It is done with PCGen that uses the beta rules so if there's something that's changed from those, would someone point it out? I have no idea why the program added so many specific skill uses to the skills for example, but I'll let them be in this first draft.
Blackrat you can download a draft of the Pathfinder Dataset Here
While it is possible to hack the Beta character file to work with the final version, it has a few problems. At least it did with me. So its best to re-enter the data.
1. Stat generation changed to use 25 point Epic buy or would you prefer I rolled.
2. Traits:
a) Looking For Work Campaign Trait. Nice fit to backgroud but does not explain how he knows the others.
b) Di-Chan initiate Trait. This is a homebrew trait that adds 1 to the Diplomacy Skill and makes it a class skill. This seems to be in line with other traits.
Stats
23 year old Tian half elf male. Monk 2. Height 6'1"; Weight 140lbs; Eyes Brown; Hair Orange; Tall, Thin
Str 13 (+1) (3 points) Dex 17 (+3) (7 points to 15, +2 Half Elf Bonus(+1) ) Con 13 (+1) (3 points) Int 12 (+0) (2 points) Wis 16 (+2) (10 points) Cha 10 (+0) (0 points)
Light Load < 50lbs Medium Load 51-100lbs Heavy Load 101-150lbs
Description
A tall skinny looking Half Elf wearing a dark gray monk's outfit. Ti has a round face, slopping brown eyes and a short wide nose. However, his most prominent feature is his hair, which is dark orange worn in a Mohecan cut.
Background
Ti does not know his parents. All he knows is that his mother sold him into the service of the Di-Chan order when he was a baby. From that day until his 23 year, Ti was cloistered in the Di-Chan monastery,
perfecting his art and skills.
To give the novice experience of the world outside of the monastery, they are taken to town near the monastery during the final year of their novitiate. There they are given a series of tests. These tests always take the same form, the novice has to follow someone for 24 hours and then use his diplomacy skills to determine what the target was doing.
Ti was given three of these tests:
In the first test, he fell for the charms of a pretty young whore and totally blow it.
In the second test, Ti was introduced to drinking and gambling and woke up in the gutter broke and hung over. He latter found out that his hair colour had been permanently changed to orange.
By the time of the third test, Ti had become a little more streetwise and managed to ignore the various temptations that where put in his path and completed his mission.
Shortly after his third test, Ti was initiated in the Di-Chan order and was told to go out in to the world and perfect his art.
Starting from his home on the Tian Xia continent, Ti has been making his way steadily west, Wherever possible he has been working as a caravan guard. However, things have been really peaceful on the trip and he only managed to recoup his expenses.
Ti has recently arrived in Riddleport and has heard that the Gold Goblin's tournament is looking for security. So he has gone to apply for a job.
DM ONLY
The Di-Chan Order
The Di-Chan order maintains a monastery in a hidden valley in the foothills. To the Novices, Initiates and the few outsiders that know about it, the Di-chan is just an order of monks dedicated to the perfection of the the marshal arts. While this is true as far as it goes, the order actually supports itself by acting as an information brokers. Its initiates roam the world and report back to the monastery. There, the information is collated and sold. Occasionally, one of the
Initiates will receive orders either to go on a specific mission or to obtain a specific piece of information.
Ti was ordered to report anything "interesting" back to the monastery. (A part of Ti's training involved learning how to recognise what was of interest to the order.)
Last edited by ghostcat; 22nd October 2009 at 06:59 PM..
Reason: To use 25 Point Buy
On unfortunate mis-spellings: Eep! Hadn't thought of that when I named him.
Okay, updated with the Campaign trait (dropped Armor Expert. It's a lovely benefit, but I couldn't really make it work with the character's backstory).
From the sound of the traits, we should all have some connection to one another (or connected in a 'friend of a friend' way through a third party member). Is that the case?
Also, any insight into a decent favored enemy? I'm not looking for super-optimizing or spoilers so much as mostly I'd just rather not pick something that's never going to show up in-game at all.
