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Subject: PFS 2-23 & 2-24 - Shadow's Last Stand OOC rss

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Kendall Merriman
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This is the OOC thread for my session of these two modules. As I'm planning to run them back to back, I'm making just the one thread. Post characters here.

Players:
Brent Johnson playing Sandurel (Barbarian 1/Bard 1)
cocuzzi playing Grandfather Frost (Witch 2)
MentalDekay playing Drago (Sorcerer 1)
Bearpaw playing Shania (cleric 2)
greenclaw playing Hildan (monk 1)
woodenman playing Arakor (fighter 1)

Full up, unless someone drops. When we hit the end of the first module, I'll send chronicle sheets, people can adjust characters as needed (even swap out if you want - though there is something to be said for doing them with the same characters), then we'll get into the next one. I'll plan to start the IC thread on Thursday, if all characters have been posted.

General PFS rules apply. I won't audit resources (kind of a pain online), so honor system applies. Posting frequency I expect to be about once a day, though I understand if it goes down on weekends. Try to stay on top of things in combat. If you have a character portrait or token you want to use, post that with your character. As to combat, we'll run that on roll20 or google drawings. I haven't used roll20 as a GM before, so I'll be playing with it to get a sense of it more first.

Once all characters are posted, I'll figure out what subtier we'll be playing, and I'll get the adventure started with the IC thread.

Feel free to ask any questions here.
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Brent Johnson
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For what it's worth, I can't access roll20 from work. I can see Google drawings, but can't edit them.

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Phillip Wood
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Brent Johnson wrote:
For what it's worth, I can't access roll20 from work. I can see Google drawings, but can't edit them.


This...
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Kendall Merriman
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Well, then I guess I'll go with google drawings, since that is a pretty good reason to do so.
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whiskey tango foxtrot
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"Grandfather Frost" (PFS #87646-2, Silver Crusade)
(chronicle sheets)



Male Elf Witch (Winter Witch) 2
NG Humanoid (elf)
Init +4; Senses Perception +3 (+5 if Listor is within arms reach)

--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Armor)
Armor +1 Silken Ceremonial Armor (+2 AC, +8 max dex, -0 armor check, 0% spell failure)
hp 12 (1d6 + 1 Con)
Fort +1, Ref +3, Will +3

--------------------
Offense
--------------------
Speed 30 ft.
Melee
Silver Cestus +0 (1d4-1, 19-20/x2, B or P, left hand)
Cold Iron Cestus +0 (1d4+0, 19-20/x2, B or P, right hand)

Ranged
Shortbow +3 (1d6, x3, 60 ft, P)

Ammunition:
Arrows x20

Spells Per Day
1st - 3 (2 + 1 from high Int)
Comprehend Languages, Obscuring Mist, Snowball

0th - 4
Ray of Frost, Read Magic, Light, Resistance

Spells stored in familiar
1st - Comprehend Languages, Frostbite, Infernal Healing, Ill Omen, Cure Light Wounds, Inflict Light Wounds, Obscuring Mist, Mage Armor, Snowball, Unshakeable Chill

0th - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue, Ray of Frost

--------------------
Statistics
--------------------
Str 10, Dex 14+2=16, Con 14-2=12, Int 16+2=18, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 14

Favored Class Bonus: 1 hp or 1 skill point
(FC Bonus level 1&2: 1 skill point)

Languages: Common, Elven, Celestial, Draconic, Gnome, Orc, Tien

Deity: none

Patron: "Mrs. Claws," divine elf-goddess of winter, who rewards the faithful with ideal winters for crop growth, and punishes the wicked with showers of razor-sharp ice shards or by sending out her team of eight Dire Moose companions/avatars

Feats
(level 1) Bonus Hex: Cackle

Traits
Arcane Temper -- +1 Initiative, +1 Concentration Checks
Friend in Every Town -- +1 Knowledge (Local), +1 Diplomacy, Knowledge (local) as class skill

