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Since the game hasn't started yet I made a couple of more small adjustments to my character:
1. changed out the feat magical aptitude for piercing spell (magical aptitude almost seems more like something a none casting class would take, in addition to the fact that I chose spellcraft as my half elf racial skill focus)
2. Added a masterwork backpack so that I could actually carry all those items.
Since the game hasn't started yet I made a couple of more small adjustments to my character:
1. changed out the feat magical aptitude for piercing spell (magical aptitude almost seems more like something a none casting class would take, in addition to the fact that I chose spellcraft as my half elf racial skill focus)
2. Added a masterwork backpack so that I could actually carry all those items.
3. Purchased spell guard bracers
4. Purchased Gloves of Reconnaissance
2. I highly recommend getting a Handy Haversack. Currently you've got your strength at 10 and intelligence at 14, while Dex (which you need to not die) and Con (which you need to not die) at 10. The skill points from intelligence will not keep you alive. If you'd like to invest in intelligence, though, get the Sage version of the Arcane bloodline. You'll lose your familiar and DC boost from metamagic, but you'll get to use Int instead of Cha!
4. The gloves were a contest winner- I'm not sure if they're actual Paizo material. You can find lots of nice magical items on D20PFSRD. You might want to get a headband for charisma and a belt for Dex and/or Con, since staying alive is more useful than seeing through walls.
Characters get feats at every odd level, I'm afraid, not at every level. You don't need nearly that many metamagic feats at this point. Your bloodline power still makes you increase spell level- you just don't have to spend a full-round action casting, leaving yourself wide open for anybody to hit you and interrupt. Currently, you couldn't use Quicken Spell even on a cantrip.
Currently, you're a sitting duck. You can't wear armor, you don't have the Mage Armor spell, and you have 0 Dex bonus. That means just about everything will hit you all the time. Using Invisibility means you can't cast offensive stuff, and Displacement only gives you 2.4 minutes of protection throughout the day. Low saves don't help… Two wands of Mage Armor at 750 gp each will help without changing your spell list, though!
You might want to have a look through some Sorcerer guides! 1 2 3 4
Both the Bracers and the Gloves are in Ulitimate Equipment.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Thiago has said that there is no theoretical upper limit to how many players can join. Since this game is supposedly not going to be played in a traditional fasion, I honestly don't know what shape that's going to take.
Thanks, QuidEst! That was some very helpful advice. I modified my spells for what seems to be a more rounded approach for a sorcerer. I've also changed my ability scores a decent amount (Lol, I had even originally forgotten about the 1 point I get at 4th lvl). I know that going to less than 12 on INT may be normal for a lot of players of sorcerers, but this game is heavy roleplay, not heavy battle. That means that skills ARE going to be important in this game. That being said, though, my new ability scores plus the fact that I took the mage armor spell should help to mitigate whatever I may be losing in defense. I also modified the amount of ranks I put into certain skills a pretty decent bit.
I did have a couple of questions though. Do you get more hit dice when you lvl up? And does lvling up grant more hp if you don't have the toughness feat?
I did have a couple of questions though. Do you get more hit dice when you lvl up? And does lvling up grant more hp if you don't have the toughness feat?
You get one hit die per level. At every level, you get Con bonus + average for hit die (3.5) + one more if you have toughness + one more if you put your favored class bonus into it. For you, that makes a total of (1 + 3.5 + 1 + 0) * 6 levels = 33 hp.
Lauren gets (2 + 3.5 + 0 + 1) * 6 = 39. She boosted her constitution with a magic belt instead of taking Toughness. She was only able to get the belt because she took Craft Wondrous Item instead of Toughness, getting her half-price wondrous items with her good Spellcraft.
Handy advice:
-You don't need Alertness. So long as your familiar is nearby (within arm's reach), you get to use the feat for free!
-Currently, the only spell you can use Empower Spell on (ignoring cantrips) is Magic Missile. That raises the spell level by two for an extra 4.5 damage on average. Which is fine- you can get it now and use it later. But you might consider something else in the meantime.
