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Post by sarapen on May 5, 2019 13:27:01 GMT -5
Okay, so I mentioned there are some extra classes open to you in the Ultimate Intrigue rulebook. I just shared the info in the Google drive folder I set up but I'll also outline it here, since I can't find it at any of the free places online. Don't bother reading the second half of the book since it's just rules and advice for GMs on how to run games with a heavy focus on intrigue. The book is mostly about tweaking existing classes to make them better at intrigue. For example, there's a regular class called the alchemist but this book gives the rules on how to make the alchemist sub-class (known as an archetype) into an interrogator, who can make special injections and serums for use against other characters. I think almost all of the classes listed in the book would work in the campaign. This book also introduces a new class known as the vigilante, whose biggest thing is having a Dual Identity. You can find the mechanical details for which are here: www.d20pfsrd.com/classes/base-classes/vigilanteIncidentally, after skimming the vigilante stuff more closely, it looks like it gives you options for playing as the Hulk, Batman, Spider-Man, or Sailor Moon. Anyway, that covers the classes that are available for you to pick. For races you have the standard panoply: dwarves, elves, humans, and half-elves, plus halflings (i.e., hobbits but we don't call them that because of copyright issues), half-orcs, and gnomes. Please let's stay out of the Advanced Race Guide, so no aquatic gillmen or catfolk or goblins. And fear not, I'll go through an example of how to actually create a character. What about the Sailor Planet characters? Sorry, it only has options for Sailor Accretion Disk and Sailor Dyson Sphere.
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Post by sarapen on May 5, 2019 13:30:56 GMT -5
So this is how, mechanically, you create a character. Let me again emphasize that if this is all too confounding just say so and I can help you create a character. Heck, give me a quick rundown of what you want and I can create the character for you.So I've decided to create at random a Chaotic Good Human Cavalier. The reason I decided to play a Cavalier was this passage in the Player's Guide: As a Human, this is what my character gets: Okay, nothing too outlandish. I'm going to randomly roll to get my Ability scores (i.e., Strength, Dexterity, etc). There are different ways to do this but I'm going to stick with the Standard: Roll 4d6 (i.e., roll 4 six-sided dice), discard the lowest result, add the remaining 3 results, and repeat until I get 6 numbers. I could roll actual dice but I'm just going to use an online dice roller. 13 8 13 13 14 12 These are actually pretty decent rolls. So now I need to decide how I want to distribute these numbers among my Ability Scores. These are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The Core Rulebook explains Abilities in more detail (linked above under the SRD link), but anyway, STR is important if you're fighting in hand to hand melee a lot, DEX is important for long ranged attacks (bows and guns) and how good your character is at dodging and reacting, and CON determines how many Hit Points your character has. If you're creating a character that focuses on fighting then these are the scores to focus on. INT is mainly important for magic users, but it also affects how many points you can put into skills (which I'll get to in a bit). WIS is important for clerics, druids, and rangers, but is also needed for the Sense Motive (when you're talking to someone) and Perception (when you notice a trap or a hidden clue) skills. CHA is important for the Bluff, Diplomacy, Disguise, and Intimidate skills. Now, there's a certain passage in the Player's Guide that's relevant to how I'm going to distribute my scores. So this means that WIS and CHA will be especially important in the campaign, and INT somewhat so. The main problem in the ability rolls I got is deciding which ability I'll stick the 8 under, since the rest are okay. 10 is average so my character is especially prone to unwise decisions. The background I decided on for my character (randomly generated at www.d20pfsrd.com/basics-ability-scores/more-character-options/pfbggen) says my character grew up poor in the city and was in the town watch, and apparently did something violent to a noble out of a sense of justice but has kept the incident secret except to a trusted few. By the way, if you're having trouble thinking of a background you can use that random generator. Or read through chapter 1 of Ultimate Campaign. I've shared the relevant info on Google Drive as well. Anyway, my character is a city slicker who grew up poor and joined the po-po. Later on they attacked a member of the ruling class to correct some injustice, but then covered up the incident. I'd say my character isn't very wise but is smart enough to know how to hide evidence. That helps me decide on my ability scores. STR 14 DEX 13 CON 13 INT 12 WIS 8 CHA 13 Or you can do it the other way around - pick your Ability Scores then create a background that explains why you have 8 in Wisdom. I also need to pick Traits. Like I mentioned before, they're things from your character's background that can give some small bonuses. You need to pick 2 traits, but one of them needs to be a Campaign Trait that's mentioned in the Player's Guide. In my case I picked Young Reformer. For the other trait, these are what are available to me thanks to my background, which includes race and class: Homeland: City or Metropolis, which gives the Civilized or Vagabond Child trait. Parents' Profession: Serfs/Peasants, which gives Poverty-Stricken. Major Childhood Event: Ordinary Childhood, which gives Ordinary trait Cavalier trait: Personal Code, which gives Principled Deity: Abadar, which gives Eyes and Ears of the City I can also pick a trait listed in the Advanced Player's Guide under New Rules. Anyway I can only pick one so I'm going to go with Civilized: "You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you." This gets us through backgrounds and ability scores. Next we'll get into skills and feats.
