Thistle was trained as a traditional dwarven fighter, but she rejected that role early on, preferring to rush at her enemies and smash them to pieces rather than attempt to flank, working as part of a team with coordinated efforts, or even wear some decently protective armor. This did not endear her to her instructors, her fellow warriors, or to the clan as a whole; the last straw came when her scouting party was ambushed by kobolds. Rather than fall back and call for reinforcements, she went berserk and cut down most of them herself. A good result, but not one that anyone else liked. She was given the cold shoulder on her return, and only stayed long enough to grab some supplies for the road before she left for good. She took the name Thistle, discarding her original appellation, to reflect her new lifestyle -- not too dangerous to the casual glance, but still capable of causing a lot of trouble.
Thistle is 48 years old, 4" even, with brown braids hanging down to her shoulders, her one concession to her clan's tradition. She wields a greataxe for maximum goblin-cleaving damage, and eschews the usual dwarven heavy armor for simple leather with bolts sprinkled throughout. Despite her eagerness for combat, she does not take it terribly seriously, and even going into a rage is simply having fun for her.
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Common Elven
Unarmed Damage: 1d6 +2 [strength]
Feats:
Dodge +1 dodge bonus on AC
Improved Unarmed Strike [free to monk] Always considered armed
Stunning Fist Stun opponent with unarmed strike [free to monks]
Toughness +3 hp + 1/level over 3
Scorpion Style Slow target to speed of five feet
Perception Wis 8 =
+4
+ 1 + 3 [class skill]
Perform_1 Cha -2 =
-2
Perform_2 Cha -2 =
-2
Perform_3 Cha -2 =
-2
Perform_4 Cha -2 =
-2
Perform_5 Cha -2 =
-2
Ride Dex* 3 =
+3
Sense Motive Wis 4 =
+4
Stealth Dex* 3 =
+3
Survival Wis 5 =
+4
+ 1
Swim Str** 2 =
+2
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
This human chose +2 to wisdom (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk
AC and CMD Bonus for Wisdom
AC and CMD Bonus for level (begins level 4 now)
Flurry of Blows -- must use unarmed strike or special monk weapon
Unarmed Strike -- free Improved Unarmed Strike feat, can make unarmed strikes with hands full, lethal or non-lethal, extra damage
Bonus Feats (levels 1 2 6 10 14 & 18)
Evasion (level 2) -- no damage if saves
Fast Movement (level 3)
Still Mind (level 3) -- +2 on saves vs charm
Maneuver Training (level 3) -- may use your monk level instead of attack base for combat maneuvers
Ki Strike (level 4) -- half your monk level plus your wisdom modifier plus any feat bonuses; use these points for extra attacks, extra speed, or extra armor class
Slow Fall (level 4) -- if a wall is near, fall is as if twenty feet less at level 4, improves as levels are gained
Purity of Body (level 5) -- immune to all diseases
Wholeness of Body (level 7) -- use 2 ki points to heal your monk level of hp
Improved Evasion (level 9) -- half damage if save is failed
Adopted by an Elven monastery at a young age, Alandir studied the path of the Empty Hand under the tutelage of Elhador i'Ber, the Elder of the cloister. Although Alandir walks the path of the Empty Hand, Elhador has trained him with all of the traditional Monk instruments as well, in order to better understand his own hand and the power it possess. He still prefers to use his hands.
@Khildith sorry I missed your IM on Skype. Just let me know what you're looking for and I'll help you out.
Just advice mostly, I'm wondering how to make a Fighter and worried I'll gimp him straight out of the gate. Never played Pathfinder so I don't know any of the good advice.
I was thinking a 2h Sword Human Fighter with the race stat going into STR to make it
My first question is whether its worth putting the 3 in Dex. If he were to wear medium/heavy armor would the armor penalty make the extra reflex save bonus disappear anyway or is it only skills that are effected by that?
Next I was looking at feats and I went for what seemed useful to me, which would be Power Attack, Cleave, and Toughness.
So I guess my second question is can I pick two "Combat Feats" or only one per level. Also, is there anything I'm missing that I should potentially grab instead of any of these? There are so many feats so I don't know what all of them do or if any of them are much more useful than these and my eyes skipped past it.