SKILLS (2+INT = 6 skill points/level, +1 FC bonus = 7 - Class Skills are marked with * and yield +3 when trained, # require training)
Mod Ranks Name of Skill
+3 0 Acrobatics
+8 1 Appraise
-1 0 Bluff
+0 0 Climb
+10 1 Craft (toys) (+2 masterwork tool bonus)*
+0 0 Diplomacy (+1 trait)
+x 0 Disable Device #
-1 0 Disguise
+3 0 Escape Artist
+3 0 Fly *
+x 0 Handle Animal #
+1 0 Heal *
-1 0 Intimidate *
+8 1 Knowledge (Arcana) * #
+5 1 Knowledge (Dungeoneering) #
+x 0 Knowledge (Engineering) #
+5 1 Knowledge (Georgraphy) #
+8 1 Knowledge (History) *#
+9 1 Knowledge (Local) (+1 trait and class skill) #
+8 1 Knowledge (Nature) *#
+x 0 Knowledge (Nobility) #
+8 1 Knowledge (Planes) *#
+5 1 Knowledge (Religion) #
+5 1 Linguistics #
+4/+6 1 Perception (+2 racial, +2 if Listor is within arms reach)
-1 0 Perform
+x 0 Profession * #
+3 0 Ride
+1/+3 0 Sense Motive (+2 if Listor is within arms reach)
+x 0 Sleight of Hand #
+8 1 Spellcraft * # (+2 to identify magic items)
+3 0 Stealth
+1 0 Survival
+0 0 Swim
+3 1 Use Magic Device * #




Other Gear:
Witch's Kit -- a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin

Backpack full of toys -- 20 gp in miscellaneous balls, dice, cards, and dominoes

Sleeves of Many Garments
These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.

Smelling Salts
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open.

Tindertwig
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface (a move action). Creating a flame with a tindertwig is much faster than creating a flame with tinder and a flint and steel or magnifying glass. Lighting a torch with a tindertwig is a standard action rather than a full-round action, and lighting any other fire with one is at least a standard action. A tindertwig burns for 1d2 rounds and sheds light as a candle. Tindertwigs are waterproof, but must be dried before you can strike them.

Shining Wayfinder
A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder’s bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder’s needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).

TRAVELER'S ANY-TOOL
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

--------------------
Special Abilities
--------------------
RACIAL Abilities
+2 Dexterity, +2 Intelligence, -2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

CLASS Abilities
Familiar: Winter witches must choose a familiar that is native to the frozen north, even if they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter witch who gains the Improved Familiar feat can select any familiar she desires, save for familiars with the fire subtype.



Cantrips: A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.

Patron: A winter witch must choose her patron from one of the following patron themes: ancestors*, deception, enchantment*, endurance, moon*, occult*, portents*, stars*, transformation, trickery, vengeance*, water, winter*, or wisdom. An asterisk (*) indicates that the patron theme is detailed in Ultimate Magic.

Winter: 2nd - unshakable chill, 4th - resist energy (cold only), 6th - ice storm, 8th - wall of ice, 10th - cone of cold, 12th - freezing sphere, 14th - control weather, 16th - polar ray, 18th - polar midnight.

Ice Magic: When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by 1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex): At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold. This replaces the witch’s 4th-level hex.


Familiar
Quote:
Listor
Raven --- Init +2; Senses low-light vision; Perception +6

Language: Elven

Defense AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 3 (1d8-1), Fort +1, Ref +4, Will +2

Offense
Speed 10 ft., fly 40 ft. (average), Space 2-1/2 ft., Reach 0 ft.
Melee bite +4 (1d3-4)

Statistics
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse

Skills Fly +6, Perception +3

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.


Level 1 Hex: Evil Eye ("YOU are on the NAUGHTY list!")
Quote:
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to -4.

Feat 1 Hex: Cackle ("HO HO HO!!!!")
Quote:
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Level 2 Hex: Water Lung
Quote:
An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.

