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Hidden 4 yrs ago Post by Morgrym76
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So we may or may not find another player. There is an npc that briefly joins the party, she can stay for the first book if we need her.
Hidden 4 yrs ago Post by rush99999
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@Vertigo
How much charisma do you think you'll give your character?
Hidden 4 yrs ago 4 yrs ago Post by Tangletail
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@Tangletail Very nice, you seem like you're ready. You have good traits too. I'll be nice and let you take the maximum starting gold for your class.


Can I use them to make potions?

@rush99999 It all depends on how you want to fight. Fighters have versatility and different builds. Barbarians are a little more one note, but no one is better in melee combat.


Adding further. The versatility of fighters is one of their major strengths. Both barbarian and Fighter share the same weapon selection. But fighters take superiority in the armor and shield department. Where the figher really shines is how extremely customizable they are. As they have a feat quite literally every level. You get a bonus Combat feat at level 1, and then a feat every even level. Followed by every character getting a feat at all odd levels.

Starting at level 1, you get two feats. One feat of any choice, and one combat feat (the bonus). As a human you would have access to three. Two feats of any choice, and one combat feat.

The fighters in pathfinder are well known for their insane battle dance at early levels. And becoming much more nightmarish later on with additional options. From walking into a room full of fourteen gobos and absolutely clearing it out in a single turn. To being charismatic power houses with the feat Cornugan Smash, and intimidating people as they tear their friends in half. And lets not forget mounted combat.

Barbarians aren't as versatile. But they are fast power houses. Unlike 5e, they can rage whenever they want, and maintain it for however long they have rounds of rage. Their rage does significantly more in pathfinder, but not at the first level. Similar to fighter, you gain a new rage power at every even level of your selection. Which gets pretty insane once you get a few, d20pfsrd.com/classes/core-classes/bar…. The barbarians also have much better staying power at the get go from fighters. While they can't hit heavy armor and tower shields like the fighters, they tend to have much more HP, can't be made flat footed at level 2 (lose dex bonus to AC), get natural damage reduction

Don't forget, you can take two traits, which must be from different categories. If you take a flaw, it gives you a third trait. But keep in mind that flaws tend to get be nasty.
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Hidden 4 yrs ago Post by Vertigo
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@Vertigo
How much charisma do you think you'll give your character?

I'm still mulling over a few different ideas, but I do think that I'll have charisma, no matter which of them I go with.
Hidden 4 yrs ago 4 yrs ago Post by Tangletail
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Gonna bring back the Kenku Tengu rogue?
Hidden 4 yrs ago 4 yrs ago Post by Vertigo
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Gonna bring back the Kenku Tengu rogue?


Haha, not this time! He did actually find a home elsewhere though - he's an Arcane Trickster 3/Chronurgy Wizard 2 in a weekly text-based campaign now.

I was eyeing the kitsune race instead, among others.

... So I just learnt "Antipaladins" are a thing and they seem pretty cool. So I think I'll either go with a Demon-spawn Tiefling Antipaladin, or a Moroi-born Dhampir one.
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Hidden 4 yrs ago 4 yrs ago Post by Tangletail
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<Snipped quote by Tangletail>

Haha, not this time! He did actually find a home elsewhere though - he's an Arcane Trickster 3/Chronurgy Wizard 2 in a weekly text-based campaign now.

I was eyeing the kitsune race instead, among others.

... So I just learnt "Antipaladins" are a thing and they seem pretty cool. So I think I'll either go with a Demon-spawn Tiefling Antipaladin, or a Moroi-born Dhampir one.


Juuust a warning about the demon spawn. Cheliax is a city that primarily has an allegiance with Hell, and heavily promotes it. There are lesser devils like imps all over the place. Demons and devils are not really on good terms.

You're probably not going to get murdered, as law is an absolute. But the interactions would be interesting. Bright side is... Cat sized house drakes are common too, and have turf wars with the imps
Hidden 4 yrs ago Post by Morgrym76
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@Tangletail Good catch, I had forgotten Cheliax was aligned with devils specifically. Have you played the AP Council of Thieves?
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@Tangletail Good catch, I had forgotten Cheliax was aligned with devils specifically. Have you played the AP Council of Thieves?


Nope, I was predominantly a DM in pathfinder. I ran the Rise of the Ruenlords campaigns, the Shattered Star, and Kingmaker. And read most of the settings for the world.
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<Snipped quote by Vertigo>

Juuust a warning about the demon spawn. Cheliax is a city that primarily has an allegiance with Hell, and heavily promotes it. There are lesser devils like imps all over the place. Demons and devils are not really on good terms.

You're probably not going to get murdered, as law is an absolute. But the interactions would be interesting. Bright side is... Cat sized house drakes are common too, and have turf wars with the imps


Ooh, that is good to know, actually. I might go with the dhampir, after all, just to avoid bringing the party conflict from the very start. Plus, can always play tieflings in 5E - but not dhampirs.

Also, I have a few stupid questions.