-If you'd like Identify, you can buy a wand of it for 750 gp and free up a spell. This is often a good approach for Sorcs, since they don't have many spare spells lying around.
-Skill Focus gives you +3, not +2. Once you hit ten ranks in that skill, the bonus doubles to +6.
Ah, I see. Cool. That does explain the hit dice to hp relationship.
Sweeeeeeet! I can definitely use a different feat, oh say, improved initiative, lol
Yeah, originally I wanted to get a whole bunch of metamagic feats. Now I'm going to have to be really choosy. However, I know for sure that I wanted to start play with one. If there is a metamagic feat you'd recommend over empower spell, I'm all ears (lol).
Unfortunately Identify is the first bonus spell I get from my particular bloodline. However, if I'm not mistaken, my next one is much nicer (dispel magic ), and what's almost as nice as that fact is I get it at my first level up in game.
Ah, thanks. I would have missed that one (skill focus). Just out of curiosity, is there a different skill you would have taken if this was your character? And if so, why?
In any case, thanks for all the help! It was much appreciated.
Last edited by Falcon777 : 10-13-2012 at 09:09 AM.
Sweeeeeeet! I can definitely use a different feat, oh say, improved initiative, lol
XD I'm a horrible person who never gets that, even though it's super important for casters.
Quote:
Originally Posted by Falcon777
Yeah, originally I wanted to get a whole bunch of metamagic feats. Now I'm going to have to be really choosy. However, I know for sure that I wanted to start play with one. If there is a metamagic feat you'd recommend over empower spell, I'm all ears (lol).
Personally, I would wait on the metamagic until there are a few more spell levels to work with, or buy a lesser metamagic rod. Bouncing is really good, but that requires a spell where it's relevant. Reach lets you use touch spells at distance- again, not something you've got at this point.
Quote:
Originally Posted by Falcon777
Unfortunately Identify is the first bonus spell I get from my particular bloodline.
Ah! I forgot about that, and was wondering… I mean, Lauren's got it on her list too, but that's because I get a million first level spells.
Quote:
Originally Posted by Falcon777
Ah, thanks. I would have missed that one (skill focus). Just out of curiosity, is there a different skill you would have taken if this was your character? And if so, why?
Well, Spellcraft lets you identify spells, but you're not really getting the most out of it unless you're crafting with it. I would put it in Diplomacy. While my character is rocking a -2 to it, it's still fantastically useful. I'd also grab one rank from both of your Knowledge skills for it, or Intimidate*. You could go Bluff instead if that's more your style, of course, but Diplomacy is a bit more of a catch-all.
*Putting one rank into Intimidate is a little risky. At this level, you've got better than 50% odds on anybody with 10 in Wisdom, but the DC keeps going up. Failing a check on it is risky, and you can only count on ten minutes of help. If you've got a social character, Diplomacy gets better results. If you're not, like Lauren, Intimidate is better than nothing. In general, though, you want to have a long-term plan for what to invest ranks in instead of spreading them out. If I were doing this, I'd max out Spellcraft, Diplomacy, and Perception. I'd put one rank in Knowledge(Arcana) and one in another knowledge that I got as a class skill. The rest of my favored class bonus would either go to hit points or skill that I want more for fluff purposes. Bluff, Sense Motive, Linguistics, UMD, and Fly all come to mind. You might consider the Cosmpolitan feat. It will let you get Diplomacy and Perception as class skills (net +6!), plus give you a free language known. I'd switch out Empower Spell for that, and get metamagic at 7th or 9th level.
Quote:
Originally Posted by Falcon777
In any case, thanks for all the help! It was much appreciated.
GM could you answer the questions that have not gotten answers. (I do not have the ability to copy and paste otherwise I would copy and paste them now, I will do so when I can on Monday evening. I would apperciate an answer before theen and I think the other would to. )
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I made some additional changes to my character as following some of the guides:
Swapped out some spells for different ones, modified my skills, and swapped empower spell for craft wondrous item.