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Post by sarapen on May 5, 2019 17:20:35 GMT -5
You know what? I forgot to apply a racial bonus. "+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature." So I guess I'll make that 8 WIS into a 10. Also I forgot to mention that you should be putting these stats on a character sheet. Since we're playing on Roll20 you can just log in and put the numbers on the Roll20 sheet, or you can do it on your computer with the character sheet I'm linking, which actually does most of the work for you: www.commonroomgames.com/PF_char_sheet-fillable_3_pgs.pdfAnyway it's time to pick my character's skills. Basically, a skill in Pathfinder is something your character has trained in. The description of the class you picked will state how many skill ranks (i.e., skill points) you get every time you level up. However, there is such a thing known as Favored Class. When you create a character, you pick a class and every time you gain a level in that class, you can choose to get 1 hit point or 1 skill rank. You can't change your Favored Class ever, which usually isn't a problem unless later on you decide to multiclass, like a fighter-thief or whatever. As a Human my character gets 1 extra skill rank. I pick Cavalier as my Favored Class so I could choose to get another skill rank but I've decided to get an additional hit point instead. And as a Cavalier my character gets 4 skill ranks plus whatever my Intelligence modifier is. An Ability Score modifier represents your character's level of ability. 10 is average and anything above 12 gets a modifier. My character's INT is 12, which gives a +1 modifier. This means that whenever a situation arises in which my character needs to use their INT, any dice I roll always gets 1 point added to the result to represent my character's above-average intelligence. There are also what's known as class skills, which are skills a character would be especially proficient in thanks to their class, so long as they've had the training (i.e., put a skill rank in the skill). The class skills for Cavalier are Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Profession, Ride, Sense Motive, and Swim, so I check those off on the character sheet I linked above. According to the Civilized trait I picked earlier, Knowledge (local) is a class skill, so I check that off as well. A Cavalier is supposed to pick an order to join, so I decide on the Order of the Lion. According to the description for that order, I'm supposed to add Knowledge (local) and Knowledge (nobility) to my class skills. I already have the first skill so I just check off the second. By the way, Knowledge skills represent stuff that your character knows but you, the player, might not. I have no idea who the local guard captain is but my character is from the neighbourhood so this is something they probably know. I use the skill Knowledge (local), and if the dice are favourable then it means my character passed their Knowledge check and the GM will tell me who the local guard captain is. Anyway my Human Cavalier gets 6 skill ranks for me to distribute - 4 for being a Cavalier, 1 for having above average INT, and 1 more for being Human. I decide to put 1 point each into my class skills: Bluff, Diplomacy, Intimidate, Knowledge (local), and Knowledge (nobility). I think my character would be conversant in history so I add Knowledge (history) and put a point in it. I get bonuses if I use Knowledge (history) but not as much as when I use a class skill (specifically, class skills get a +3 trained bonus). Now I need to pick Feats, which are basically special moves my character can do. This is actually pretty simple. You get 1 Feat at 1st level, and as long as you have the prerequisite(s) then you're good. However, as a Human I get an additional Feat. Note that as part of being a Cavalier, a character can actually share Teamwork feats with allies, which is pretty okay since normally to pull off a Teamwork feat both characters need to have it. Thus I pick the Teamfork feat Coordinated Maneuvers, which gives a +2 bonus on all Combat Maneuvers I attempt with an adjacent ally - stuff like bowling someone over, disarming them, dogpiling, tripping the opponent, etc. For my 2nd Feat I select Dodge, which gives +1 dodge bonus to Armor Class, which despite the name isn't entirely about armor but actually represents how difficult it is to damage a character, so it incorporates how good a character's armor is, how good they are at dodging, etc. Finally, I need to know how many Hit Points I have. According to the class description, Cavaliers use a d10 for Hit Die. Normally I would roll a d10 to find out how many hit points I have, but since this is my 1st level then I get the maximum. So my level 1 character has 10 Hit Points. Next I need to find out what Equipment my character has, which will in turn determine the Armor Class. There are a couple of other things like saving throws and attack bonus which I still need to cover. More to come in the next and final installment.
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Post by sarapen on May 5, 2019 18:03:40 GMT -5
Now, to find out my equipment I need to know how much my budget is. I could roll to find my starting wealth, which is different for each class, but I'm just going to stick with the average starting wealth for a cavalier, which is 175 gold pieces (gp). Cavaliers are automatically proficient at Light, Medium, and Heavy armour, so I'm good with whatever I can afford. I'm going to get Scale mail at 50 gp, which gives +5 to AC and weighs 30 lbs. A Heavy Steel Shield costs 20 gp and gives +2 AC bonus and weighs 15 lbs, and a Longsword costs 15 gp, gives 1d8 Damage, weighs 4 lbs, and does Slashing damage. I suppose my character is wearing a Traveler's outfit, which costs 1 gp and weighs 5 lbs. The campaign starts in a city so I don't need to buy a tent or a bedroll. I guess that's pretty much all that I really need, and if I need anything more I can just go buy it at a merchant. Subtracting all my purchases means my character starts off with 89 gp. Now, the character sheet was actually good enough to fill in my AC and Saving Throws, which is nice. According to my class description Cavaliers have +1 in Base Attack Bonus (BAB), +2 in Fortitude, and +0 in Reflex and Will. According to the character sheet, combined with my armour, shield, and DEX my AC is 19, my Fortitude Saving Throw is +3, my Reflex Saving Throw is +1, and my Willpower Saving Throw is +0. And that's it, that's a character created. This link is also really helpful in summarizing the whole process: www.d20pfsrd.com/basics-ability-scores/character-creationFor character sheets, I must again mention the one I linked earlier. Just be sure to stay out of any classes or feats labelled 3rd party, they're not part of the core rulebooks.
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Post by sarapen on May 5, 2019 18:11:19 GMT -5
So everyone, to summarize character creation: - Download a character sheet here.
- Generate ability scores and put them on the character sheet. Use the Standard method of rolling 4d6, discarding the lowest result, and adding the remaining 3 results, then repeating 6 times.