Next is gear. I was thinking a Greatsword and heavy armor, like potentially Splint Mail or something, but then realized that everything in the heavy armor category is out of reach money wise. So I guess I'll drop down to medium and grab Scale Mail which is the only one of those that I could afford.
Greatsword 50 gp
Scale Mail 50 gp
Fighter's Kit 9 gp
Dungeoneering Kit (In equipment listing in your original post as something we start with so I'm guessing free?)
109/150 gold used
So I guess my third main question is whether I'm doing equipment right. Also are there other things I should grab that a fighter needs? I thought about grabbing a healing potion or two but I had no money for it, oh well.
Stats: For a 2h fighter, STR is your go to. You get to add the mod to the attack and dmg rolls. So +4 is good. Armor check is ONLY for skills, so no big deal there. Extra dex gets you the normal +init as well as +AC and +Reflex save. The only thing you have to consider is armor. Most armor has a Max Dex Bonus, which is the most AC you gain gain from dex while wearing it. Its that "how mobile are you in plate" type thing. At this level its less of a deal. +3 con is good, especially with toughness, you should be pretty beefy.
Feats: You hit the fighter bread and butter already. The fighter gets a feat every level, essentially. So at first level you get 3. 1 for level, 1 for human, 1 combat for fighter. Second level you would get 1 combat feat, third you would get the normal progression feat, etc. Power Attack is amazing for a 2h character, when you've got that on you're rolling at -1 attack but +6 (1.5 STR w/ 2H) for damage. If you're just going to be "hit with stick" type character then feats like weapon focus and weapon specialization are also important.
Equipment: The Dungeoneering kit is free because no good adventurer would be without. Otherwise, you're doing just fine on equipment. I mentioned it above but don't sweat the healing. You guys will be in danger but I'm not going to punish anyone for not having the ability to heal.
Stats: For a 2h fighter, STR is your go to. You get to add the mod to the attack and dmg rolls. So +4 is good. Armor check is ONLY for skills, so no big deal there. Extra dex gets you the normal +init as well as +AC and +Reflex save. The only thing you have to consider is armor. Most armor has a Max Dex Bonus, which is the most AC you gain gain from dex while wearing it. Its that "how mobile are you in plate" type thing. At this level its less of a deal. +3 con is good, especially with toughness, you should be pretty beefy.
Feats: You hit the fighter bread and butter already. The fighter gets a feat every level, essentially. So at first level you get 3. 1 for level, 1 for human, 1 combat for fighter. Second level you would get 1 combat feat, third you would get the normal progression feat, etc. Power Attack is amazing for a 2h character, when you've got that on you're rolling at -1 attack but +6 (1.5 STR w/ 2H) for damage. If you're just going to be "hit with stick" type character then feats like weapon focus and weapon specialization are also important.
Equipment: The Dungeoneering kit is free because no good adventurer would be without. Otherwise, you're doing just fine on equipment. I mentioned it above but don't sweat the healing. You guys will be in danger but I'm not going to punish anyone for not having the ability to heal.
Did that help or did I make it worse? haha.
That helped! Thanks. I'll roll him up and put it all in mythweavers and if anyone wouldn't mind looking at it to make sure I didn't mess up the math somewhere that would be great.
Thanks! It felt low but I assumed it was something to do with going medium instead of heavy!
