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  #16  
Old Oct 29th, 2012, 08:26 PM
GZtzu GZtzu is offline
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still fiddling around with my sheet.

Can I pick up craft:weaponsmithing later? Say, I have the knowledge, but it hasn't matured yet in my brain? So while I know it, I haven't actually spend the time on it yet to be truly proficient. (Basically, I imagine him being a bored kid as his parents/uncle teaches him to smith, but only later (nowish) seeing the true necessity of it. First going by wtf did Uncle Ivar say again, to later remembering the things uncle Ivar did do; as he figures out the first steps, he sees the second and third?) I hope this makes sense.
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  #17  
Old Oct 29th, 2012, 09:25 PM
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I think crafting skills will be overly-useful in this campaign. Hopefully I'll have enough points to fletch after I buy all the languages that I know,...

BTW, it there an online calculator for the point buy system you are using? All of them I find start with 8 as the base stat.

Point Buy Calculator

Last edited by Skligg; Oct 29th, 2012 at 10:18 PM.
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  #18  
Old Oct 29th, 2012, 10:27 PM
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Hello everyone, looking forward to the game Will add my character to the list when I get some free time.
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  #19  
Old Oct 30th, 2012, 04:01 AM
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Quote:
Originally Posted by sammichweasel View Post
Yeah, I made a couple different Herbalism Talents, but as soon as I spit out Poultice, I knew it was the first I would be taking >.<
Well, while Poultice is the most readily apparant to take, and I'm not saying you shouldn't, the other two are equally interested. Anti-venom, given that we're in a new land full of potentially venomous animals, unlike the land we came from; or Quick Gather, to restock your herbalism supplies while halving the time you're out foraging and ready to be eaten by wolves.

So, balanced options I think.
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  #20  
Old Oct 30th, 2012, 06:27 AM
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Isn't that what I mentioned in a PM? Something about Derren Brown? So yes, I likes it! Now to do this for all rituals, which as Morakai suggested will be taken from the druid spell-list (maybe one or two added from other domains of divine).
Let me just get my coffee and my spellbook and start running through all these nasties.

GZ, I think the reasoning for picking up weaponsmithing is reasonable and yes, Skligg, there will be a lot of crafting. In fact, it wouldn't be a stretch to say that, in order to survive, you'll have to gradually evolve into a part of MacGyvers.

Also, good find with the point buyer... I was just going to use a pen and a sheet of paper.
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  #21  
Old Oct 30th, 2012, 06:28 AM
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Yeah, I've got to think hard on what he would have taken, while working in a small Norwegian village.
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  #22  
Old Oct 30th, 2012, 03:58 PM
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Okay, rough crack at Nikolai.
link!
Missing some equipment, but you should get the idea. Support, skillmonkey, "the guy who knows things".
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  #23  
Old Oct 30th, 2012, 04:09 PM
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Looks good, sammich. You can masterwork that studded leather, you know... that way armour check = nil. Stealthy as a ninja you shall be.

In the meantime, I've looked at the spell list. I think only the CRB ones are making it in but not all (Shillelagh, for instance, is out), and those with the changes we discussed in our PM and such: casting time, preparing "tokens", etc.

But on the flipside, you get orisons as "tricks" you can perform with knowledge: mysticism or survival checks. Except: light is out, create water also, but you can find water, instead (like with the two sticks, you know). These may require materials which you can find in your environment (take 10 on survival).

More details to follow on that, but I'm nursing a monster of a flu which seems to be crippling most of Europe (and everyone in my house).
Headache make work hard for Frost.
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  #24  
Old Oct 30th, 2012, 06:52 PM
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I'm relatively new to Pathfinder (you can teach old dogs new tricks) and I was wondering if we are using Pathfinder Traits and Action Points.

Also, is the ONLY way to get bonus languages by means of the Linguist skill (not a class skill for either of my classes)?
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  #25  
Old Oct 30th, 2012, 06:57 PM
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Ah, my dear Skligg, but you asketh a good question. Yes, you shall get traits... I just need to figure out how many. Given the difficulty of this setting, I may give you more than the standard two.

You gain a number of bonus languages equal to your Int modifier. If you want to learn more you'd have to add skill ranks to Linguistics, it not being a class skill won't be a problem as that would only grant you another 3 ranks (I say "only", that basically means 3 more languages to speak).
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  #26  
Old Oct 30th, 2012, 07:01 PM
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Yar, Nikolai shall speak ALL the languages!
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  #27  
Old Oct 30th, 2012, 07:05 PM
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Ah, good. In my application I listed 9 languages,... thought it would be odd if I got the campaign and only knew two.
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  #28  
Old Oct 30th, 2012, 07:10 PM
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You may have forgot some over the years. Say you're INT is 14, that's two extra languages. Plus two ranks of Linguistics. I'll grant you one as a bonus for mixed heritage. That's 6. Not 9, but still.

And then, none of it will do you any good as you can't speak Innu or any of the Native languages
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  #29  
Old Oct 30th, 2012, 07:14 PM
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Quote:
Originally Posted by frostburn View Post
you may have forgot some over the years. Say you're int is 14, that's two extra languages. Plus two ranks of linguistics. I'll grant you one as a bonus for mixed heritage. That's 6. Not 9, but still.

And then, none of it will do you any good as you can't speak innu or any of the native languages
story! It's all about the story!
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  #30  
Old Oct 30th, 2012, 07:20 PM
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Hey, I dig. I'm all for RP over power-gaming. This is a story, after all, and like I said "story first". Who knows? Maybe you'll meet someone in the group who speaks Italian, Spanish or Russian or... oh wait!
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