- Pick which score goes with each ability.
- Put it on the character sheet.
- Follow along with the rest of what this website is saying. But stay out of anything labelled 3rd party content.
I've named the character I created Bellerophon and uploaded the character sheet into Google Drive if you want to see what a completed one looks like. Actually I should have created a mount as well since cavaliers also ride horses or other exotic creatures (jaguars, zebras, etc) but I decided just to make the player character.
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Baron von Costume
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Like an iron maiden made of pillows... the punishment is decadence!
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Post by Baron von Costume on May 6, 2019 13:52:54 GMT -5
I'm really torn between doing the Paladin thing again or doing something magicky.
Just need some time to decide I think.
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Post by sarapen on May 6, 2019 20:32:16 GMT -5
You know what? I forgot to mention Alignment. It's supposed to represent your character's moral philosophy, except since this is a game then it's not just flavour text and actually has mechanical consequences for how you can play. In-game, these various philosophies have an objective existence with observable effects in the physical universe. Alignment works on two axes: one is Evil/Good and the other is Chaotic/Lawful. Evil/Good is easy enough to get, but Chaotic/Lawful represents how much of a stickler for rules, laws, and tradition your character is. In between each extreme is Neutral. So if you're Neutral on Evil/Good you don't care much about doing the right thing, while being Neutral on Chaotic/Lawful means that your character will follow or break the law according to the specific circumstances. Alignment is rather shit at representing real world attitudes - I mean, the Nazis thought they were the good guys, after all - but it's a rather core part of D&D and its derivative games. Let's just accept that in this fantasy universe, Good and Evil can be objectively determined by casting Detect Evil or straight up asking a god what the right thing to do is. This page gets into more detail about alignment: www.d20pfsrd.com/alignment-description/additional-rulesThe Player's Guide mentions alignment. Mostly it's saying that pretty much any alignment can be played as long as you can properly think of a reason your character is trying to make the empire of Taldor a better place (not really that difficult even for Evil characters since there can be political and financial rewards).
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Post by Roy Batty's Pet Dove on May 6, 2019 21:24:29 GMT -5
sarapen, what is the language Undercommon?
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Post by Nudeviking on May 6, 2019 22:17:44 GMT -5
sarapen , what is the language Undercommon? A lingua franca spoken by the denizens of the underground realms in Forgotten Realms.
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Post by Roy Batty's Pet Dove on May 6, 2019 22:21:44 GMT -5
sarapen , what is the language Undercommon? A lingua franca spoken by the denizens of the underground realms in Forgotten Realms. What other D&D languages is it in the same language family as?
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Post by Nudeviking on May 6, 2019 22:26:17 GMT -5
A lingua franca spoken by the denizens of the underground realms in Forgotten Realms. What other D&D languages is it in the same language family as? Probably Drow since the Drow were the most populous race in the underrealms, but I don't know.
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Post by sarapen on May 7, 2019 5:38:44 GMT -5
sarapen, what is the language Undercommon? Nudeviking has the right of it. Undercommon is spoken by denizens of the vast underground caves where the most evil races dwell - dark elves (drow), duergar (evil dwarves), evil gnomes, I think orcs. I guess it's related to drow, and therefore also to elven.
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Post by Roy Batty's Pet Dove on May 7, 2019 5:47:08 GMT -5
sarapen , what is the language Undercommon? Nudeviking has the right of it. Undercommon is spoken by denizens of the vast underground caves where the most evil races dwell - dark elves (drow), duergar (evil dwarves), evil gnomes, I think orcs. I guess it's related to drow, and therefore also to elven. Also, I still need to work out the details of this character, but is there anything in principle about making my character a chaotic good gnome rogue that would conflict with the sorts of characters we are supposed to be making here? Or have other people already chosen gnome and rogue characters, and should I choose a different sort of character on that basis?
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Post by sarapen on May 7, 2019 12:43:12 GMT -5
Also, I still need to work out the details of this character, but is there anything in principle about making my character a chaotic good gnome rogue that would conflict with the sorts of characters we are supposed to be making here? Or have other people already chosen gnome and rogue characters, and should I choose a different sort of character on that basis? Chaotic Good gnome rogues are fine. You can make all your characters Chaotic Good gnome rogues if you want. Just make a gang of 4 foot tall thieves adventuring across the land. You might have trouble in a stand-up fight since since you'd all be the size of 8 year olds but that's what creative problem-solving is for.
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patbat
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OK です か
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Post by patbat on May 7, 2019 23:11:55 GMT -5
So everyone, to summarize character creation: - Download a character sheet here.
- Generate ability scores and put them on the character sheet. Use the Standard method of rolling 4d6, discarding the lowest result, and adding the remaining 3 results, then repeating 6 times.
- Pick which score goes with each ability.
- Put it on the character sheet.
- Follow along with the rest of what this website is saying. But stay out of anything labelled 3rd party content.
I've named the character I created Bellerophon and uploaded the character sheet into Google Drive if you want to see what a completed one looks like. Actually I should have created a mount as well since cavaliers also ride horses or other exotic creatures (jaguars, zebras, etc) but I decided just to make the player character.
I made a half-elf wizard on the D20 site, but none of her spells show up on the sheet, and I don't see a way to buy her equipment--do I need to copy all her info into this other format?
