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Subject: OOC: Darkwoods' Secret Table 1 rss

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James Miscavish
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francisthe3rd wrote:
jmiscavish wrote:
Should I let the charisma drop to 7 or reorder these?


It doesn't look like Wisdom particularly helps a ranger. I'd put 9 on Wis, 11 on Cha (drops to 9), pump up Strength and Dex. That's my 2 GG.


I'll have mine posted up around dinner time today.


Alright, I'm taking your advice. I'm gonna rethink my skills/stats before we start.
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Cathy Griffin
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Player Name: Cathy
Character Name: Laurien Telemnar

Strength - 8
Dexterity - 10
Constitution - 12
Intelligence - 14
Wisdom - 11
Charisma - 15

Race: Elf
Special Abilities: Speed 30 feet, elven sleep immunity, keen senses, low light vision, weapon familiarity


Class: Bard

Class abilities: acrobatics, climb, craft, sleight of hand, perception, knowledge, perform, disguise

Feats: Deft hands

I think I'm done. Would appreciate any feedback y'all may have.

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  • Last edited Thu Feb 2, 2012 4:55 am (Total Number of Edits: 4)
  • Posted Tue Jan 31, 2012 9:04 pm
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Robert Lavarnway
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In both cases, you get ALL the abilities!

You only get a limited number of skills and feats, which I imagine Steve will go over next.
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Steve Donohue
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Yes skills and feats are where we're at now. It seems like quite a few people made out enough of the rules to get it on their sheets, but here are the rules.

Each class gets a number of skill points. That number is modified by your intelligence modifier. At first level, the total is the number of skills you can take (later you can spend some of those points buying new skills or improving ones you already have). The points you've spent on a skill are your "rank" in that skill.

When you have a skill, you roll a d20 + your skill rank + your ability modifier.

There is a list of skills here: http://www.d20pfsrd.com/skills

At the top of that page is a list of "Class Skills". These are things that specific classes tend to be good at. Like Rogues are good at the Disable Device skill which is used to remove traps. You get +3 ranks in a class skill if you've spent at least one point on it.

Going back to that rogue, if he takes Disable Device and Handle Animal, then he'll end up with
Disable Device 4 ranks (He put 1 point in it and gets +3 because it's a class skill)

Handle Animal 1 rank (no bonus - it's not a class skill)

He would have 0 ranks in Acrobatics since he put no points in it. Clearly it's a good idea to invest at least some of your points in class skills. Note that some skills may not be useful to you at this point. Since no one can fly, the Fly skill is pointless.

The other thing to look at is Feats. Feats actually let you do things that other people can't do - they stretch and even break the rules. Everyone gets 1 feat, your class may grant you some bonus feats, and you get 1 more starting feat if you are a human.

The feats are here: http://www.d20pfsrd.com/feats

We're going to stick to the General Feats, Combat Feats, and Metamagic Feats. Many feats will have a prerequisite - something you have to have before you can take that feat. For example, the very first feat on the list is Abundant Revelations, to take it you must have a "Mystery" class feature. Since no one in this group has that, no one can take that feat. Other feats might require a particular level or another feat.

Feats can be complicated because they can make a difference in how you play. If you plan to be a warrior who survives by being nimble, then Wespon Expertise might be a good fight. If you just want to smash things, then Power Attack is probably a better choice.

If you're not sure which feat(s) to take, drop me a note and I'll send you a few suggestions based on your class.

Please post a new version of your character sheet once you've selected feats and skills. You can go back and "quote" your old sheet to make it easier.

As always, if you have any questions please let me know.
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James Miscavish
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jmiscavish wrote:
Player Name: James
Character Name: Falozeir (Fal for short) Winddancer

Strength: 17
Dexterity:13+2 (Elf)
Constitution:13-2 (Elf)
Intelligence:12+2 (Elf)
Wisdom: 11
Charisma:9


Race: Elf
Racial Abilities: Speed 30 feet, elven sleep immunity, keen senses, low light vision, weapon familiarity

Class: Ranger
Class Abilities: favored enemy (Undead), track, wild empathy

Skills: stealth, climb, perception, survival, handle animal, knowledge (nature), swim, heal
Feats: Power Attack



Is it okay if I completely change my character as I read more of the rules?

If not, I'll gladly go back to dwarf...

We seem to be a lithe party going adventuring.