Considering the last one, I did have a question: for the life of me I can't seem to find where the dc is for making magic items. Does anyone know where it is listed?
I made some additional changes to my character as following some of the guides:
Swapped out some spells for different ones, modified my skills, and swapped empower spell for craft wondrous item.
Considering the last one, I did have a question: for the life of me I can't seem to find where the dc is for making magic items. Does anyone know where it is listed?
If you're going to be crafting, definitely keep your Skill Focus in Spellcraft. The base DC on most of the stuff isn't too bad- 5 + Caster Level of the item. However, each item lists some requirements. For each requirement that you don't meet*, the DC goes up by 5. The OP said that we can craft stuff we start with, assuming take 10. That means that you could craft an 18th CL or under item that you meet all the requirements for (there won't be many of those), a 13th CL or lower item that you need one requirement for (that's a ton of options), or an 8th CL or lower item that you need two requirements for (I don't think many 8th CL things have two requirements.)
*(If it's a spell you don't know and you need to lower the DC, you can pay for a scroll to cast it from. This will require that it's an arcane scroll of a sorcerer/wizard spell of level 3 or lower. If that sounds too complicated, ignore it and craft something else.)
Now, since you've got crafting and can get some stuff at half-price, a few staples include- Headband of Alluring Charisma +2 or +4. This is much more versatile than your bracers, which give a bonus to defensive casting. Charisma boosts all your concentration checks, spell DCs, and Diplomacy, and gets you bonus spells (although I don't think that's necessary). Cloak of Resistance is the other biggie. If you've got a lot of casters slinging stuff, it's good to improve the odds of shrugging it off. Belt of Constitution or Dexterity is another nice thing, but not very urgent.
Wooooow. Gosh dangit, I'm literally only one level away from getting a robe of arcane heritage and I can't do it. Soooooo close to being really strong from the beginning with that. Oh well. I can get it later.
Hmmm, ok, that makes sense. Sigh, I'm still used to systems where damage from your spells is based off of your stats instead of strictly what the spell is, so when I first saw the bonus to charisma, I was like "Oh yeah, definitely gotta get me some of that." Aaaaaand then I remembered I'm NOT in that kind of system. Oh well, it's still useful. Decided to drop the bracers since I could get that dex belt plus eagle eyes, which is a huge bonus to my perception checks. hmmmmm...oh, and I noticed that I needed to add the 50gp price to my courtiers outfit so it doesn't make me look like an out of place commoner, lol.
As a question to Thiago: wasn't the plan to start on last Monday? Is there a reason the IC and OOC threads haven't gone up yet?
Last edited by Falcon777 : 10-13-2012 at 09:37 PM.
Wooooow. Gosh dangit, I'm literally only one level away from getting a robe of arcane heritage and I can't do it. Soooooo close to being really strong from the beginning with that. Oh well. I can get it later.
Nope! You meet the DC easily. Look at the two requirements- know Speak with Dead, which you don't, and be a Sorcerer, which you are. That's only one qualification missing. DC = 9+5+5 = 19. Your check = 13+10 = 23. That's actually a really cool item… I can't believe I forgot about that. Downside is that Arcane bloodline won't get much use out of it at this point. It may or may not improve your familiar, it will give you extra metamagic uses that won't come into play for another level or two, and it will give you another 3rd level spell. Nice, but… half your money. At level 11, this thing is great, and at level 16, it's absolutely fantastic! It all depends on the bloodline.
Quote:
Originally Posted by Falcon777
Hmmm, ok, that makes sense. Sigh, I'm still used to systems where damage from your spells is based off of your stats instead of strictly what the spell is, so when I first saw the bonus to charisma, I was like "Oh yeah, definitely gotta get me some of that." Aaaaaand then I remembered I'm NOT in that kind of system. Oh well, it's still useful. Hmmm, well, crafting the bracers does give me an additional two and a half grand, but it's still not quite enough to get all three of the items you recommended. hmmmmm...oh, and I noticed that I needed to add the 50gp price to my courtiers outfit so it doesn't make me look like an out of place commoner, lol.