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Post by sarapen on May 8, 2019 6:53:30 GMT -5
I made a half-elf wizard on the D20 site, but none of her spells show up on the sheet, and I don't see a way to buy her equipment--do I need to copy all her info into this other format? You don't have to use this other character sheet, the one on the Roll20 site I think might be easier to use. It's just this way you can create a character without having to login to the game. As for equipment, there's no way to buy it through the website, you have to manually input it. Here's a weapons list and an adventuring gear list for reference on equipment. This is the armour list, but as a wizard you should be aware that heavier armour can give a chance to mess up your spellcasting, which is mentioned in the list under the Arcane Spell Failure Chance (I think the in-game reasoning is that bulky armour can interfere with waving your arms around and swishing your fingers and whatever). As for spells, I'll need to look into it. I think there's a way to do it through the website but I'm on my way to a meeting right now. While we're discussing armour, Roy Batty's Pet Dove this is probably something you should also know for your rogue character. Heavier armour can interfere with skills that use Dexterity. You can see it on the armour list under Armor Check Penalty, which means when you do something like use your Acrobatics skill, wearing the armour can give a greater chance of failure. Remember this if you want your gnome rogue to be wearing full plate armour.
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Post by sarapen on May 8, 2019 20:40:19 GMT -5
patbat I see you figured out the Charactermancer on Roll20 and added your spells. Nice job on the character sheet. I've created a token for your character and locked your character sheet to your account so no one else can screw with it. Now, here's something the Charactermancer didn't do for you, though there's a hint about it in the language portion of the sheet, and it's also something everyone else should remember (including me, since I forgot to do it for my example character): Your character's Intelligence is 15, with a +2 modifier. This counts as high Intelligence, and you can therefore pick the same number of additional languages as your +2 Intelligence modifier. Please choose 2 more languages for your character except secret languages. And, as a wizard, you also have the option of dropping Elven and sticking Draconic in there instead. Here is a list of languages: www.d20pfsrd.com/skills/linguisticsI can also see you've picked some skills but this made me realize that I never provided a description of the skills. Sorry, I'm so used to the routine that I forget there are steps missing in my explanation. This gives a list of skills and their descriptions: pathfinder.d20srd.org/coreRulebook/skillDescriptions.htmlThe "C" means that it's a class skill for that particular class. For example, Acrobatics is a class skill for bards, meaning that if they put any skill ranks (a.k.a. skill points for videogamers) into it, they get higher bonuses when they use it than for non-class skills. "Untrained" means you can try to use a skill even if you don't have any ranks in it, although obviously you have a higher chance of failure. For example, anyone can Climb, but you better believe you need training if you want to Disable Device. Now, I can see that you put a skill rank in Profession. Profession basically means that your character has experience in a specific job, can actually perform it and answer questions about the job, or they can even use their job skills to earn income on their off hours ( explained here). It can be Profession: architect or butcher or librarian or whatever, but you should list something in there if you're putting a rank in the skill. You can even just put a profession in there if you want to represent something from your character's background - for example, I once played a vampire hunter character who used to be an actor so I put a skill rank in Profession: actor even though I never once used the skill in the game (and yes, I was roleplaying as Wesley Snipes if he became Blade for real). Also, your character needs to prepare spells. Basically, unlike video games your spells aren't limited by your mana. Instead, while your character may know a bunch of spells, they will only be able to use them a certain number of times per day. Someone out there wrote a decent explanation on preparing spells: So your character has 2 level 1 slots. This means that you have 2 open slots you can stick level 1 spells in. You can put the same spell in twice or pick whatever two level 1 spells you want that's on your list. How do you know what to pick? You just have to guess what you think will be especially useful in the next day. You can change the spells you prepared but only after your character has rested. However, your Spell-Like abilities don't fall under this restriction and it looks like you can use one of them at will while the other can be used 5x per day. As a wizard you'll need a spellbook which you'll use when preparing spells, so you'll have to pick one of the spellbook options listed here. And yes, if your spellbook gets lost or destroyed you're boned until you get a replacement, so you need to make sure it's secure. Anyway, if you want to rejigger anything in your character sheet you can still do so since the campaign hasn't started yet.
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patbat
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Post by patbat on May 8, 2019 23:08:45 GMT -5
patbat I see you figured out the Charactermancer on Roll20 and added your spells. Nice job on the character sheet. I've created a token for your character and locked your character sheet to your account so no one else can screw with it. Now, here's something the Charactermancer didn't do for you, though there's a hint about it in the language portion of the sheet, and it's also something everyone else should remember (including me, since I forgot to do it for my example character): Your character's Intelligence is 15, with a +2 modifier. This counts as high Intelligence, and you can therefore pick the same number of additional languages as your +2 Intelligence modifier. Please choose 2 more languages for your character except secret languages. And, as a wizard, you also have the option of dropping Elven and sticking Draconic in there instead. Here is a list of languages: www.d20pfsrd.com/skills/linguisticsI can also see you've picked some skills but this made me realize that I never provided a description of the skills. Sorry, I'm so used to the routine that I forget there are steps missing in my explanation. This gives a list of skills and their descriptions: pathfinder.d20srd.org/coreRulebook/skillDescriptions.htmlThe "C" means that it's a class skill for that particular class. For example, Acrobatics is a class skill for bards, meaning that if they put any skill ranks (a.k.a. skill points for videogamers) into it, they get higher bonuses when they use it than for non-class skills. "Untrained" means you can try to use a skill even if you don't have any ranks in it, although obviously you have a higher chance of failure. For example, anyone can Climb, but you better believe you need training if you want to Disable Device. Now, I can see that you put a skill rank in Profession. Profession basically means that your character has experience in a specific job, can actually perform it and answer questions about the job, or they can even use their job skills to earn income on their off hours ( explained here). It can be Profession: architect or butcher or librarian or whatever, but you should list something in there if you're putting a rank in the skill. You can even just put a profession in there if you want to represent something from your character's background - for example, I once played a vampire hunter character who used to be an actor so I put a skill rank in Profession: actor even though I never once used the skill in the game (and yes, I was roleplaying as Wesley Snipes if he became Blade for real). Also, your character needs to prepare spells. Basically, unlike video games your spells aren't limited by your mana. Instead, while your character may know a bunch of spells, they will only be able to use them a certain number of times per day. Someone out there wrote a decent explanation on preparing spells: So your character has 2 level 1 slots. This means that you have 2 open slots you can stick level 1 spells in. You can put the same spell in twice or pick whatever two level 1 spells you want that's on your list. How do you know what to pick? You just have to guess what you think will be especially useful in the next day. You can change the spells you prepared but only after your character has rested. However, your Spell-Like abilities don't fall under this restriction and it looks like you can use one of them at will while the other can be used 5x per day. As a wizard you'll need a spellbook which you'll use when preparing spells, so you'll have to pick one of the spellbook options listed here. And yes, if your spellbook gets lost or destroyed you're boned until you get a replacement, so you need to make sure it's secure. Anyway, if you want to rejigger anything in your character sheet you can still do so since the campaign hasn't started yet. I fucked up and deleted my cantrips and spells, and I can't figure out how to use the Charactermancer to replace them--is this doable, or do I need to type them all back in longhand?
