines Fast Healer with Infernal Healing and the Familiar healing to to get 4hp or 6hp per round depending upon how much they're willing to spend on Constitution. I'm considering playing that but I'm discouraged by the slow experience progression, sure as a human I could get Fast Healer by 3rd level but I'll have two levels to get through first.
 

Jennywocky

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It was kind of an issue for V'as. Burning feats on monk stances, she could get off a number of attacks per round at level 5 and have a pretty amazing AC/defense; but her attack was only 1d6+4. The archer and inquisitor could outdo her in damage at that point.
 

Cognisant

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So if I'm going the stupidly strong route what do we do about the will save problem?

As long as I've got the familiar to stabilize my guy it's acceptable to have the party strike him down if he fails a save and becomes a liability, to this end I'm not going to put more than 10 points in constitution so he's easier to drop, of course this works for enemies too but that's just the risk I take.

Unless there's some other convenient way to deal with it?
 

Jennywocky

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So if I'm going the stupidly strong route what do we do about the will save problem?

As long as I've got the familiar to stabilize my guy it's acceptable to have the party strike him down if he fails a save and becomes a liability, to this end I'm not going to put more than 10 points in constitution so he's easier to drop, of course this works for enemies too but that's just the risk I take.

Unless there's some other convenient way to deal with it?

Typically there's a few feats (like Iron Will? Not sure) that give permanent bonuses to your Will save. There are traits that do the same, or at least to some aspect of the Will save (like charm/compulsion).

You can also acquire magic items that deal with Will saves or provide some level of protection against charm/compulsion.

Also, depending on party composition, some spellcasters might be able to help you out (buffs, etc). It's a team thing. You don't have to be perfectly safe as a solo character in general; you can rely on your team for the stuff you're bad at.

Unless of course they hate you and think that the moment you run up to fight the dragon is the perfect time to go grab a beer.

So your Will can improve over time (collecting items, etc.) versus being great at level 1, but no one's saves are good at level 1 + you won't really that devastating either at level 1, hopefully and enemies wouldn't be more powerful than us hopefully.
 

Cognisant

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Which would better serve the party, the strength build or a sorcerer?

As a sorcerer my familiar can use its healing on other people and my character can cast the Infernal Blood spell, between the two they'll keep the party in good shape and I can cast Shield on any two handed weapon users. Obviously like this I won't be doing much of anything until 3rd level and even then I'm just making myself harder to kill, I'll be playing a dedicated support role and banking on living long enough to reach higher levels whereupon the "Linear Warriors, Quadratic Wizards" trope takes effect.

Then again:
TvTropes said:
Pathfinder raised issues of its own while attempting to correct the problems in 3rd edition D&D. Concentration checks were made more difficult and harder to avoid. Every class and most monsters were made more powerful and tougher aside from the wizard (whose spells were not changed and were thus weaker relative to newly buffed monsters and other PC classes). Clerics were stripped of their proficiency with the heaviest armors (and those armors became tougher), the druid's broken shapeshifting abilities were reined in with stricter mechanics defining the abilities that shifting granted. Non magic-using classes gained access to learn to craft magic items if they wanted to (fighters in particular can spare the feats for it). And fighters finally gained unique class abilities (in 3rd edition, they got lots of bonus feats - but most of those feats were available to other classes, if less frequently), boosting their effectiveness with weapons and armor above other warrior classes.

The key difference between Pathfinder and 3.5 in regards to this trope is that the classes of Pathfinder have a better combat balance overall, so the Fighter doesn't have to worry about being outshone by the Druid's animal companion. In combat, a straight-up Pathfinder Fighter is a terror. The unofficial tiers in 3.5 and Pathfinder don't rank combat power but the ability to get things done. Once combat has ended and the diplomacy, problem solving, magical item creation, exploring, and so forth have begun, the Fighter might as well go grab a soda while the magic-using classes have plenty to do.
 

Jennywocky

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The tropes this is not accurate with higher levels. At lower levels, a fighter can shine, but in the end they remain probably a Tier 3-4 class and can be powerful within their niche. Spellcasters dominate the highest class tiers (in terms of being gamebreakers) at the higher levels.