1) Do we get any starting equipment with our class like in 5E, or do we buy everything with our starting gold?
2) When (if ever) do we get ASIs?
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<Snipped quote by Tangletail>

Ooh, that is good to know, actually. I might go with the dhampir, after all, just to avoid bringing the party conflict from the very start. Plus, can always play tieflings in 5E - but not dhampirs.

Also, I have a few stupid questions.

1) Do we get any starting equipment with our class like in 5E, or do we buy everything with our starting gold?
2) When (if ever) do we get ASIs?


You buy equipment with your gold using the values noted in the equipment pages of Archives of Nethys. If you are a small creature, there are specific rules for your equipment's weight and damage.

You get a Feat every odd character level ( If you multiclass, this will not slow your feats down, like in 5e.) This means that at level 1 you start with one feat. Your race may specify that you get a bonus feat like humans, or from your class like fighter, so be sure to check. So levels 1, 3, 5, 7, 9, and so on. Feats may also have requirements, like a minimum Base Attack Bonus, a level requirement (Leadership at level 7), another feat if it is part of a chain (Power AttackCleave, Whirlwind, Greater Cleave, finishing cleave ), or a class feature.

You get an ASI every four character levels. Once again, multiclassing does not slow this down like in 5E. The ASI however is only one point. So levels 4, 8, 12, 16, 20. You may also get this from your class as well, like Dragon Disciple.

ASI and feats cannot be traded for one or the other.

Also you will notice that a lot of things scale based on Class Level, or your Level. Class level is the level of the class that can use that ability. If you are a level 5 wizard, level 2 pally, you will cast the fireball as if you are level 5.
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Hidden 4 yrs ago Post by Morgrym76
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@Tangletail You're on a roll lol. I asked about Council of Thieves becuase the last book ends with a chunk of Cheliax leaving the empire as a new state. This Adventure Path is a sequel to Council of Thieves ten years later. There's also a parallel adventure path that puts you on the side of protecting the new state.
Hidden 4 yrs ago 4 yrs ago Post by Morgrym76
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As for my Pathfinder experience, it's about 50/50 GM and player. I have a home brew campaign on hold and a play through of Carrion Crown. We're on book 4. I also have a folder with 10 unused characters. Maybe one day they'll leave the vault.
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How is everyone's progress on their Character sheets? Is there anything you don't understand or want input on deciding?
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How is everyone's progress on their Character sheets? Is there anything you don't understand or want input on deciding?


Trying to come up with a background for the Kobold Alchemist. I thought of him starting off as the closest thing to a doctor for his tribe. But I am trying to figure out how he might have ended up in the town, or in the hellknight's employ.

For pathfinder's lore over kobolds, there are Kobolds whom secretly live in human towns and cities. Either by the local lord or ruling family's discretion (Because the kobolds are stupidly good at tunneling, so they build and maintain civics like cisterns and sewers, or secret tunnels.) Or without anyone's knowledge or just known pests - whom are mostly left alone because they are more beneficial than harmful. It's also possible that the kobolds could be employed for military purposes. Scouting, sabatoge, breaching walls, etc.

Also you never answered my question if I could use that gold for crafting potions are alchemical items.
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@Tangletail Yes that's fine, I'm sorry for not answering sooner. Perhaps your Kobold was raised to live in secret, and you are looking to earn respect to live as you please?
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@Tangletail Yes that's fine, I'm sorry for not answering sooner. Perhaps your Kobold was raised to live in secret, and you are looking to earn respect to live as you please?


Could work.
Hidden 4 yrs ago Post by tobiax
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@Morgrym76 Hi. I realize I'm late, but I was wondering if you had room for one more. If not, I totally understand.
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@tobiax Just one spot left. Welcome aboard. So far we have an Alchemist and an Anti-paladin. I think Rush is deciding between Fighter and Barbarian still. Do you have experience with Pathfinder 1st edition?
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@Morgrym76 Thanks. We're doing this over guild, yeah, not roll 20 or some other virtual tabletop? The only thing is I could never really figure out how the on-guild roller works. Yeah, I've been playing Pathfinder on and off for about four, five years, and own the Corebook, ARG, APG, and Bestiary 1 (cause I'm getting into DM-ing, but don't worry, I'm not into metagaming). I've played spellcasters before so that's not outside of my wheelhouse either, and I have a particular love of hybrid classes.
I know this is a non-good campaign, and that's fine, cause I've played non-good characters before- although it turns out my most repeated class is paladin, odd, I know- but I'd still like to clear any backstory content with you to match tone and not go overboard. Also, please let me know if you prefer characters to be made specifically for the campaign, or if transfers are okay, because I know that it might not be something that is an immediate thought, but it can make a difference to GMs.
It looks like we need a healer, or a skill character. I'm not opposed to this. I've been wanting to play a cleric (or oracle) for a bit, I have a druid concept that I'd like to play, and I've played a warlord in We Be Goblins (2 or 3, I can't remember which book it was), and a custom one-shot, which were both a blast.
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