Edit: got the seventh and eighth skills...think I'm done!
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  • Last edited Wed Feb 1, 2012 10:28 pm (Total Number of Edits: 2)
  • Posted Wed Feb 1, 2012 1:12 am
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Steve Donohue
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jmiscavish wrote:

Is it okay if I completely change my character as I read more of the rules?

If not, I'll gladly go back to dwarf...

We seem to be a lithe party going adventuring.


That's fine. It happens to me all the time.
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Jonathan C
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So, to get this straight, I choose [for Monk class] 4 + 11 (intelligence modifier) = 15 different skills? Wow, seems like a lot.

Also, I think I get to choose a total of 3 feats [+1 Monk, +1 human]. What do you suggest would make a good 3rd [as companion with dodge and devastating strike]?
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James Miscavish
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According to this table:
http://paizo.com/pathfinderRPG/prd/gettingStarted.html

my intelligence modifier is +2 (since I have 14 INT).

Does that mean I get 2 more skills to start? I already have 6 from my class, so will I have 8 total and then 3 at each level up?
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Jamin Peacock
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looleypalooley wrote:
So, to get this straight, I choose [for Monk class] 4 + 11 (intelligence modifier) = 15 different skills? Wow, seems like a lot.

Also, I think I get to choose a total of 3 feats [+1 Monk, +1 human]. What do you suggest would make a good 3rd [as companion with dodge and devastating strike]?


Your intelligence ability SCORE is 11, your ability MODIFIER is 0.
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Steve Donohue
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jmiscavish wrote:
According to this table:
http://paizo.com/pathfinderRPG/prd/gettingStarted.html

my intelligence modifier is +2 (since I have 14 INT).

Does that mean I get 2 more skills to start? I already have 6 from my class, so will I have 8 total and then 3 at each level up?


yes, you will start with 8. You will get 8 more skill points at each level, 6 for class and 2 for your Intelligence.
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Robert Lavarnway
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Player Name: Robert
Character Name: Fenwhist

Strength: 16
Dexterity: 18
Constitution: 14
Intelligence: 15
Wisdom: 13
Charisma: 16

Race: Human
Racial Abilities: +2 to One Ability Score, Bonus Feat, Skilled

Class: Sorcerer
Class Abilities: Spells, Bloodline(Draconic - Red), Bloodline Arcana, Cantrips, Claws, Eschew Materials

Skills: Bluff 1(+3), Knowledge(Arcana) 1(+3), Intimidate 1(+3), Perception 1(+3), Spellcraft 1(+3)
These are all class/bloodline skills

Feats: Dodge, Expanded Arcana

Spells:
Level 0: Detect Magic, Light, Mage Hand, Read Magic
Level 1: Color Spray, Comprehend Languages, Mage Armor
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  • Last edited Thu Feb 2, 2012 3:56 am (Total Number of Edits: 2)
  • Posted Wed Feb 1, 2012 5:55 am
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James Miscavish
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sdonohue wrote:
jmiscavish wrote:
According to this table:
http://paizo.com/pathfinderRPG/prd/gettingStarted.html

my intelligence modifier is +2 (since I have 14 INT).

Does that mean I get 2 more skills to start? I already have 6 from my class, so will I have 8 total and then 3 at each level up?


yes, you will start with 8. You will get 8 more skill points at each level, 6 for class and 2 for your Intelligence.


Last question, then I think I'm good on character creation.

When it says skill ranks, does that mean I could put 2 ranks into stealth, survival,etc instead of having 8 different skills?

Or did I read that your skill rank can't be higher than your character's level?
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Steve Donohue
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jmiscavish wrote:
Or did I read that your skill rank can't be higher than your character's level?


This is the case. You can only put 1 point into a skill at first level.
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Steve Donohue
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First, a brief word from our sponsor. You can get a free microbadge by going to this thread and saying you'd like one:
I love RPG Geek Play-By-Forum Games - Free Micro!

We are in the home stretch. All we need to do now is buy goods for our characters.

Normally, each character gets a random amount of starting gold. I'm sure we'll all get our fill of the randomizer soon enough, so just go ahead and take max gold to start. So if you should get 2d6 *10, take 120.

There are several different spots you need to look to get equipment. The main page is here: http://www.d20pfsrd.com/equipment---final

Weapons are here: http://www.d20pfsrd.com/equipment---final/weapons
You can take any weapon allowed by your class, but you can't take firearms.