Edit: Is there a chance we could get a roll20 link a little early? I'd love to set up a normal/powerattack/cleave macro while I have the rules open and am able to take my time figuring it out
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Elven
Unarmed Damage: 1d6 +1 [strength]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Feats:
Dodge +1 dodge bonus on AC
Improved Unarmed Strike [free to monk] Always considered armed
Stunning Fist Stun opponent with unarmed strike [free to monks]
Toughness +3 hp + 1/level over 3
Weapon Finesse
Perception Wis 7 =
+3
+ 1 + 3 [class skill]
Perform_1 Cha -2 =
-2
Perform_2 Cha -2 =
-2
Perform_3 Cha -2 =
-2
Perform_4 Cha -2 =
-2
Perform_5 Cha -2 =
-2
Ride Dex* 4 =
+4
Sense Motive Wis 3 =
+3
Stealth Dex* 4 =
+4
Survival Wis 4 =
+3
+ 1
Swim Str** 1 =
+1
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
This human chose +2 to dexterity (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk
AC and CMD Bonus for Wisdom
AC and CMD Bonus for level (begins level 4 now)
Flurry of Blows -- must use unarmed strike or special monk weapon
Unarmed Strike -- free Improved Unarmed Strike feat, can make unarmed strikes with hands full, lethal or non-lethal, extra damage
Bonus Feats (levels 1 2 6 10 14 & 18)
Evasion (level 2) -- no damage if saves
Fast Movement (level 3)
Still Mind (level 3) -- +2 on saves vs charm
Maneuver Training (level 3) -- may use your monk level instead of attack base for combat maneuvers
Ki Strike (level 4) -- half your monk level plus your wisdom modifier plus any feat bonuses; use these points for extra attacks, extra speed, or extra armor class
Slow Fall (level 4) -- if a wall is near, fall is as if twenty feet less at level 4, improves as levels are gained
Purity of Body (level 5) -- immune to all diseases
Wholeness of Body (level 7) -- use 2 ki points to heal your monk level of hp
Improved Evasion (level 9) -- half damage if save is failed
Adopted by an Elven monastery at a young age, Alandir studied the path of the Empty Hand under the tutelage of Elhador i'Ber, the Elder of the cloister. Although Alandir walks the path of the Empty Hand, Elhador has trained him with all of the traditional Monk instruments as well, in order to better understand his own hand and the power it possess. He still prefers to use his hands.
I'll see if I can't throw something together before tomorrow. If I read correctly, we have a Sorcerer, Barbarian, Monk, with a Fighter and Druid on the way. I'm leaning towards a Bard , any pitfalls I should be aware of?
And here we have my shoddy attempt at a Half-Elf Bard: Belkas Dustwalker
STR 10 (+0)
DEX 14 (+2)
CON 13 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)
Half Elf = +2 CHA
Base Speed: 30 feet
Languages: Common, Elvish, Dwarven, Undercommon
Immune to Sleep
+2 Saving Throws against Enchantment
Low-Light Vision
Multitalented: Two favored classes, +1 hit point or +1 skill point when selected
Favored Classes:
Bard - Add +1 to the bard's total number of bardic performance rounds per day.
Rogue - Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Level 1 Bard (+1 HP)
Bardic Knowledge: 1/2 class level (1) to all Knowledge checks, may make all Knowledge checks untrained
Bardic Performance: 9 rounds per day
Spells
Cantrips
Message
Prestidigitation
Summon Instrument
Dancing Lights
1st Level
Comprehend Languages
Charm Person
Animate Rope
Skills
Acrobatics 4 (+2)
Disguise 4 (+3)
Escape Artist 4 (+2)
Linguistics 4 (+2)
Perception 4 (+1)
Perform 4 (+3)
Sleight of Hand 4 (+2)
Stealth 4 (+2)
I wouldn't mind having someone give this a once over, as I'm brand new to Pathfinder. Things I'm not as sure about include feat/spell selection as well as the basic attack/defense bonuses at the end.
I'll give it the once over a little later. Any idea on what you want to do with you character? I can help with the spell selection
0
Options
Suicide SlydeHaunts your dreamsof mountains sunk below the seaRegistered Userregular
I don't understand spells quite right (i think) and I don't have enough familiarity with feats to know which one to go with, but other than that I'm finished.
I'll post the sheet later tonight or tomorrow morning.
@Rhapsody: You might look at Weapon Finesse for your feat. Since you're using Rapier and/or dagger being able to use your dex instead of your str will be pretty helpful if you end up in melee.
These are just some ideas of what I would use...if you have a better idea on what your concept is I can probably help a little more.
Spells:
Cantrips:
Message - Good if you have to split the party.
Prestidigitation - Do cool stuff like make things smell good, appear dirty, etc.
Summon Instrument - BAAAAAAAAAAAAAAAAAAAAAAAAARD
Light - Helpful for scouting, emergencies, and distraction
1st:
Comprehend Languages - You're kind of the skill monkey of the group so this is rad
Charm Person - Good if you're wanting to be the suave type
Animate Rope - The number of times I've seen this spell do something silly but completely awesome/party saving is staggering.