Feat 3 Hex: (Flight)

Feat 5 Hex: (Ward?)

--------------------
Description
--------------------
An elf with an undetermined age, Grandfather Frost is a portly, jovial fellow who is quick to make friends, though rumors surrounding him indicate that many of these are simply afraid of angering him.

Purchase List
start with 150 gp + 467 + 512 + 521 = 1650 gp
1030 gp -- +1 silken ceremonial armor (+2 AC, +8 max dex, -0 armor check, 0% spell failure)
21 gp -- witch's kit
20 gp -- toys
10 gp -- cold iron cestus
25 gp -- silver cestus
3 gp -- tindertwig x3
= 541 gp remaining
200 gp -- sleeves of many garments
= 341 gp remaining
12.5 gp -- scroll of Ray of Frost
= 329.5 gp remaining
1 gp -- arrows (20)
250 gp -- traveler's any-tool
= 78.5 gp remaining


[c]Prestige Points
2 PP -- Wand of Infernal Healing
2 PP -- Wand of Mage Armor
2 PP -- "Beacon of Good" -- Shining Wayfinder from Silver Crusade faction

PFS#: 87646-2
Faction: Silver Crusade
XP: 3
Fame: 6
Prestige: 0
Money: 78 gp, 5 sp

Trackables
Daily

One time use
(2 PP) Wand of Infernal Healing -- 50 charges remaining
(2 PP) Wand of Mage Armor -- 47 charges remaining
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Phillip Wood
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Matt I think you are short a level's worth of HP?

Also where does one find the rules on upgrading Wayfinders? Ive seen a few characters running around with them but cant seem to find out how to do this....
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whiskey tango foxtrot
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Woodenman wrote:
Matt I think you are short a level's worth of HP?

Also where does one find the rules on upgrading Wayfinders? Ive seen a few characters running around with them but cant seem to find out how to do this....

Oooh, good call...

Also, Pathfinder Society Field Guide, page 63:
Adamantine (5 PP): The casing of this wayfinder is incredibly hard, and no amount of casual use can ding, dent, or scratch its pristine smoothness.

Bone (2 PP): Popular among rangers, druids, and necromancers, these bone-encased wayfinders are all unique, as each is crafted from a creature of the Pathfinder’s choice, be it a commonly hunted foe, a remnant of a lost loved one, or a macabre reminder of the futility of life. If you’re a druid or ranger, you can use a bone wayfinder as a divine focus.

Dayfinder (10 PP): Similar to a normal wayfinder in all external ways, this rare form of wayfinder differs in the potency of its light-emitting abilities. Once per day, the light generated by an active dayfinder replicates a daylight spell for a duration of 1 minute. These powerful tools against darkness are granted to experienced Pathfinders by generous venture-captains, and may only be purchased on the black market within the Society itself, and even then only by exchanging favors—never for gold.

Diamond Inlay (5 PP): This wayfinder features intricate ornamentation of inlaid diamonds. These gems may not be used as material components. Flashing a diamond inlay wayfinder grants you a +2 circumstance bonus on Diplomacy checks made against aristocrats and merchants allied with the Pathfinders, but a –2 penalty against those who oppose the Pathfinders.

Holy Symbol (2 PP): This wayfinder has been carved or molded to resemble your deity’s holy or unholy symbol and may serve as an icon of both the Pathfinder Society and your chosen faith. You can use a holy symbol wayfinder as a divine focus.

Jade (2 PP): Crafted in distant Tian Xia, the jade casing of this wayfinder is decorated with serpentine dragons wound around the Glyph of the Open Road. Instead of light, a jade wayfinder can be used to cast guidance.

Messenger (5 PP): This wayfinder functions as normal, except that the user may cast message at will in place of light.