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Post by Nudeviking on May 9, 2019 3:24:00 GMT -5
I made a character. I picked a class that wasn't in the drop down menu thing on the character sheet on the site so I had to input a bunch of junk longform. If there's anything that looks wonky just let me know and I'll fix it up.
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Post by sarapen on May 9, 2019 16:33:47 GMT -5
I fucked up and deleted my cantrips and spells, and I can't figure out how to use the Charactermancer to replace them--is this doable, or do I need to type them all back in longhand? If you go through the Charactermancer again you'd be starting over from the beginning. You can type the spells back in manually or just re-do the Charactermancer, which might be easier since it's a pain to copy and paste the stats. You should be able to re-create the exact same character so long as you custom enter the same Ability scores you have right now, plus pick the same feats and skills you had the first time around. The rest would just be copy-pasting the background you already entered. Here's what's there right now: STR 9 DEX 14 CON 11 INT 15 WIS 12 CHA 16 Common, Draconic, Elven, Undercommon Skills: Appraise, Arcana, Engineering, Profession Feats: Skill Focus, Scribe Scroll, Persuasive 110 gp (enter manually later) Enchantment School Arcane Bond Half-Elf, Female, 60 yrs old, 5'8", 160 lbs, White Hair, White Eyes, Nethys, Cheliax (claimed) PRETTY CHILL HALF-ELF WIZARD. USED TO WORK IN A MUSEUM OF MAGICAL ARTIFACTS. WANTS TO OPEN HER OWN MAGIC STORE WITH THE PROCEEDS FROM ADVENTURING. TELLS EVERYONE SHE'S PART DEMON, BUT ISN'T (THE HORNS ARE COSTUME PIECES). I made a character. I picked a class that wasn't in the drop down menu thing on the character sheet on the site so I had to input a bunch of junk longform. If there's anything that looks wonky just let me know and I'll fix it up. Yeah the character sheet mostly looks good. Anyway you were asking me about the Wolverine claws weapon (tekko-kagi). You can use it but would need to exchange the Power Attack feat for the Exotic Weapons proficiency feat, otherwise you'd get -4 whenever you attack with the claws. These are the actual stats for the claw that you can manually input. Damage is 1d2 since your character size is Small. Remember that brawlers have Improved Unarmed Strike so you can also add that to your weapons. The damage is 1d4, the rest of the stats are here. So you have the option of dropping your gloves and just attacking barehanded. Also don't forget that brawler should be your Favored Class and you get the bonuses for that. You can do the standard Favored class bonus: + 1 hit point or + 1 skill rank every time you gain a level (including level 1). Or you can do the racial bonus for halfling brawlers: Gain a +1 bonus to the brawler’s CMD when resisting a grapple or overrun combat maneuver. You can pick either of the Favored class bonuses but you can't change your mind later. Yes, this means if you pick the racial bonus then your Combat Maneuver Defense (defense against grappling and being tripped and whatever) keeps going up by 1 every time you level up.
