#16
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not the one i've worked with before for pathfinder, but i think i hammered it out |
#17
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I only see two problems. First, your hit points are a little high. Should be 12. Also, you only put down 2 skill ranks - you get 1 more from your Intelligence. Lastly, though this is actually part of one of the others, half-elves choose two favored classes; I would assume one of them would be fighter, so you will either get +1 hit point or +1 skill point. Of course, if you choose two other classes, intending to triple-class later (which I don't recommend) you don't get this bonus.
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Rise of the Runelords - GM | Black Match - Casey Lyons
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#18
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i thought her toughness feat covered the hitpoint bonus? but i may have mixed that up. fixing the other problem now.
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#19
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Well, since somebody took the Rich Parents trait (I figured someone would) I guess I'll do starting gold normally after all... or somewhat so. Roll it up. At your option, instead of multiplying a roll by 10gp you can change the total dice to be times 10. (You don't get to do both, though.) I actually already rolled but I'll take the higher of your roll and mine. Alchemists get as much as bards do. Alessandra, take note that Rich Parents replaces, not adds to, your starting wealth. So you don't need to roll it.
Inukotsu18, you will get the higher of 1d6x10gp, 10d6gp, or 36 gold. Jezrul, you will get the higher of 2d6x10, 20d6, or 69 gold. Casino Jack, you will get the higher of 2d6x10, 20d6, or 71 gold. corporealself, you will get the higher of 3d6x10, 30d6, or 89 gold. LordJecks, you will get the higher of 3d6x10, 30d6, or 97 gold. Ieunitas, you will get the higher of 4d6x10, 40d6, or 137 gold. Buy equipment as normal, but (if you have that much or pool resources) nothing over 500gp. Small value magic items, let me know - anything under 500gp has a 75% chance of being available.
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Rise of the Runelords - GM | Black Match - Casey Lyons
Last edited by Pilgrim; Jul 6th, 2010 at 11:53 AM. |
#20
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You are right, I apologize. Still, that would be 16 hit points (w/ favored class bonus) or 15 (w/o).
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Rise of the Runelords - GM | Black Match - Casey Lyons
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#21
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ah okay, i'll fix that. math was never my strong point, haha.
and i knew someone would take it. i figured i might as well try and be the first. never been in a campaign where someone hasn't chosen it, and i figured i'd see what starting off with so much gp is like. |
#22
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I have seen one campaign where nobody took it, but that was because we started at level 3. One player almost did, and the GM was going to let him, but we reminded him in time that starting gold for a 3rd level character was higher than that.
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Rise of the Runelords - GM | Black Match - Casey Lyons
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#23
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Quote:
![]() Last edited by Alessandra; Jul 6th, 2010 at 01:44 AM. |
#24
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Finance Test: 1; Pilgrim: 0. The class ended at 10:10, and the majority of people were not finished by 10:15. Guess I'll need to study harder - especially since this teacher's version of a curve is an extra credit quiz!
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Rise of the Runelords - GM | Black Match - Casey Lyons
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#25
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.........you have to be shitting me.
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The life of PnP games are fickle, violent, and most often short-lived.
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#26
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Lol, it seems you were destined to have 71gp.
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Rise of the Runelords - GM | Black Match - Casey Lyons
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#27
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Inukotsu, I looked over your character and noticed your CMD is 1 too low. Dodge feat provides a dodge bonus, which adds to CMD. Yes. Dodge is that cool in Pathfinder.
Other than that, looks good.
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Rise of the Runelords - GM | Black Match - Casey Lyons
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#28
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Alright, I believe I corrected that one error of mine, thanks for letting me know Pilgrim.
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#29
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Jezrul, I don't know if you were planning on specializing or not, but I recommend doing so. It is a much better option in Pathfinder. First, prohibited schools aren't as bad - they take up two spell slots instead of one, but you can cast them. Second, the special abilities wizards get depend on school, and the Universalist school abilities aren't as good as some of the others (in my opinion). My personal favorites are divination and conjuration - the former adds half your level to initiative rolls and lets you take 20 on initiative checks at level 20, while the latter extends your summoning spells and lets you teleport as a spell like ability (which doesn't provoke opportunity attacks). Compare to the universalist school which lets you make ranged attacks with melee weapons and add metamagic feats to lower level spells on the fly.
Of course, ultimately your character is up to you.
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Rise of the Runelords - GM | Black Match - Casey Lyons
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#30
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Welp, the character sheet for Drubner is up. I've got to say it is tempting to give him improvised weapon mastery at some point, but that's beside the point. On to things that are relevant.
10% as a based encounter rate and a low CR is fair near civilization. Stronger or more populous monsters near settlements or roads either force a response from governments or make those areas uninhabitable. But about half a mile off the beaten path our band should see a sharp increase in the low CR encounters and also stumble across some of the big boys. As far as the Universal wizard school goes, it's big perk is the lack of spell restriction. I still have trouble giving up schools to specialize on my wizards. I do agree that a flying weapon is a little out of place, but over all the school does balance out with the rest. |
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