Trapped (4 PP): To prevent anyone but you from claiming your wayfinder and using it to impersonate a member of the Society or simply resell it for his own profit, this compass is trapped such that anyone opening it without releasing a hidden catch is pricked with a needle laced with the contact poison of your choice (this poison must be purchased and applied separately). A DC 20 Perception check notices the trap, and a DC 25 Disable Device check allows one to bypass the security measure.


Plus there are Ioun Stones. In Seeker of Secrets, page 43, they begin. It's kinda crazy, really... tons of +1 to various skills, they get embedded in the Wayfinders. The usual.
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John Morgan
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I will be creating a brand new character for this so while I will aim to find the time to put it together by Thursday it may take me a day or two longer.

Totally understand if you want to press on without me should I not get it up in time, but otherwise I will have it posted as soon as I can.
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Phillip Wood
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What about "2 PP -- "Beacon of Good" -- Shining Wayfinder from Silver Crusade faction" that you listed?

That doesn't sound like a ioun stone?

Is that in the field guide as well?
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Kendall Merriman
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greenclaw wrote:
I will be creating a brand new character for this so while I will aim to find the time to put it together by Thursday it may take me a day or two longer.

Totally understand if you want to press on without me should I not get it up in time, but otherwise I will have it posted as soon as I can.

No worries. I'll be spending most of my Friday holiday in a swimming pool, so it may not even be a good idea to start before Saturday anyway.
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whiskey tango foxtrot
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Woodenman wrote:
What about "2 PP -- "Beacon of Good" -- Shining Wayfinder from Silver Crusade faction" that you listed?

That doesn't sound like a ioun stone?

Is that in the field guide as well?

Field Guide page 14 has faction specific prestige rewards. Some require game, some don't.

Beacon of Good is a 5 fame, 2 PP Silver Crusade reward
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the good times are killing me
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Couple things (since this is a bunch of new territory for me):

- I started up Google Drawing, looks like an MS Paint. I signed up on Roll20 a while ago, but have never really used it. From a cursory search, I don't see a Paint app on the site. What are we using (either of) these for?
- I have a PFS ID number, #140435, will I need to create the character through the Paizo's site?
- www.d20pfsrd.com is blocked here at work soblue, hope that's not too much of an impediment. I can get it on my phone, but it acts funny at times (sometimes it doesn't do things like let me mark a Geek subscription as being read. I think it's because of a lack of memory/cache and Javascript, but I'm not positive).
- This weekend is the Fourth, and I'll be traveling/visiting/partying with the families. My sister has wifi, my in-laws don't. I doubt I'll use my work laptop while I'm there. So I might be a little slow in getting started.
- For character creation, are there limitation that I should be aware of? Paizo has two factions that are "defunct"
- The only (non-free) Paizo/Pathfinder product that I own is the first book in the Shattered Star AP. Obviously that's of no use here. Is there anything that would be an absolute must for this game? Preferably spending $20 or less.

Um..that's it for now. I'll spend today trying to figure out what kind of character I might want to play.


Edit/Editorial: Stupid work firewalls. Blocks somethings (d20pfsrd) but not others (Roll20, Paizo, d20srd.org). Inconsistencies bug the shit out of me..when they aren't my inconsistencies whistle
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whiskey tango foxtrot
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Go to paizo and get the (free) Guide to Organized Play. It'll answer a lot of your questions.

Also, www.archivesofnethys.com is super useful as well. PFS-legal things are marked with a Grand Lodge symbol.
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the good times are killing me
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Another thing...

Pathfinder seems a lot more open to min/max sort of gaming (versus the OSR things I've been playing here on RPGG). Am I misunderstanding that? If there's certain prestige classes that are of interest, should I gear development that way (arcane tricksters seem cool, but so are monks and maguseses)? ...like I would in Neverwinter Nights, for instance.