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Post by Nudeviking on May 9, 2019 19:28:09 GMT -5
I fucked up and deleted my cantrips and spells, and I can't figure out how to use the Charactermancer to replace them--is this doable, or do I need to type them all back in longhand? If you go through the Charactermancer again you'd be starting over from the beginning. You can type the spells back in manually or just re-do the Charactermancer, which might be easier since it's a pain to copy and paste the stats. You should be able to re-create the exact same character so long as you custom enter the same Ability scores you have right now, plus pick the same feats and skills you had the first time around. The rest would just be copy-pasting the background you already entered. Here's what's there right now: STR 9 DEX 14 CON 11 INT 15 WIS 12 CHA 16 Common, Draconic, Elven, Undercommon Skills: Appraise, Arcana, Engineering, Profession Feats: Skill Focus, Scribe Scroll, Persuasive 110 gp (enter manually later) Enchantment School Arcane Bond Half-Elf, Female, 60 yrs old, 5'8", 160 lbs, White Hair, White Eyes, Nethys, Cheliax (claimed) PRETTY CHILL HALF-ELF WIZARD. USED TO WORK IN A MUSEUM OF MAGICAL ARTIFACTS. WANTS TO OPEN HER OWN MAGIC STORE WITH THE PROCEEDS FROM ADVENTURING. TELLS EVERYONE SHE'S PART DEMON, BUT ISN'T (THE HORNS ARE COSTUME PIECES). I made a character. I picked a class that wasn't in the drop down menu thing on the character sheet on the site so I had to input a bunch of junk longform. If there's anything that looks wonky just let me know and I'll fix it up. Yeah the character sheet mostly looks good. Anyway you were asking me about the Wolverine claws weapon (tekko-kagi). You can use it but would need to exchange the Power Attack feat for the Exotic Weapons proficiency feat, otherwise you'd get -4 whenever you attack with the claws. These are the actual stats for the claw that you can manually input. Damage is 1d2 since your character size is Small. Remember that brawlers have Improved Unarmed Strike so you can also add that to your weapons. The damage is 1d4, the rest of the stats are here. So you have the option of dropping your gloves and just attacking barehanded. Also don't forget that brawler should be your Favored Class and you get the bonuses for that. You can do the standard Favored class bonus: + 1 hit point or + 1 skill rank every time you gain a level (including level 1). Or you can do the racial bonus for halfling brawlers: Gain a +1 bonus to the brawler’s CMD when resisting a grapple or overrun combat maneuver. You can pick either of the Favored class bonuses but you can't change your mind later. Yes, this means if you pick the racial bonus then your Combat Maneuver Defense (defense against grappling and being tripped and whatever) keeps going up by 1 every time you level up. Cestuses were simple weapons that were close enough to the claws that I decided to go with them instead so I'll stick with power attack or whatever that other random ass thing was called. With Favored Classes I went with the +1 hp but I'm not really clear whether you actually get locked into +1 hp per level or +1 skill per level or you get to pick and choose at each new level. The stuff I saw on various message boards made it seem like the latter but if you've seen something in an official tome I won't argue that it should be some other way.
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Post by sarapen on May 9, 2019 19:34:59 GMT -5
patbat Wait, forget what I said before. There's a way to easily add spells back. Open your character sheet, then on the right go to the Compendium. Search for the spell you want then drag and drop it into your sheet. It looks like you can also do that for some items and feats. This will really help cut down on all the copying and pasting.
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patbat
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Post by patbat on May 9, 2019 21:22:53 GMT -5
patbat Wait, forget what I said before. There's a way to easily add spells back. Open your character sheet, then on the right go to the Compendium. Search for the spell you want then drag and drop it into your sheet. It looks like you can also do that for some items and feats. This will really help cut down on all the copying and pasting. You're a life-saver! Can you shed a little light on how Arcane Bond and Multitalented work?
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Post by Nudeviking on May 10, 2019 3:53:11 GMT -5
Does anyone know what is supposed to go in that "SENSES" block on the character record sheet? Is it like "I see dead people" shit or "Not Deaf?"
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Post by sarapen on May 10, 2019 19:10:08 GMT -5
Can you shed a little light on how Arcane Bond and Multitalented work? Arcane Bond lets you either have a magic pet or a magic item. But you can't have anything cool like a tiger or a dragon for a wizard's familiar, all the options are for animals that can fit in a handbag. You'd essentially get a second character you can control, but none of the animals are actually great powerhouses so I wouldn't use them too much in combat since getting a new one is a pain (it involves waiting 1 week, paying 200 gold per level of your character, and then doing a ritual for 8 hours straight). The choice of animal gives you different bonuses. For example, a cat gives you +3 to Stealth while a monkey gives you +3 to Acrobatics. The standard list of familiars is here, plus a few more here. I can help you with the stats for a familiar if you choose this option. Or you can make an Arcane Bond with an object. It can be an amulet, ring, staff, wand, or weapon. If you're wearing it or holding it, then once a day you can cast any spell in your spellbook, not just the ones you've prepared. If you cast a spell but you're not wearing or holding the bonded object then you have a greater chance at spell failure. If the item is destroyed then you have to do a special ritual to get a new one. While we're discussing spells, I can see you picked Enchantment as your Arcane School, meaning your wizard is a specialist in this discipline. There are some things to consider when becoming a specialist versus a universalist wizard which I need to cover with you but I'll get to it in a bit. Also I think you have too many spells in your spellbook but I'll get to that also. Anyway, you also need to pick a Campaign Trait for your character's background to connect her to the story of the campaign. They're listed in the Player Guide and the same information is in the Journal on Roll20. Since your character is supposed to be an outsider (and I assume isn't a high school football hero and can't be an Athletic Champion) then you're either a Rising Star, Taldan Patriot, or Young Reformer. From what you currently have in your character sheet then Rising Star may be the most appropriate. I dunno, maybe your character is an expert magician making a name for herself? A world-class merchant? A middlingly successful romance novelist? Just throwing those out there. Or maybe your character is lying and is actually a secret member of one of the noble families, in which case the other Campaign traits open up for you. Does anyone know what is supposed to go in that "SENSES" block on the character record sheet? Is it like "I see dead people" shit or "Not Deaf?" The second thing. You don't need to put in anything since it's only for if your race has anything besides normal human senses, like seeing in the dark for half-orcs. But halflings just have regular human senses.