In case you've never read some of the Tier discussions, here ya go. EDIT: Ooops, fighters rank even lower. Sorry 'bout that. ;) EDIT2: oh, mutation fighters are tier 4. So, scratch the scratch.

http://www.minmaxboards.com/index.php?topic=11990.0
http://www.minmaxboards.com/index.php?topic=1389.0
http://paizo.com/threads/rzs2rcbb?Pathfinder-class-tiers
http://www.giantitp.com/forums/show...ch-Class-Is-In-Its-Tier-(Rescued-from-MinMax)

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I'm fine with you being a melee fighter, and you've got some extra abilities due to your race and feats and such. wait, I guess this means you're not doing the ninja anymore. Anyway, it fleshes out the party fine.
 

redbaron

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Cognisant said:
So if I'm going the stupidly strong route what do we do about the will save problem?

With a 25 point buy I don't see any reason not to have a base Wisdom of at least 12-14. Tack on the Iron Will feat and your will save isn't too bad. If you're using two-handed weapons as a fighter there's literally only one feat that's an absolute must - Power Attack. After that you can pretty much do whatever you want and Iron Will is a pretty good choice.

Cognisant said:
As long as I've got the familiar to stabilize my guy it's acceptable to have the party strike him down if he fails a save and becomes a liability, to this end I'm not going to put more than 10 points in constitution so he's easier to drop, of course this works for enemies too but that's just the risk I take.

Honestly there's no need to take 10 CON just for that purpose. I might even argue that from an RP perspective, this kind of meta-gaming actually ruins part of the excitement. If you want to do it that's fine but this isn't a good reason.

Cognisant said:
Which would better serve the party, the strength build or a sorcerer?

Either could work. If you make a sorcerer though, one word of advice. Don't specialize in one school that focuses on one thing.

Pick a variety of spells that target different things. Having a few spells that let you target the enemy's weak save no matter what it is, whether Fort, Ref or Will is a good idea. So don't take Sleep, Color Spray, Hypnotize. They all target Will. A better spread would be something like Grease (Reflex), Sleep (Will), and then something that hits Fort. Add in a damage or survivability spell here and there and you're golden. Don't make yourself super powerful at just one thing and then end up as a spectator when you can't do that one thing. That was really the crux of Takashi's problems.

As far as I'm concerned it's much cooler to be the sorcerer who put down Grease at a choke-point, then put the enemy ogre to Sleep, then knocked the enemy caster prone so he couldn't escape from the fighter, than it is to be the guy who that one time did something really cool but then did nothing for a few weeks.
 

Hadoblado

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:rolleyes:

Only Cog would mitigate his weakness of will saves by also making himself weak in hitpoints and fortitude saves...

Those tier lists are assuming that none of the changes I've made are in place. Also that the person at the helm of the character is a vet who plays the way the person who wrote the list expects them to. While I certainly wouldn't argue against the lists, I wouldn't pay them too much heed.
 

Jennywocky

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:rolleyes:

Only Cog would mitigate his weakness of will saves by also making himself weak in hitpoints and fortitude saves...

Those tier lists are assuming that none of the changes I've made are in place. Also that the person at the helm of the character is a vet who plays the way the person who wrote the list expects them to. While I certainly wouldn't argue against the lists, I wouldn't pay them too much heed.

It's a side issue, but they're discussing game mechanics (which are fixed unless the GM changes them), not play style. So your comments here don't make a lot of sense. It's the same stuff that gets brought up when people discuss what might be broken in the game.

Like, whatever. I listed them simply in response to the incorrect "trope" issue about Pathfinder that Cog posted, not as something to get into a large discussion about for its own merits.

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So ... 60 Days Until Play Starts? 78 Days? 39 Days? We're gonna spend a few months discussing the game before actually gaming, ha.
 

Hadoblado

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Oh I wasn't attacking them or anything, it's fine to post them. I just don't want people feeling as if they can no longer play their intended class because it's not up to scratch is all. I know I'd feel like I'm wasting my time if I started a game and then read four tier lists that categorise my class as tier 4/5/whatever. Also, many of the changes I make address these issues a fair bit. Some listed, some are unlisted and are more along the lines of custom content.