@Suicide Slyde: You're still going plant domain? If you're planning on being up front something like Toughness is good, if you stay with the unarmed/using Woodfist, you could go with Weapon Finesse as well and pump your dex. Without seeing your stats its hard to get a feel for what's good for the character but those are both solid options.
Spell wise you're limited early on but here are some thoughts:
Orisons:
Light - Everyone loves light.
Detect Poison - Keeps you or your friends from doing something silly
Resistance - Early on, this can be a life saver
1st:
Goodberry - Cast it at the beginning of the day, have a snack for combat and save lives!
Shillelagh - If you have a quarterstaff, this makes it a way better one.
Magic Fang - This is synergy with your plant domain, if you're using unarmed, this gives you a +1 bonus.
Suicide Slyde has been kidnapped by Peff and is being held for ransom! Solve the riddle to set em' free, or I'll hand em' over to Clamps!
You know, I used to love celery Til he made a thread how you all want to get with me I wanted to ROCKET away and have some fun Travel to the LEGEND or PLANET, 3rd rock from the sun Which forumer am I?
Lets finish your dungeon! It feels wrong to leave an adventure half completed like that, but if you want I can work on something if you're not up to another week.
If I'm reading the chart correctly I get a bonus spell based on my Wisdom score, so I get two level one spells per day? And in order to reset my spells I have to spend 1hr in meditation? Can I reset to any Level 1 spells or do I have to use the same two?
Posts
16 CON: 10 points
14 DEX: 5 points
11 WIS: 1 points
7 INT: -4 points
7 CHA: -4 points
17+10+5+1-4-4=25
modified
18 STR
18 CON
14 DEX
11 WIS
7 INT
5 CHA
Dwarven Barbarian, Chaotic Good
Feat: Extra Rage. An additional 6 rounds of rage, totaling 14 rounds of rage per day
BAB 1
Base: +2 fort, 0 reflex/will. Total: 6 Fort, 2 Reflex, 0 Will, 15 AC
d12 greataxe, studded leather armor (+3 AC, -1 Armor Check)
Trained skills: Acrobatics, Intimidate
Thistle
Thistle was trained as a traditional dwarven fighter, but she rejected that role early on, preferring to rush at her enemies and smash them to pieces rather than attempt to flank, working as part of a team with coordinated efforts, or even wear some decently protective armor. This did not endear her to her instructors, her fellow warriors, or to the clan as a whole; the last straw came when her scouting party was ambushed by kobolds. Rather than fall back and call for reinforcements, she went berserk and cut down most of them herself. A good result, but not one that anyone else liked. She was given the cold shoulder on her return, and only stayed long enough to grab some supplies for the road before she left for good. She took the name Thistle, discarding her original appellation, to reflect her new lifestyle -- not too dangerous to the casual glance, but still capable of causing a lot of trouble.
Thistle is 48 years old, 4" even, with brown braids hanging down to her shoulders, her one concession to her clan's tradition. She wields a greataxe for maximum goblin-cleaving damage, and eschews the usual dwarven heavy armor for simple leather with bolts sprinkled throughout. Despite her eagerness for combat, she does not take it terribly seriously, and even going into a rage is simply having fun for her.
Male Human Monk 1
Lawful Good
Representing Goose!