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Post by sarapen on May 11, 2019 17:16:48 GMT -5
patbat Sorry, I never answered your question about Multitalented. It's a racial trait that half-elves get. It lets you have 2 favored classes instead of 1. Favored class just means that you get 1 skill rank or 1 hit point whenever you get a level in that class. Multitalented is essentially meant to make it easier for you to play more than one class (multiclassing). Just note that multiclassing can get complicated since you have rules for 2 different classes to keep straight. Another issue to keep in mind is that multiclassing will impact your character's mechanical progression in the game, since a level 1 fighter/mage is still only level 1 when the rest of the party is already level 2. Enemies that you'll fight will be designed around level 2 characters and you might not be able to do as much against them. What I get from Pathfinder is that it's more designed around playing as a single class, but the option to multiclass is there. I think you can make it work on a mechanical level but you have to be a min-maxer to squeeze out the advantages. I've never really dealt with multiclassing much but the main consensus seems to be that you should either have an end goal for the multiclassing (like a fighter getting 1 level of barbarian to get the rage feat), or if you're not worrying about the stats then you should have story reasons for adding another class to your character. Anyway, if you do choose to multiclass, you can make the 2nd class also your favored class. But on to the issue of your spells. Your Arcane School is Enchantment, which gives you spells and powers for that discipline. The powers Enchanting Smile and Dazing Touch were automatically added to your character sheet, but you also get an extra spell slot for all spell levels. This extra slot is only for spells from your arcane school. If you do stick with having an arcane school, I think I as the GM will need to manually edit your character sheet to add the extra slots for your school spell. However, since you specialized in Enchantment, this means that you don't know as much in other disciplines. You need to pick 2 Arcane Schools to be what's known as your opposed schools, where you take mechanical disadvantages when casting spells from those schools. Basically you use 2 spell slots instead of 1 to prepare a spell from an opposed school. Remember that having a spell in your spellbook is fine, but to use it you have to essentially put it on standby by preparing it in a spell slot beforehand, and you only have a limited number of spell slots. The description of the arcane schools to pick from is here, just scroll down to Spell Descriptions. As for the number of spells your wizard has, you start out at level 1 with all level 0 spells (cantrips), except for the spells from the 2 opposed schools that you chose. You'll have to remove those. You can consult a list of spells and their associated arcane schools here: pathfinder.d20srd.org/coreRulebook/spellLists.html#sorcerer-wizard-spellsBut it's not all bad - while you can only prepare 3 cantrips, you can use those as many times as you want. However, as a level 1 wizard you start out knowing only 3 level 1 spells plus another 2 for your +2 Int modifier. So you need to whittle down your level 1 spells to only 5. Remember that you will need 2 spell slots instead of 1 when preparing spells from opposed schools so think well on what you want to keep. As for adding more spells, you will add 2 new ones to your spellbook when you level up, but if you ever get another wizard's spellbook or a scroll you can also add any new spells directly into your repertory.
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Post by Deleted on May 12, 2019 0:25:43 GMT -5
*coughs*
I, uh, did not notice this before. I also hear there's a slot open?
Give me, like, a day or two to make a character and I'm in.
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Post by Roy Batty's Pet Dove on May 12, 2019 1:37:03 GMT -5
I have created my character on the Roll20 site. I still need to write up my character bio, so let me know if I did something wrong.
Also, is there any way to change an archetype to a character's class on the Roll20 thing? In the campaign player guide thing, Rogue Spy is listed as a good archetype, and it doesn't appear to be too much different from a regular rogue. Here's the listing in the Advanced Player's Guide on the Paizo website:
And do we need to choose one of the Campaign Traits from the campaign guide? I would choose "Young Reformer" but I don't know how one would go about indicating this on the character sheet on the Roll20 thing.
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patbat
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Post by patbat on May 12, 2019 2:19:08 GMT -5
patbat Sorry, I never answered your question about Multitalented. It's a racial trait that half-elves get. It lets you have 2 favored classes instead of 1. Favored class just means that you get 1 skill rank or 1 hit point whenever you get a level in that class. Multitalented is essentially meant to make it easier for you to play more than one class (multiclassing). Just note that multiclassing can get complicated since you have rules for 2 different classes to keep straight. Another issue to keep in mind is that multiclassing will impact your character's mechanical progression in the game, since a level 1 fighter/mage is still only level 1 when the rest of the party is already level 2. Enemies that you'll fight will be designed around level 2 characters and you might not be able to do as much against them. What I get from Pathfinder is that it's more designed around playing as a single class, but the option to multiclass is there. I think you can make it work on a mechanical level but you have to be a min-maxer to squeeze out the advantages. I've never really dealt with multiclassing much but the main consensus seems to be that you should either have an end goal for the multiclassing (like a fighter getting 1 level of barbarian to get the rage feat), or if you're not worrying about the stats then you should have story reasons for adding another class to your character. Anyway, if you do choose to multiclass, you can make the 2nd class also your favored class. But on to the issue of your spells. Your Arcane School is Enchantment, which gives you spells and powers for that discipline. The powers Enchanting Smile and Dazing Touch were automatically added to your character sheet, but you also get an extra spell slot for all spell levels. This extra slot is only for spells from your arcane school. If you do stick with having an arcane school, I think I as the GM will need to manually edit your character sheet to add the extra slots for your school spell. However, since you specialized in Enchantment, this means that you don't know as much in other disciplines. You need to pick 2 Arcane Schools to be what's known as your opposed schools, where you take mechanical disadvantages when casting spells from those schools. Basically you use 2 spell slots instead of 1 to prepare a spell from an opposed school. Remember that having a spell in your spellbook is fine, but to use it you have to essentially put it on standby by preparing it in a spell slot beforehand, and you only have a limited number of spell slots. The description of the arcane schools to pick from is here, just scroll down to Spell Descriptions. As for the number of spells your wizard has, you start out at level 1 with all level 0 spells (cantrips), except for the spells from the 2 opposed schools that you chose. You'll have to remove those. You can consult a list of spells and their associated arcane schools here: pathfinder.d20srd.org/coreRulebook/spellLists.html#sorcerer-wizard-spellsBut it's not all bad - while you can only prepare 3 cantrips, you can use those as many times as you want. However, as a level 1 wizard you start out knowing only 3 level 1 spells plus another 2 for your +2 Int modifier. So you need to whittle down your level 1 spells to only 5. Remember that you will need 2 spell slots instead of 1 when preparing spells from opposed schools so think well on what you want to keep. As for adding more spells, you will add 2 new ones to your spellbook when you level up, but if you ever get another wizard's spellbook or a scroll you can also add any new spells directly into your repertory. Okay, I think I fixed my spell list. I picked Abjuration and Necromancy as my opposed schools, because Goha views those as "cleric shit." I don't understand enough about how leveling works in Pathfinder to bother with multiclassing (plus I don't really feel like min-maxing), so I'll leave that alone, for now at least. I think I bought my gear correctly? Looking online it appeared that I got a couple of things for free due to my class and background. I really wanted to buy a Masterwork Backpack to make up for my terrible Strength score, but I didn't know if that was allowed since it wasn't on the drag-and-drop list. Other than that, I think I'm ready--unless we're going to need trail supplies?