Armor is here:http://www.d20pfsrd.com/equipment---final/armor
Again, watch out for class rules and possible penalties to some skills or abilities.

Everything else is here: http://www.d20pfsrd.com/equipment---final/goods-and-services

It is my hope that we'll have all the shopping done and be able to get started on Sunday. once you've got everything set, please post the final version of your character here.

As always, if you have any questions please ask.
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Robert Lavarnway
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Player Name: Robert
Character Name: Fenwhist

Strength: 16
Dexterity: 18
Constitution: 14
Intelligence: 15
Wisdom: 13
Charisma: 16

AC: 10, +4 Dex, +1 Dodge = 15
HP: 6, +2 Con, +1 Fav Class = 9

Race: Human
Racial Abilities: Skilled

Class: Sorcerer
Class Abilities: Bloodline(Draconic - Red), Bloodline Arcana(Fire), Claws, Eschew Materials

Skills: Bluff 4, Knowledge(Arcana) 4, Intimidate 4, Perception 4, Spellcraft 4

Feats: Dodge, Expanded Arcana

Spells:
Level 0: Detect Magic, Light, Mage Hand, Read Magic
Level 1: Color Spray, Comprehend Languages, Mage Armor

Languages: Common, Draconic, Ignan

Equipment: Morningstar, Light Crossbow, Bolts (30), Dagger, Darts (4), Bedroll, Backpack, Scroll Case, Flint/Steel, Belt Pouch, Soap, Chalk (3), Candles (3), Silk Rope (50'), Grappling Hook, Caltrops

Encumberance: Light (32.5/76#)

Wealth: 53g, 6s, 6c
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  • Last edited Sun Feb 5, 2012 8:40 am (Total Number of Edits: 3)
  • Posted Sat Feb 4, 2012 9:58 pm
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James Miscavish
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francisthe3rd wrote:


Equipment: Morningstar, Light Crossbow, Bolts (20), Dagger, Darts (2) Explorer's Outfit, Bedroll, Backpack, Scroll Case, Flint/Steel, Belt Pouch, Soap, Chalk (3), Candles (3), Silk Rope (50'), Grappling Hook, Caltrops, Trail Rations (5)

Encumberance: Light (43.5/76#)

Wealth: 53g, 1s, 6c


Oh my...I have several questions.

I think I get 300gp to start. That seems like quite a bit.

Do I actually have to buy stuff like clothes and food? I figured it was assumed we would eat, sleep, etc...

Also, can we just buy regular items or are the 'special materials' items available to us as well?

Should we spend all our cash up front or save some for the quest?

How many arrows should a ranger buy to start off? Are items like this available regularly in-game?

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Steve Donohue
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Typically I don't worry too much about things like food and normal clothing. If you are planning an expedition somewhere where you need arctic clothing or food could be a problem, then we might have to discuss it.

Right now, you can ignore buying food and clothing.

Yes, you can buy things made of special materials.

Usually it's good to have a little gold in your pocket.

Arrows will be available in most towns and cities. a ranger might want to have 20 or 40 depending on how long he thinks it will be before he finds civilization again.
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James Miscavish
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jmiscavish wrote:
[q="jmiscavish"]Player Name: James
Character Name: Falozeir (Fal for short) Winddancer

Strength: 17
Dexterity:15
Constitution:11
Intelligence: 14
Wisdom: 11
Charisma:9


Race: Elf
Racial Abilities: Speed 30 feet, elven sleep immunity, keen senses, low light vision, weapon familiarity

Class: Ranger
Class Abilities: favored enemy (Undead), track, wild empathy

Skills: stealth, climb, perception, survival, handle animal, knowledge (nature), swim, heal

Feats: Power Attack

Armor Class (AC) = 10+3+5 = 18
HP = 10

Language(s) = Common, Elven

Equipment: Studded leather armor, Greatsword, Longbow, Arrows (40), Darts (5), Dagger, Belt Pouch, Common Backpack, Compass, Silk Rope (50ft), Shovel, Bear Trap.

Encumbrance: light load 61.5/86 lbs

Wealth: 96 GP





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Steve Donohue
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We'll keep this thread around if you have any questions or suggestions or want to talk things over without being in character.