In looking through stuff, all the classes sound kind of cool! Guess I'll need to find more than just this one game, and in the near future.
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Your questions:

1. Roll20 or Google Drawings will be used for tracking movement during combat, mostly. It acts as a substitute for minis and map.
2. You don't need to create your character through paizo's site, but registering him there is good. (https://secure.paizo.com/pathfinderSociety/myAccount -> click on "register a new character") I usually do so after I finish building the character on paper, as the sign in timeout is too short, in my opinion, so if you make too many changes once you start registering the character, you may have to start over there.
3. That shouldn't be much of a problem. archives of nethys is a good alternative if it is available. Also, there are some srd apps for iphone & android which might help.
4. That's fine. We'll probably be off to a bit of a slow start anyway.
5. The guide to organized play will walk you through character creation. Note, however, that you're supposed to own the books for anything you use (physically or in pdf format). I said I won't be auditing you (I've never been audited in a game at all), but if you play face to face and someone checks you, be prepared to show you own stuff.
6. The first "extra" book I bought was the advanced players guide. That said, there are some great characters you can make with just the core rulebook (traits are available online free in a guide thing - check the guide to organized play), so I wouldn't say there's anything you need to get.
7. Yes, you can min/max if you want. Or build to a concept. Either way. If you want to take a prestige class eventually, you should start thinking about it now, making picks that lead towards it.

Anything else?
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the good times are killing me
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Not as yet

Thanks for the itemized reply. I'm still trying to identify/narrow down what I might want to play. There's SO many choices compared to the other games I'm in!
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Brent Johnson
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Regarding how quickly we start, I'm going to be swamped through Friday at least. I'm waiting to see what other folks are planning to run before choosing my character. Depending on what I pick, I may need to level him/her up.

So I'm happy if we don't get started with the IC thread until after this weekend.

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Kendall Merriman
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In that case, lets plan on starting the IC thread on Monday, though.
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personwholives wrote:
In that case, lets plan on starting the IC thread on Monday, though.

Sounds good. Grandfather Frost just hit level 2, so I wanted to still tweak a couple things.

Anyone know specifically what the familiar bonus is for Hawk/Owl? Is it sight-based in bright light? Or all sight based, and opposed in bright light?

Also can't decide between 10/10/10 str/wis/cha, or bumping one to 12 and dropping one to 8.

Also also, what determines when/if you can put ranks into Fly?
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Kendall Merriman
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cocuzzi wrote:
Also also, what determines when/if you can put ranks into Fly?

As far as I'm aware, you can always put points into fly, it just doesn't do much if you don't have a way to fly.
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Phillip Wood
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Hawk: Master gains a +3 bonus on sight-based and opposed Perception checks in bright light

Owl: Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness.
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Brent Johnson
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Fleeting memories rise | From the shadows of my mind | Sing "nonomori" - endless corridors | Say "nonomori" - hopeless warriors | You were there | You were there
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cocuzzi wrote:
Anyone know specifically what the familiar bonus is for Hawk/Owl? Is it sight-based in bright light? Or all sight based, and opposed in bright light?
According to the SRD, the hawk is for sight-based and opposed in bright light, while the owl is for sight-based and opposed in shadows and darkness. The latter seems strange to me, since the owl doesn't have darkvision.

cocuzzi wrote:
Also can't decide between 10/10/10 str/wis/cha, or bumping one to 12 and dropping one to 8.
My thought: What good is CHA to a witch? Whereas STR and WIS are both useful.

cocuzzi wrote:
Also also, what determines when/if you can put ranks into Fly?
According to the SRD, you need a natural ability to fly or glide, or a reliable means of daily flight such as a spell or a relevant shape-change ability.