Strength 14 (+2)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 18 (+4)
Charisma 7 (-2)
Size: Medium
Height: 5' 10"
Weight: 180 lb
Eyes: Dark Brown
Hair: Light Brown Wavy; Beardless
Skin: Tan
Total Hit Points: 13 [includes toughness]
Speed: 30 feet
Armor Class: 18 = 10 + 3 [dexterity] + 1 [dodge]+4 [wisdom]
Touch AC: 18
Flat-footed: 14
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 5 = 2 [base] + 3 [dexterity]
Will save: + 6 = 2 [base] + 4 [wisdom]
Attack (handheld): + 2 = 0 [base] + 2 [strength]
Flurry of Blows: + 1 / + 1 [includes strength modifier]
Attack (missile): + 3 = 0 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 2 = 0 [base] + 2 [strength]
Combat Maneuver Defense: + 19 = 10 + 0 [base] + 2 [strength] + 3 [dexterity] + 4 [monk wisdom]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Languages: Common Elven
Unarmed Damage: 1d6 +2 [strength]
Feats:
Dodge +1 dodge bonus on AC
Improved Unarmed Strike [free to monk] Always considered armed
Stunning Fist Stun opponent with unarmed strike [free to monks]
Toughness +3 hp + 1/level over 3
Scorpion Style Slow target to speed of five feet
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 7 =
+3
+ 1 + 3 [class skill]
Appraise Int 1 =
+1
Bluff Cha -2 =
-2
Climb Str* 6 =
+2
+ 1 + 3 [class skill]
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha -2 =
-2
Disguise Cha -2 =
-2
Escape Artist Dex* 7 =
+3
+ 1 + 3 [class skill]
Fly Dex* 3 =
+3
Heal Wis 5 =
+4
+ 1
Intimidate Cha -2 =
-2
Perception Wis 8 =
+4
+ 1 + 3 [class skill]
Perform_1 Cha -2 =
-2
Perform_2 Cha -2 =
-2
Perform_3 Cha -2 =
-2
Perform_4 Cha -2 =
-2
Perform_5 Cha -2 =
-2
Ride Dex* 3 =
+3
Sense Motive Wis 4 =
+4
Stealth Dex* 3 =
+3
Survival Wis 5 =
+4
+ 1
Swim Str** 2 =
+2
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
This human chose +2 to wisdom (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk
AC and CMD Bonus for Wisdom
AC and CMD Bonus for level (begins level 4 now)
Flurry of Blows -- must use unarmed strike or special monk weapon
Unarmed Strike -- free Improved Unarmed Strike feat, can make unarmed strikes with hands full, lethal or non-lethal, extra damage
Bonus Feats (levels 1 2 6 10 14 & 18)
Evasion (level 2) -- no damage if saves
Fast Movement (level 3)
Still Mind (level 3) -- +2 on saves vs charm
Maneuver Training (level 3) -- may use your monk level instead of attack base for combat maneuvers
Ki Strike (level 4) -- half your monk level plus your wisdom modifier plus any feat bonuses; use these points for extra attacks, extra speed, or extra armor class
Slow Fall (level 4) -- if a wall is near, fall is as if twenty feet less at level 4, improves as levels are gained
Purity of Body (level 5) -- immune to all diseases
Wholeness of Body (level 7) -- use 2 ki points to heal your monk level of hp
Improved Evasion (level 9) -- half damage if save is failed
Diamond Body (level 11) -- immune to poison
Abundant Step (level 12) -- dimension door
Diamond Soul (level 13) -- spell resistance 10 + monk level
Quivering Palm (level 15)
Timeless Body (level 17) -- no aging penalties
Tongue of Sun and Moon (level 17) -- speak with any living creature
Empty Body (level 19) -- use 3 ki points to turn ethereal
Perfect Self (level 20) -- now an outsider, DR 10/chaotic
Class HP rolled
Level 1: Monk 8
Alandir Pafford's Equipment:
0 lb
2 lb
5 lb
3 lb
5 lb
4 lb
10 lb
8 lb
_____
37 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Block and tackle
Candle
Chalk
Flint and steel
Grappling hook
Rope (50', hempen) x1
Waterskins x2
Total
More about Alandir Pafford:
Adopted by an Elven monastery at a young age, Alandir studied the path of the Empty Hand under the tutelage of Elhador i'Ber, the Elder of the cloister. Although Alandir walks the path of the Empty Hand, Elhador has trained him with all of the traditional Monk instruments as well, in order to better understand his own hand and the power it possess. He still prefers to use his hands.
I have a clear idea what I want to do now, it's just a matter of time.
@Khildith sorry I missed your IM on Skype. Just let me know what you're looking for and I'll help you out.
Just advice mostly, I'm wondering how to make a Fighter and worried I'll gimp him straight out of the gate. Never played Pathfinder so I don't know any of the good advice.