This campaign will start when the arc of RB's campaign finishes. There is some precampaign stuff to go through before then, however. A little bit of solo adventuring to figure out what's what. I've already started with RB (a good 20 minutes worth or so), though the time will vary depending on what choices are taken.

If you're keen for a little bit of play, we can go through that by organising a time.
 

Jennywocky

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This campaign will start when the arc of RB's campaign finishes. There is some precampaign stuff to go through before then, however. A little bit of solo adventuring to figure out what's what. I've already started with RB (a good 20 minutes worth or so), though the time will vary depending on what choices are taken.

If you're keen for a little bit of play, we can go through that by organising a time.

Sure, if you have something in mind just let me know when you are ready.
 

Hadoblado

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Could do some this Sunday? It worked fairly well doing a mix of talking and text on skype.

It's only for completed characters though, so this is an open invite to anyone finalising.
 

Cognisant

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Only Cog would mitigate his weakness of will saves by also making himself weak in hitpoints and fortitude saves...
If it's stupid and it works it ain't stupid :D

I could play an alchemist/oracle construct builder but the rules for construct crafting are all over the place, I think you pay the price (which is usually about half the cost) and roll craft checks until you reach the cost (unless you fail a check by 5 or more) whereupon you make a final craft check with a DC equal to the construct's caster level (unless you are a caster of that level) plus and extra five points to the DC for every required spell you don't know, unless someone who knows that spell assists you via aid another.

If you meet the caster level and have the spells I guess you don't need to make that finial check but then the construct you're making is so weak it's hardly worth it.
 

Jennywocky

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You could just make something and stick with it. :D

All builds have weaknesses. You just don't want to run a gimp.

Could do some this Sunday? It worked fairly well doing a mix of talking and text on skype.

What's your time difference now? (We're in Daylight Savings here now, again.)

Your Sunday is my Saturday evening, which I am busy during for at least a few hours, but we might still be able to work something in.
 

Cognisant

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You could just make something and stick with it.
I'm sticking with the mutagen fighter, I'm just curious how a craft focused build would work.
 

Jennywocky

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I've never really done a crafting build, although I've played PCs who have crafting skills that they can use. (And Craft Wondrous Items, etc.)

From what I understand, Craft Baskets can destroy an entire campaign in short notice.


EDIT: I've got it! A wildshape druid/ninja that changes into a stealthy velociraptor (or the human-size equivalent -- deinonychus I guess). BWA HA HA! We just need three of them in the party.

Clever_Girl_by_jimoakley666.jpg
 

Hadoblado

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Australian Eastern Time Zone (UTC+10:00), or so I'm told. I've got that entire day afaik. I've got time on other days if it doesn't work for you, but not as much. Maybe I should set up a doodle?

Cog if you're finalising do you wanna get in on this too?

Craft skills will be good, but I've no idea how good golem building is. I imagine they're difficult for PC's to use, since they require extensive time to build, in which time they could be rendered redundant power wise.
 

Jennywocky

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Australian Eastern Time Zone (UTC+10:00), or so I'm told. I've got that entire day afaik. I've got time on other days if it doesn't work for you, but not as much. Maybe I should set up a doodle?

Probably. I'm looking at time zone maps but australia looks crazy -- you have places in the same UTC band (brisbane vs canberra) that don't share the same time due to DST?? EDIT: wtf? You made this last post at 6:14pm my time, but INTPf is listing your local time as 3:45am??

I'm in UTC -5.
 

Hadoblado

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I've never learned to global time. Seems like a good thing to put some effort into considering how much of my social life is online.
 

Cognisant

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I investigated construct building and it's all pretty meh, I'm considering sitting down at some point and trying to figure out how the classes are balanced so I can create two of my own, relax I'm not even considering doing that for this campaign, although I will be consulting everyone on how balanced/exploitable they are if/when I decide to sort out the details.

Artificer
If summed up to a single word it would be "MacGyver", makes stuff in the field out of other stuff (miscellaneous gear, not weapons or armor), makes traps, temporary structures, barricades, false walls, anything that's not magical he/she makes with ease. This class dabbles with magic like a magnus but only to speed up the crafting process or (after 7th level) to create/maintain a variant wearable construct, after 10th level this construct becomes increasingly powerful and customizable. By 20th level you're seeing the sort of summoner synthesist nonsense that really only should occur at 20th level, hardly the sort of game breaking nonsense an actual summoner or wizard could achieve but still, due reward for playing a largely supporting role up until now.