Speed: 30 ft. (6squares)
Melee:
-MW Greatsword (two handed) +5 (2d6+3/19-20) (+2 against undead)
-Dagger +3 (1d4+2/19-20)
Ranged:
-Composite Longbow +3 (1d8/x3)
-Shoanti Bola -1 (1d4)
Base Atk +1; Combat Manuever Bonus +3
Atk Options: Rage (7 rounds/day),
Special Actions: Channel Positive Energy (DC 11, 1d6, 4/day), Gentle Rest (6/day), Lore Keeper (19),
Abilities: Str 15, Dex 15, Con 16, Int 12, Wis 17, Cha 12
Special Qualities: Fast Movement, Orisons, Rage, Spontaneous Casting.
Domains: Repose, Knowledge.
Traits: Researching the Blot (Identify magic items with spellcraft), Sacred Touch (Stabilise with touch).
Question: What classes are not currently spoken for? I'd rather not work up a redundant character, but so far it seems almost everything save Paladin is spoken for, and Aeson did not seem fond of a Paladin in the party.
Would it be possible to tweak something with Paladin to make it more fitting to the campaign?
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Spell-Like Abilities
Elemental Ray: 1d6+1 electricity damage, Ranged Touch Attack, Usable six times per day.
Bloodline Arcana
Claud can change any spell that does energy damage to do electricity damage.
Equipment
Gold: 950
30 Rations
Bedroll
4 Flasks
Waterskin
4 Bars of Soap
20 sheets of parchment
Quill Pen
2 Ink Bottles
Dagger-1d4,19-20/X2, Range-10 ft.(This is more for use as a knife than for fighting)
Shortbow-1d6 X3 60 ft.
Arrows(20)
Traveler's Outfit
Experience Points: 2,000
Backstory
Claud grew up int the mountaintop city of Jula in The Sodden Lands. Most people disliked the perpetually stormy weather due to the Eye of Abendego, but Claud always enjoyed it. He loved to stand out in the stormy weather and stare at the stormclouds. This always worried his parents, but they let him do so, as he had never been hurt while he was watching the storms. He has als always felt an affinity for the Wind. He would always enjoy it outside when there was a strong breeze. He had dreams of living in a palace floating in the sky, but he thought these dreams were impossible as he had magical talent, all he did was help out his parents with their General Store. He had friends who all became adventurers, all of them left the city of Jula to see the world, but Claud found himself left behind. He began to believe that there was nothing more for him but to end up running his parents store. He had even consulted with a Sorcerer who could assess if a person had an innate ability for magic, but the Sorcerer said Claud had no magic within him. Claud tried apprenticing under a local Wizard for a time, but found that he had no talent for Wizardry. He was discouraged, but he was not going to give up. So, in an almost childlike fashion, decided that he WAS going to gain some sort of magical talent no matter what. He spent much of his spare time for four years calmly meditating on the Wind and wishing fervently for some sort of magic. When it seemed impossible that anything was going to happen, and he was about to give up, he one day found that when he wanted to pick a mug of tea up, that it floated right into his hand. He was astonished at first, but he realized that all of his hard work had finally paid off. The Wind had finally "answered" him. He began to experiment a little more, and found that he could also make light, and tell if something was magical. He even found a way to protect himself with magical armor. The true test of his abilities came when he had to fend off a thief from his parents store, the thief broke in late at night and was attempting to make off with some goods when Claud heard the noise the thief was making(Claud and his parents lived in some rooms above their store). Claud went downstairs and say the thief, he at first tried to fling a hammer at the thief with some of his magic, but he missed. The thief noticed this action and pulled a knife on Claud, panicking, Claud found himself holding out his hand to fend off the thief, and suddenly a old of lightning shot from his hands, injuring the thief and surprising Claud. It took a while for Claud to get used to that fact that he could now use his abilities to harm others. Good fortune came his way when a young son of one of his parent's friends agreed to help with the store, this left Claud with the ability to go out and see the world like he had always wanted to. The first destination he had in mind was Varisia, as he had heard that it was a fairly beautiful region that was not too dangerous. His parents worried about him, but now that he had thew ability to defend himself with his magic, they felt they could trust him to take care of himself. But they did make him practice with a shortbow just in case his powers ever failed him. He eventually finds his way to the city of Riddleport, where he notices that darkness in the sky, called the “Blot”. He is unsure of what to do at first, and finds a tavern called the Golden Goblin to stay at for a while.