Strength 18 (+4)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 10 (+0)
My first question is whether its worth putting the 3 in Dex. If he were to wear medium/heavy armor would the armor penalty make the extra reflex save bonus disappear anyway or is it only skills that are effected by that?
Next I was looking at feats and I went for what seemed useful to me, which would be Power Attack, Cleave, and Toughness.
So I guess my second question is can I pick two "Combat Feats" or only one per level. Also, is there anything I'm missing that I should potentially grab instead of any of these? There are so many feats so I don't know what all of them do or if any of them are much more useful than these and my eyes skipped past it.
Next is gear. I was thinking a Greatsword and heavy armor, like potentially Splint Mail or something, but then realized that everything in the heavy armor category is out of reach money wise. So I guess I'll drop down to medium and grab Scale Mail which is the only one of those that I could afford.
Greatsword 50 gp
Scale Mail 50 gp
Fighter's Kit 9 gp
Dungeoneering Kit (In equipment listing in your original post as something we start with so I'm guessing free?)
109/150 gold used
So I guess my third main question is whether I'm doing equipment right. Also are there other things I should grab that a fighter needs? I thought about grabbing a healing potion or two but I had no money for it, oh well.
Anyway thanks for any advice any of you can give.
Stats: For a 2h fighter, STR is your go to. You get to add the mod to the attack and dmg rolls. So +4 is good. Armor check is ONLY for skills, so no big deal there. Extra dex gets you the normal +init as well as +AC and +Reflex save. The only thing you have to consider is armor. Most armor has a Max Dex Bonus, which is the most AC you gain gain from dex while wearing it. Its that "how mobile are you in plate" type thing. At this level its less of a deal. +3 con is good, especially with toughness, you should be pretty beefy.
Feats: You hit the fighter bread and butter already. The fighter gets a feat every level, essentially. So at first level you get 3. 1 for level, 1 for human, 1 combat for fighter. Second level you would get 1 combat feat, third you would get the normal progression feat, etc. Power Attack is amazing for a 2h character, when you've got that on you're rolling at -1 attack but +6 (1.5 STR w/ 2H) for damage. If you're just going to be "hit with stick" type character then feats like weapon focus and weapon specialization are also important.
Equipment: The Dungeoneering kit is free because no good adventurer would be without. Otherwise, you're doing just fine on equipment. I mentioned it above but don't sweat the healing. You guys will be in danger but I'm not going to punish anyone for not having the ability to heal.
Did that help or did I make it worse? haha.
That helped! Thanks. I'll roll him up and put it all in mythweavers and if anyone wouldn't mind looking at it to make sure I didn't mess up the math somewhere that would be great.
Edit: Mythweavers Character Sheet
@Goose! 5PT, 8ET.
Thanks! It felt low but I assumed it was something to do with going medium instead of heavy!
Edit: Is there a chance we could get a roll20 link a little early? I'd love to set up a normal/powerattack/cleave macro while I have the rules open and am able to take my time figuring it out
Thanks!
If I'm reading power attack correctly I would roll
and damage would be
2d6+4(str)+2(Power attack)+1(power attack 2h bonus) or 2d6+7.
Also...I just saw your roll. I might have to add in some more monsters if you hit like that all the time.
EDIT: Feat description confirms. Totally fixing my sheet.
Male Human Monk 1
Lawful Good
Representing Goose!