Puppeteer
Kind of a witch archetype, instead of a normal familiar a puppeteer creates a soulbound doll (variant) with a fragment of their own soul using a stupidly dangerous ritual, they lose a bit of their sanity and the doll becomes sentient like a typical familiar. This class is for people who want to raise their own intelligent NPCs and/or have their familiar fight alongside them, kind of like the summoner except with a creepy construct rather than a magical beast. At 5th level the puppeteer can either create a second soulbound doll or upgrade the current one to a soulbound mannequin (varient), ditto for 10th multiply or upgrade, again at 15th, then at 20th you make the decision one finial time and your character dies.

The puppeteer's whole thing is that they're giving their soul to their creations thereby killing themselves so while everyone else in the party is getting stronger and stronger the puppeteer remains the same, thus becoming relatively weaker but protected by increasingly powerful familiars. At 20th level the puppeteer dies but the puppets don't, it's a trade off, as a player you've lost your primary caster but also you primary liability; whether it's 1 soulbound ascendant, 2 soulbound grand dolls, 4 grand soulbound mannequins, 8 greater soulbound mannequins or a swarm of 16 soulbound dolls, it doesn't matter they don't need their creator anymore.

Cog if you're finalising do you wanna get in on this too?
Yeah I'm free, what format do you want?
 

Jennywocky

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Not sure about the details of class balance, but I find the Puppeteer thing an interesting idea.

You should submit to the annual Pathfinder contest. each year they basically have a tournament where you have to submit something (a magic item, a class, a spell) -- whatever they decide that round is -- and each round they only take so many for the next round. People can get their items published in the official game (maybe tweaked), and the winner gets to write for one of their products I think.

You would have to know the specific mechanics better and have things nailed more in place, but i think your ideas are interesting and rather unique.
 

Cognisant

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It's based off a character called Alice Margatroid from the Touhou series, she pretty much stays in one place (only repositioning for tactical reasons) while her highly mobile flying dolls race around, either to surround and subdue the enemy and/or to shield their creator from harm.

A good puppeteer build would focus on wisdom (for casting) and intelligence for assisting/crafting/repairing the dolls which leaves maybe a little Dexterity for defense and little to nothing for charisma, strength or constitution. I figure this class gets great will saves, alright reflex saves and terrible fortitude saves, so you want to keep you character out of direct combat but still close enough to aid, heal and recover the doll minions.

latest

Instead of hexes you'd get thematic abilities like having an adjacent doll throw itself into an oncoming attack to protect you, I can imagine a player cringing every time they do that, of if the doll is a medium sized it can assist your reflex save so there's a trade off between having lots of little dolls (tactical flexibility and lots of defenders) and fewer larger ones (more damaging attacks, other kinds of defensive abilities).
 

redbaron

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Would be interesting if it was a Constitution based caster. Keeping with the theme of sacrificing hit-points/life force to give it to your creations.
 

redbaron

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It already exists?

:(
 

Jennywocky

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It already exists?

:(


No, it's just a Witch variant that is based on CON and self-scarring for hexes. But it doesn't implement all the stuff Cog was looking at. Still, it's viable.
 

redbaron

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Yeah but :(
 

Jennywocky

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Well... you do have to be an orc.
(or a really really ugly elf, if the GM is nice.)
 

Hadoblado

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It'd be a good class if you didn't have to be a stinky orc :)

@Cog
Skype is likely best. It allows me to send you the pre-written descriptions, but also to fill in the gaps without writing up new stuff on the spot.

@Jenny
Well, it's probably best if you name a time since we're likely working around your schedule. I'm likely free Monday too.
 

Cognisant

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What format do you want my character sheet in?
 

Jennywocky

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Aldus lamp.
 

Hadoblado

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Oh, there's a Character Sheet on roll20. I'll invite you to the campaign.

It allows you to easily track down all the obscure macros, as die rolls are integrated into it.
 

Cognisant

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Alright basics are in, I'll take a shot at the macros after I've had some sleep.

Backstory wise Lautrec is 135 years old, his life shaping events all happened a long time ago, current events will be the most interesting thing to happen to him in at least the last fifty years.
 