Otherwise, the game is afoot:

IC: Darkwood's Secret Table 1, Chapter 1: The beginning

In this thread, we'll use bold text for things we're saying and regular text for things we're doing.
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Jamin Peacock
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Player Name: Jamin
Character Name: Vanagos

Strength: 8
Dexterity: 11
Constitution: 16
Intelligence: 11
Wisdom: 17
Charisma: 14

Race: Elf
Racial Abilities: Speed 30 feet, elven sleep immunity, ken senses, low-light vision, weapon familiarity

Class: Cleric
Class Abilities: Channel energy 1d6 5/day DC12, Deity: Sarenrae, rebuke death 5/day, spontaneous casting sun's blessing

Skills: Rank 1 = perception, heal
Feats: Selective Channeling
Equipment: Raiper, longbow, 100 arrows, studded leather, adventers kit, crowbar, holy symbol (wooden), rope
Money:9 gp
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Player Name: Xander
Character Name: Zentro

Strength: 13
Dexterity: 13
Constitution: 13
Intelligence: 12
Wisdom: 10
Charisma: 12

Race: Elf
Racial Abilities: Speed 30 feet, elven sleep immunity, keen senses, low light vision, weapon familiarity

Class: Rogue ninja
Class Abilities: Sneak attack +1d6, trap finding+1,

Skills: Rank 1 = Acrobatics, bluff, climb, diplomacy, knowledge local, ride, sense motive, stealth, swim

Feats: Blind Fight

Weponds: Daggers (2), Arrows (120), Shortbow (1)

Armor: Chain shirt

Gold: 0
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James Miscavish
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When exactly do we need to take rolls and what for?

How much of the story/setting do people usually create in the IC thread? I don't want to contribute too much or too little.
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Steve Donohue
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Sorry I thought I'd answered these.

jmiscavish wrote:
When exactly do we need to take rolls and what for?


Generally you have to roll to hit and for damage in combat or when you try to use one of your skills to do something. I tend to be a little light on skill checks. Some GMs will want checks all the time, I tend to ask for them when I think they'll make a difference.

For example, if you decided to go hunting right now, I could ask you for a Survival check and then some combat rolls. My general idea is that if you want to find something fresh to put in the stew it won't hurt anything so no check is required. On the other hand, if you were starving and not succeeding could be perilous, I'd probably ask for a roll.

Basically, I try to require rolls only when the results will matter, otherwise it slows things down, especially in a pbf game like this one.


jmiscavish wrote:
How much of the story/setting do people usually create in the IC thread? I don't want to contribute too much or too little.


Pathfinder is a pretty traditional game. Players typically don't contribute a whole lot to the story except by their choices. On the other hand, if you want to add something to the story feel free. I tend to be of the "say yes and move on" school when it comes to player additions. Other GMs may not be as fond of that approach.

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Steve Donohue
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A note.

Role-playing games tend to be kind of open-ended. Right now you've seen a group of dark-skinned tiny humanoids. They might even be dark faeries.

I'm waiting to hear from you what you're going to do next. You could take a bunch of different options from ignoring them to attacking them to putting the boar out of it's misery to trying to free it. I'm going to let you decide which thing you want to do.

That said, can I get kind of a "Still here" from everyone who is still here? PBF games often have a lot of attrition.

Also, if there's anything you want to do or any questions you have that you'd rather not share with the whole group, feel free to geekmail me. We're all in this together. I think we all want to end up with an exciting adventure, so feel free to tell me if you think I'm doing something wrong.
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James Miscavish
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sdonohue wrote:
A note.

Role-playing games tend to be kind of open-ended. Right now you've seen a group of dark-skinned tiny humanoids. They might even be dark faeries.

I'm waiting to hear from you what you're going to do next. You could take a bunch of different options from ignoring them to attacking them to putting the boar out of it's misery to trying to free it. I'm going to let you decide which thing you want to do.

That said, can I get kind of a "Still here" from everyone who is still here? PBF games often have a lot of attrition.

Also, if there's anything you want to do or any questions you have that you'd rather not share with the whole group, feel free to geekmail me. We're all in this together. I think we all want to end up with an exciting adventure, so feel free to tell me if you think I'm doing something wrong.


Still here. I feel a lot better after reading the last couple of posts.

I assume you'll let us know if we go about assuming we can do something that requires a roll (if that logic isn't too circular).
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