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Post by sarapen on May 12, 2019 10:11:22 GMT -5
*coughs* I, uh, did not notice this before. I also hear there's a slot open? Give me, like, a day or two to make a character and I'm in. Didn't I tag you in the beginning? Anyway, welcome aboard. I have created my character on the Roll20 site. I still need to write up my character bio, so let me know if I did something wrong. Also, is there any way to change an archetype to a character's class on the Roll20 thing? In the campaign player guide thing, Rogue Spy is listed as a good archetype, and it doesn't appear to be too much different from a regular rogue. Here's the listing in the Advanced Player's Guide on the Paizo website: And do we need to choose one of the Campaign Traits from the campaign guide? I would choose "Young Reformer" but I don't know how one would go about indicating this on the character sheet on the Roll20 thing. The character sheet looks mostly fine. I changed your height to feet and inches just to make it consistent with everyone else's sheets. Your INT modifier is +1 so you can select an additional language out of Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Just edit the Languages part of your sheet and enter the extra language directly. The sheet also automatically made your Spell-like Abilities "use at will" instead of 1x per day so I fixed that. And there's no way to select an archetype, you have to manually customize your character sheet, so I've taken care of adding Skilled Liar to your sheet. If you're fine with sticking with Spy then just delete Trapfinding since Skilled Liar replaces it. Just go to your sheet and click the lock icon on the lower right of the list then click on the red trash icon. There's also no way to automatically add Young Reformer to your sheet, it has to be manually entered. I've taken care of adding the bonuses for Disable Device and Knowledge (local). It looks like they're already class skills so that's pretty much it for adjusting those skills. The "made arrangements with conspirators" thing isn't really that great for your character specifically since it allows you to use Knowledge (local) instead of Bluff, Disable Device, Intimidate, or Sleight of Hand, but those latter skills are already higher for your character anyway. Still, the option is there, and if in the future you put a skill rank into Knowledge (local) when levelling up, it may end up paying off. I've added it into your feats just to help you remember it but you can also delete it if you don't find it useful right now. You still need to pick gear, but that's easy enough. Just go into the Compendium on the right part of the screen and search for whatever items you want and drag and drop them into your sheet. If there's something you want that's not in the Compendium it'll need to be manually added. This has an expanded list of gear you can get. Also gnomes get +2 on either a Craft or Profession skill. It looks like the sheet automatically added this to Profession but if you want it in Craft just say so and I can do it. Whichever skill you want the racial bonus in, you should pick something specific for the bonus to work on - maybe your character can Craft baskets or shoes or tampons, or maybe your character Profession used to be accountant or pole dancer or barista. Here are the reference pages for Craft and Profession. You don't need to put a skill rank in them to use these skills and you don't even need to ever use them at all. But the +2 bonus is there for gnome characters. And just upload into Roll20 whatever image you want for your character and I can make a token for it. Okay, I think I fixed my spell list. I picked Abjuration and Necromancy as my opposed schools, because Goha views those as "cleric shit." I don't understand enough about how leveling works in Pathfinder to bother with multiclassing (plus I don't really feel like min-maxing), so I'll leave that alone, for now at least. I think I bought my gear correctly? Looking online it appeared that I got a couple of things for free due to my class and background. I really wanted to buy a Masterwork Backpack to make up for my terrible Strength score, but I didn't know if that was allowed since it wasn't on the drag-and-drop list. Other than that, I think I'm ready--unless we're going to need trail supplies? So I added the extra enchantment slots but it's up to you to remember that the extra one is only for your arcane school. You can get a Masterwork backpack but like I mentioned to rando, it'll need to be manually entered. If you're fine with spending the extra cash then I can do the adjustments in your sheet. Also, yes, you get masterwork artisan's tools and a signet ring. Technically it's a masterwork ring but that doesn't actually give you anything extra. I've also added the Arcane bond into your feats just so it's easier to remember you have it. I think you're almost done. You've picked a campaign trait and now just need to flesh out your bio. I'm mentioning that because you can choose an additional background trait that will give you more bonuses. The bonuses that the extra trait gives aren't world-shattering but they're there. For instance, these are the traits available for you to pick from based on what you have in your background right now: There are a bunch more traits available for magicians listed here (just stick to the ones from Ultimate Campaign). Anyway, you can only pick one and they don't give a lot anyway so don't worry too much about picking the right one.
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