Jennywocky

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I vant to suck yer blud.
 

Hadoblado

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Guide to making integrated roll20 pathfinder sheet:
1) Hit ‘journal’ button in top right above chat

2) Select ‘template’, or ‘copy of template’, or ‘copy of copy of template’ :P
3) Hit ‘edit’ in the top right


4) Click ‘duplicate’ then exit the character sheet and open the copy. This will make it so that you’re not editing everybody else’s template.

5) Hit ‘edit’ again, rename it to your character.

6) Go find an avatar for your character online or wherever else, then upload it. I’ll make it your token for you later, or anything else you send me.

7) Copy paste your bio in, and any notes you want to leave there for the GM.

8) Save changes

9) Hit ‘character sheet’ underneath the name of your character. You should see a whole bunch of tabs.

10) Ignore ‘items’, ‘show all’, and ‘npc’ entirely

11) Hit ‘core’. Fill in base stats according to your point but including racial modifiers. Add any initiative bonuses you might have where it says initiative, and give your self any base speeds you might have (typically you only have 20-30 feet base speed).

12) Hit classes. Type in your class name and level (one) in the first row. Put half your HD under the HP column. Put in any favoured class HP you may have under FC HP column. Put your current BAB in BAB column. Put your class skills per level down. Write in any favoured class skill points you might have (generally this is mutually exclusive with favoured class hp). The fill in your current saves and your level (should be one). You can write in your class features and abilities, but as of yet there’s no need to put in the macro unless you’re really keen.

13) Hit the ‘defences’ tab. Put in any bonuses you might have. There shouldn’t be too much happening in this tab yet, but you will update it as soon as you obtain armor or whatever else.

14) Click ‘attacks’ tab. Attacks is a little more complicated, and probably not overly important until you obtain weapons. For each attack type that you can foresee yourself doing often, hit ‘add’. Name the attack. Put the enhancement bonus of your weapon above the ‘enhance’ line. Tick masterwork if you’ve got a masterwork item. Leave the attack and damage mods line empty for now. Choose your attack type (melee or ranged from the drop down). Have the base weapon damage written on the ‘dice’ and ‘die’ lines, it should look something like ‘1d8’ or ‘2d4’. Pick which ability damage is derived from (usually strength, or strength 1.5 for 2handed weapons). In the ‘crit’ box write the lowest number your weapon needs to roll to threaten a crit, and then the multiplier your weapon gains when it does crit. Write the range of your weapon, and what type of damage it does (piercing, slashing, or bludgeoning usually). Finally, mark yourself as proficient or non-proficient in the drop down box, and enter the weight value of the weapon. Proficiency is very important! Also, your macro may not work until your token is on the map, so you may have to wait until you’ve got your token sorted to make sure you’ve done it right.

15) Hit the ‘skills’ tab. Put a tick in every box under CS for the skills which are considered class skills for your character. Distribute your points, and add any bonuses you have in the relevant column. Keeping track of your skill points for you is a nice feature of this sheet.

16) In the ‘feats’ tab, add all your feats up at the top, and add an item for every feat you have. Put a description, and write a macro for it if you’re keen and it’s applicable. I didn’t bother, though it’s worth noting that if a feat gives a raw stat bonus you’ll need to add that elsewhere.

17) Put in your class, caster level, relevant ability for casting spells, number of spells known if applicable, and your spells/day for each level. You can also write the individual spells at the bottom, or keep them elsewhere.

18) Finally, fill in any more details using the ‘details tab’. All done.
 

Jennywocky

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Who can see our character sheet? Are we only able to see our own?
 

redbaron

irony based lifeform
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I can only see my own so I'd assume that's the case.
 

Hadoblado

think again losers
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You can only see your own, I can see all.

For those yet to make your character sheet, it is open for people to see before I come and restrict the options. I trust people not to look at each other's sheets, but if you don't then I can create a new one with restricted options from the get-go.
 

Cognisant

cackling in the trenches
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What time are we playing on Sunday?

10am AEST? I'm heading out to a party soon so forgive me if I'm a little slow, 7am is my bedtime (I'm a vampire irl too) and I'm going to be hungover.
 