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Phillip Wood
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Arakor (PFS # 127693-1, Grand Lodge)
Male Human, Level 1 Fighter (Archer)
Neutral Good Medium Humanoid (Human)
XP / Fame / PP: 1 / 2 / 0
Speed 30ft
Initiative (Dex) +5
Perception (Wis) +0

Defence
AC 18 (touch 15, flat-footed 13)
hp 10
Fort +2, Reflex +5, Will +1

Offense

Melee:
1) Club+3, 1d6+2, 20/x2

Ranged:
1) Longbow +7, 1d8+2, 20/x3
2) Longbow +5/+5, 1d8+2, 20/x3

Statistics
Str 14 (+2), Dex 20 (+5), Con 10, Int 10, Wis 10, Cha 8 (-1)
BAB +1, CMB +3, CMD 18
Languages: Common

Combat Gear (27.5 lbs)
Studded Leather Armour (+3 AC, +5 Max Dex, -1 ACP, 20 lbs)
(2 PP) Darkwood Masterwork Composite (+2) Longbow (Range inc 110 ft, 1.5 lbs)
40x Arrows (6lbs)
Club (3lbs)

Other Gear (30 lbs)
Backpack (2lb), Bedroll (5lbs) Winter Blanket (3lbs), Bullseye Lantern (3lbs), Oil – 1 pint (1lbs), Grappling Hook (4lbs), Silk Rope - 50ft (5lbs), Trail Rations x4 (4lbs), 575gp 58sp

Encumbrance

Light Load: Up to 58 lbs
Medium Load: 59 to 116 lbs
Heavy Load: 117 to 175 lbs

Skills (2 points per level +1 Human +1 Favoured Class - 4 total)

Mod Rank Skill (Class Skills Only)
+5* 1 Climb (Str*)
---- Craft (Int)
---- Handle Animal (Cha, TO)
-1 Intimidate (Cha)
+4 1 Knowledge – Dungeoneering (Int, TO)
---- Knowledge – Engineering (Int, TO)
---- Profession (Wis, TO)
+4* Ride (Dex*)
+9* 1 Stealth (Dex*)
+4 1 Survival (Wis)
+1* Swim (Str*)

Traits

1) Highlander (+1 to Stealth, Stealth is class skill, extra +1 in hilly / rocky areas
2) Carefully Hidden (+1 to Will Saves, +2 vs Divination effects)

Feats

1) (Level 1) Point Blank Shot (+1 to hit & damage vs targets within 30 feet)
2) (Human) Precise Shot (no penalty while shooting into melee)
3) (Fighter) Rapid Shot (+1 attack when full attack. -2 to hit on all attacks)

Racial Abilities

Bonus Feat (+1 @ 1st Level)
Skilled (+1 Skill pt every level incl 1st)
Medium Size

Class Features
Simple & Martial Weapon Proficiencies
All Armour & Shield Proficiencies

Description

Physical Stats Age: 20 yrs, Height: 6 ft, Weight: 190 lbs

Previous Activity
http://www.boardgamegeek.com/thread/1139840/pfs-bearpaws-dis...
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whiskey tango foxtrot
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At level 3 I'm picking up the hex Flight, but that doesn't matter.

So my concern is, does the hawk and owl "sight-based" perception check bonus apply only in bright light and darkness (respectively)? Or is it all sight based perception checks, as well as opposed perception checks (meaning they'd include hearing?) in the relevant lighting? Seems way too situational. Winter Witch doesn't give too many familiar options, so maybe a Fort save bonus would be the smart route to take....

I like 12 str but I don't intend to ever be in or near melee. Any involvement would be accidental, and Grandfather Frost would run away if remotely possible. Climb and Swim don't phase me much -- Water Lung hex makes swim far less threatening, and the Flight hex grants feather fall at will, so failing a climb isn't so bad. I guess I could get a composite bow, but why not cast snowball (or ray of frost) for damage, or use Evil Eye some more?

Wis is a safe bet (will save, perception, sense motive), and cha is technically useful (bluff/dip/intim/UMD), but then a witch should not be the party face.

I'll reconsider to 10 str 12 wis 8 cha. Really don't love the second trait either (bonus to dip and kn(local)) but there are infinity traits.

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Phillip Wood
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Is there a list of all traits in a PRD somewhere?

I've got the basic list from the APG but I see lots of people use traits which aren't in there.
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