Strength 12 (+1)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 7 (-2)
Size: Medium
Height: 5' 10"
Weight: 180 lb
Eyes: Dark Brown
Hair: Light Brown Wavy; Beardless
Skin: Tan
Total Hit Points: 14 [includes toughness]
Speed: 30 feet
Armor Class: 18 = 10 + 4 [dexterity] + 1 [dodge]+3 [wisdom]
Touch AC: 18
Flat-footed: 13
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 6 = 2 [base] + 4 [dexterity]
Will save: + 5 = 2 [base] + 3 [wisdom]
Attack (handheld): + 1 = 0 [base] + 1 [strength]
Weapon Finesse: + 4 = 0 [base] + 4 [dexterity]
Flurry of Blows: 0 / 0 [includes strength modifier]
Attack (missile): + 4 = 0 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 1 = 0 [base] + 1 [strength]
Combat Maneuver Defense: + 18 = 10 + 0 [base] + 1 [strength] + 4 [dexterity] + 3 [monk wisdom]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Languages: Common Elven
Unarmed Damage: 1d6 +1 [strength]
Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]
Feats:
Dodge +1 dodge bonus on AC
Improved Unarmed Strike [free to monk] Always considered armed
Stunning Fist Stun opponent with unarmed strike [free to monks]
Toughness +3 hp + 1/level over 3
Weapon Finesse
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 8 =
+4
+ 1 + 3 [class skill]
Appraise Int 1 =
+1
Bluff Cha -2 =
-2
Climb Str* 5 =
+1
+ 1 + 3 [class skill]
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha -2 =
-2
Disguise Cha -2 =
-2
Escape Artist Dex* 8 =
+4
+ 1 + 3 [class skill]
Fly Dex* 4 =
+4
Heal Wis 4 =
+3
+ 1
Intimidate Cha -2 =
-2
Perception Wis 7 =
+3
+ 1 + 3 [class skill]
Perform_1 Cha -2 =
-2
Perform_2 Cha -2 =
-2
Perform_3 Cha -2 =
-2
Perform_4 Cha -2 =
-2
Perform_5 Cha -2 =
-2
Ride Dex* 4 =
+4
Sense Motive Wis 3 =
+3
Stealth Dex* 4 =
+4
Survival Wis 4 =
+3
+ 1
Swim Str** 1 =
+1
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Human
This human chose +2 to dexterity (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Monk
AC and CMD Bonus for Wisdom
AC and CMD Bonus for level (begins level 4 now)
Flurry of Blows -- must use unarmed strike or special monk weapon
Unarmed Strike -- free Improved Unarmed Strike feat, can make unarmed strikes with hands full, lethal or non-lethal, extra damage
Bonus Feats (levels 1 2 6 10 14 & 18)
Evasion (level 2) -- no damage if saves
Fast Movement (level 3)
Still Mind (level 3) -- +2 on saves vs charm
Maneuver Training (level 3) -- may use your monk level instead of attack base for combat maneuvers
Ki Strike (level 4) -- half your monk level plus your wisdom modifier plus any feat bonuses; use these points for extra attacks, extra speed, or extra armor class
Slow Fall (level 4) -- if a wall is near, fall is as if twenty feet less at level 4, improves as levels are gained
Purity of Body (level 5) -- immune to all diseases
Wholeness of Body (level 7) -- use 2 ki points to heal your monk level of hp
Improved Evasion (level 9) -- half damage if save is failed
Diamond Body (level 11) -- immune to poison
Abundant Step (level 12) -- dimension door
Diamond Soul (level 13) -- spell resistance 10 + monk level
Quivering Palm (level 15)
Timeless Body (level 17) -- no aging penalties
Tongue of Sun and Moon (level 17) -- speak with any living creature
Empty Body (level 19) -- use 3 ki points to turn ethereal
Perfect Self (level 20) -- now an outsider, DR 10/chaotic
Class HP rolled
Level 1: Monk 8
Alandir Pafford's Equipment:
0 lb
5 lb
2 lb
5 lb
3 lb
5 lb
4 lb
10 lb
8 lb
_____
42 lb Weapons / Armor / Shield (from above)
Sling bullets (group of 10) x1
Backpack
Bedroll
Blanket, winter x1
Block and tackle
Candle
Chalk
Flint and steel
Grappling hook
Rope (50', hempen) x1
Waterskins x2
Total
More about Alandir Pafford:
Adopted by an Elven monastery at a young age, Alandir studied the path of the Empty Hand under the tutelage of Elhador i'Ber, the Elder of the cloister. Although Alandir walks the path of the Empty Hand, Elhador has trained him with all of the traditional Monk instruments as well, in order to better understand his own hand and the power it possess. He still prefers to use his hands.
A crit and rolling max damage is one of those things I could only do when testing the macro!