Hadoblado

think again losers
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The campaign hasn't started yet. I'm doing small solo sessions to work out where everyone is at when the campaign begins. If you have time, tell me when, and I'll see when I'm available.

Doodle!
 

Cognisant

cackling in the trenches
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Need any help with making tiles/tokens?

Can anyone recommend a good file sharing site?
 

Cognisant

cackling in the trenches
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I think I've figured out a way to gain multiple familiars.

http://paizo.com/threads/rzs2ln8z?Can-a-Life-Oracle-with-Channeling-take#30
So when the cleric class has a header section called "Class Features" and under that is an entry that says "Channel Energy," and the oracle class has a section called "Class Features" and under that is an entry that says "Channel: You can channel positive energy like a cleric," and the paladin class has a section called "Class Features" and under that is an entry that says "Channel Positive Energy (Su): ... she gains the supernatural ability to channel positive energy like a cleric," those all are intended to work the same way, even though they're not given identical names. For one, because the paladin and oracle "versions" of that ability tell you it works like the cleric "version" of the ability. For two, because having them all work the same way is simpler and easier to remember than each of them working a different way. Now, given, the oracle gets 1+Chamod per day instead of the cleric's 3+Chamod, and the paladin spends uses of lay on hands instead of a separate X/day allotment, but if you line up a good cleric 5, a life oracle 5, and a paladin 5, and tell each of them to channel a burst of positive energy, all three of them are healing 3d6 to living or dealing 3d6 to undead, DC 10 + 1/2 level + Chamod, 30 ft. radius, no AOO, and so on. Exactly the same. Because it's easier to remember that way. Because it makes the game easier to run that way.

And that means things like Improved Channel and Alignment Channel and Extra Channel should apply equally to the cleric, life oracle, and paladin (you'll note for Extra Channel the paladin ability's counting method of uses per day for the feat is slightly diff because the paladin ability is based on using lay on hands, but the net result is the paladin gets +2 uses of channel per day, just like the cleric and oracle). Because to do otherwise means we need different versions of these feats for oracles and paladins because under the strictest interpretation, neither of them has a class ability that's specifically and explicitly named "channel energy;" and three sets of redundant identical feats for clerics, oracles, and paladins is lame and a waste of space.

TL;DR it seems a Mutagen Warrior (fighter archetype) can take the Extra Discovery feat since a Mutagen Warrior already has discoveries as a feature (there's literally a discovery called "Mutagen") and one of those discoveries is Tumor Familiar (Ex) and that's a totally legit familiar, indeed as far as I know there's nothing that states an alchemist can't have multiple tumor familiars if he so chooses.

Now familiars of course qualify for familiar archetypes and... oh wait I'm totally barking up the wrong tree, the familiar I was already planning on getting can only heal because it's a celestial bloodline familiar, I can have as many tumor familiars as I want but there's nothing to be gained from it.

Oh well still interesting all the same.
 

Cognisant

cackling in the trenches
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I could technically take the bomb discoveries, I just wouldn't be able to do anything with them unless I multiclass into alchemist which makes perfect sense.

I could take the potion making discoveries but I'd need the Craft Potion feat to make use of them.

The only real practical use of this I see is gaining Infuse Mutagen at some point and Wings at 7th level instead of Dodge so I can gain Greater Mutagen at 8th via Mutagen Discovery so I can get Grand Mutagen at 12th, though of course this knocks back Osyluth Guile to 11th instead of 9th.
 

Hadoblado

think again losers
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I'm fairly minimalist in dungeon design. I'm used to playing the majority of the campaign in your head using only a grid and figures. If you're interested in making tokens and what not, go ahead, but there's no great need :)

I'll lock you in for 12:30 PM on Sat 4 for pre-campaign (my time), the second option you indicated was available on the doodle). I need finalised builds by that time, so anything that you're seriously considering send me a PM to check for legality. Decisions need to be made :)

Abs and Cheese I'm still looking for times to conduct pre-campaign with you.
 

Cognisant

cackling in the trenches
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Is 12:30pm midnight or midday?
 

Hadoblado

think again losers
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haha I specifically made it 12:*30*pm to avoid that confusion, I'm glad to hear someone has more trouble with that stuff than I. :cat:
 
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