Well, your damage spells (apart from Magic Missile, which is super-easy to have blocked) will offer reflex saves for half damage. An extra point in Charisma is worth 5%*50% = 2.5% increase in average damage. Doesn't seem like much, but it's important- especially if your opponents are casting the really dangerous spells. Now, if you're casting those spells yourself, it's even better.
Prices:
Headband (+2), Crafted- 2k
Cloak of Resistance (+2), Crafted- 2k
Belt (+2), Crafted- 2k
Handy Haversack, Crafted- 1k
Eyes of the Eagle, Crafted- 1.25k
Ring of Sustenance, Full Price- 2.5k
Total: 10.75k
Leftover: 5.25k for other stuff you want
If you want those bracers, they fit your budget fine!
I decided to drop the bracers and made a circlet of persuasion. Given that I don't know how exactly this game is going to play, I've finished modifying my character. So, as he stands now is how I'm going to start play with him.
I decided to drop the bracers and made a circlet of persuasion. Given that I don't know how exactly this game is going to play, I've finished modifying my character. So, as he stands now is how I'm going to start play with him.
Ooh, nice choice. I think that leaves you with plenty of money still, but you can always use it once the game gets rolling.
I'm just going through and finishing up a few spell changes for Lauren, putting in a few mundane items/weapons, and reducing weight. There were a few spells it would be nice to add. DM ruling on picking up two or three spells from another witch in backstory?
Here are the questions that I have not seen an answer from the GM for.
1)Do you have a problem with Magus using the knowledge poll class feature to expand their spell book?
2)If this game reaches level 11 do you have a problem with us crafting custom staffs if the game goes that high?
3)I can not find anything about the guild Hidden Kings except that you want all the players to be part of it.
4)Are HP maxed at first level as per the normal rules?
5)Does a Wyroot weapon gain a life point if it is used to perform a coup de grace?
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I may not be the gm, but I think I can confidently say that not gaining hp at lvl up is definitely NOT the norm. At least, that is what I have gleaned from QuidEst and the core rule book. QuidEst wrote a formula down on this very thread as to how much hp you gain per lvl. In fact, it is on this very page.
As to Thiago's question, I don't have a problem with it. If you can't start the game yet and you really honestly do have a way to juggle this many players, then sure, keep recruitment open. If, however, you think that this many players could be too much for you, I'd recommend closing recruitment.
I may not be the gm, but I think I can confidently say that not gaining hp at lvl up is definitely NOT the norm. At least, that is what I have gleaned from QuidEst and the core rule book. QuidEst wrote a formula down on this very thread as to how much hp you gain per lvl. In fact, it is on this very page.
I think you misunderstand the question- "HP maxed at first level" does not mean you never get more HP. It means that you don't have to roll at first level- you automatically get the max amount on the die. This is fairly standard rolling a 1 means that anybody with a Str score equal to your Con score is guaranteed to knock you out in one shot if they hit you. Even Magic Missile becomes a death sentence. Of course, that's only the first level. By level 6, it evens out, and max first level hp just means a few extra hitpoints.
Perhaps, perhaps. It would probably behoove people asking questions to give some clarification. However, if I did in fact misunderstand your question, SR (somethingrandom), then I appologize for coming across so strongly (or silly for that matter).
You know what's funny about all this? Thiago has said at least once in this thread that we get standard hp. Am I misunderstanding a common game term again or has what Thiago stated directly relate to Somethingrandom's question?
You know what's funny about all this? Thiago has said at least once in this thread that we get standard hp. Am I misunderstanding a common game term again or has what Thiago stated directly relate to Somethingrandom's question?
Not exactly- Thiago said average hit points in the Big 16, which is what raises the question. Is that average hit points at each level, or average at every level except the first? I calculated mine with average at every level to keep it simple. If I get a few more hit points, well, all the better.