And here we have my shoddy attempt at a Half-Elf Bard: Belkas Dustwalker
DEX 14 (+2)
CON 13 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)
Half Elf = +2 CHA
Base Speed: 30 feet
Languages: Common, Elvish, Dwarven, Undercommon
Immune to Sleep
+2 Saving Throws against Enchantment
Low-Light Vision
Multitalented: Two favored classes, +1 hit point or +1 skill point when selected
Favored Classes:
Bard - Add +1 to the bard's total number of bardic performance rounds per day.
Rogue - Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
Level 1 Bard (+1 HP)
Bardic Knowledge: 1/2 class level (1) to all Knowledge checks, may make all Knowledge checks untrained
Bardic Performance: 9 rounds per day
Spells
Cantrips
Message
Prestidigitation
Summon Instrument
Dancing Lights
1st Level
Comprehend Languages
Charm Person
Animate Rope
Skills
Acrobatics 4 (+2)
Disguise 4 (+3)
Escape Artist 4 (+2)
Linguistics 4 (+2)
Perception 4 (+1)
Perform 4 (+3)
Sleight of Hand 4 (+2)
Stealth 4 (+2)
Feats (1)
Weapon Finesse
Name: Belkas Duskwalker
Age: 28
Height: 5'11"
Weight: 150 lbs
Alignment: Chaotic Good
Hit Die: d8
Hit Points: 10
Equipment:
80 gp
Crossbow, light
30 bolts
Rapier
Dagger
Leather Armor
Adventurer's (Dungeoneering) Kit
Set of clothing
Defenses:
AC: 14
Fortitude: +1
Reflex: +2
Will: +1
Initiative: +2
Melee Attack Bonus: +0
Ranged Attack Bonus: +2
I wouldn't mind having someone give this a once over, as I'm brand new to Pathfinder. Things I'm not as sure about include feat/spell selection as well as the basic attack/defense bonuses at the end.
I'll post the sheet later tonight or tomorrow morning.
These are just some ideas of what I would use...if you have a better idea on what your concept is I can probably help a little more.
Spells:
Message - Good if you have to split the party.
Prestidigitation - Do cool stuff like make things smell good, appear dirty, etc.
Summon Instrument - BAAAAAAAAAAAAAAAAAAAAAAAAARD
Light - Helpful for scouting, emergencies, and distraction
1st:
Comprehend Languages - You're kind of the skill monkey of the group so this is rad
Charm Person - Good if you're wanting to be the suave type
Animate Rope - The number of times I've seen this spell do something silly but completely awesome/party saving is staggering.
@Suicide Slyde: You're still going plant domain? If you're planning on being up front something like Toughness is good, if you stay with the unarmed/using Woodfist, you could go with Weapon Finesse as well and pump your dex. Without seeing your stats its hard to get a feel for what's good for the character but those are both solid options.
Spell wise you're limited early on but here are some thoughts:
Light - Everyone loves light.
Detect Poison - Keeps you or your friends from doing something silly
Resistance - Early on, this can be a life saver
1st:
Goodberry - Cast it at the beginning of the day, have a snack for combat and save lives!
Shillelagh - If you have a quarterstaff, this makes it a way better one.
Magic Fang - This is synergy with your plant domain, if you're using unarmed, this gives you a +1 bonus.
Til he made a thread how you all want to get with me
I wanted to ROCKET away and have some fun
Travel to the LEGEND or PLANET, 3rd rock from the sun
Which forumer am I?
Edit: I believe this is the first time all of us have arrived for the same session! Go us!
Khil, you still want to run a 4e game?
Oh yeah, Sophie Prell was apparently watching and writing about Pathfinder as I got my first taste of it at PAX East. I played the fire elemental she mentions in the story (and was wearing the gold polo you see in the picture): http://penny-arcade.com/report/article/blood-and-glory-in-the-miniature-arena-how-a-boston-hobby-shop-made-pathfin
If we do switch back to 4e, I'd like to roll up a new character though.
As far as Pathfinder goes a few questions on spells for my Druid:
If I'm reading the chart correctly I get a bonus spell based on my Wisdom score, so I get two level one spells per day? And in order to reset my spells I have to spend 1hr in meditation? Can I reset to any Level 1 spells or do I have to use the same two?
And as far as Wooden Fist goes is the damage 1d3?
I think that's everything for now.