__________________ "From the beginning, no one has ever stood in Heaven. Not you, nor me, nor God Himself. But soon, that unbearable vacancy on the throne in the sky will be filled. From now on... I will stand in Heaven!"-Sousuke Aizen-Bleach
Last edited by Galeros; 22nd October 2009 at 05:03 AM..
Question: What classes are not currently spoken for? I'd rather not work up a redundant character, but so far it seems almost everything save Paladin is spoken for, and Aeson did not seem fond of a Paladin in the party.
Well, as far as I can tell, we have Barbarian/Cleric, Druid, Monk, Ranger and Sorcerer. So I think we lack thievery type and straight fighter.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Ranger's an archer then, I take it? Since, aren't they a frontline type too?
Inasmuch as I'm able to design appropriately (I have a tendency to think my characters will be much better at certain things than they usually wind up being), Nakeb is definitely designed for ranged support. If he can avoid melee, that's what he'll be doing.
Hm... I've already got a Pathfinder fighter in another game, so I'm thinking I'll try out a rogue. Just noticed that the rogue's been tweaked a bit more than I originally though, so it should be interesting.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
I'm not opposed to paladins. I just wasn't sure how one would mesh with a party of druids, barbarians and rangers. I'm not sure how he would get along with the monk but I imagine not too bad. A rogue would be a good addition.
On stat rolls you can go with whatever you like. Some of the others went with rolling 2d6 +6 to each. Is that right?
__________________
We're all mutants. The remarkable thing is how many of us appear to be normal. -- Walter Bishop
Background. I tied it in with WD, hope you don't mind. I think it's good that the characters have at least nominal knowledge of eachother:
The skullwardens were those who performed the burial rituals and watched over the tribal burial grounds. Lately the bones had become unusually restless and this was upsetting the organisation. Something was disturbing the dead and the dark clouds gathering in the horizon bore the mark of doom. A young warrior and skullwarden, Lyra Wailwind was tasked with travelling to the city of Riddleport, to investigate and to seek guidance from the temple of Pharasma (Maybe the more formal kin of faith had some insight). The druids living closer to the city seemed agitated too and so she started by asking their help. She was directed to a half-orc who had been sent forward with the same mission and should arrive in a tavern called Gold Goblin soon. So Lyra took a room and waited...
Description:
Lyra is a young human with impressive looks. Standing nearly 7 feet tall she towers over the men of civilised folk but she is nonetheless a beautiful woman. She wears practical clothing made of furs and leather from the mountains, as well as an armor etched with scarabs and roses, the symbols of Pharasma's favor. As a Skullwarden she is a faitful of Pharasma and knows the proper rituals of both burial and birth. Her hatred for undead is unparalled and she will not hesitate to go after them with blade and spell.
Hmm... I might need some suggestions on a feat. It's been so long since I last played a cleric and I'm not sure I've ever played a barbarian. Since PF lacks Divine Metamagic, I just can't make an effective choice. Do I take some heavy handed combat feat or is there any good feats for clerics?
Selective channeling is great, but requires cha 13. Will you go more barbarian, cleric, or balanced?
__________________
Signature
Hi I'm a comic and rpg nerd. Don't hurt me, please.
At the moment I'm debating between leaving things up to chance and rolling the 2d6+6 method, or using the Epic Fantasy point buy.
Rolling is faster, but I also tend to have bad luck with rolls. (The RNG gods do not favor me.) Is there a threshold where you would allow re-rolls, Aeson? I believe the standard 3.5 had a threshold where if your total modifiers were under a certain number you could reroll.
How would you handle this? (Just in case I get really unlucky and roll 8's and 10's for everything)
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Strike back or the channeling feats would be good. Strike back would be good for any melee type I think.
Yeah, except you need BAB +11 for it . And I just realised I can't take channeling feats either. My both feats are lvl 1 feats and my 1st class is the barbarian so I don't meet the requirements at that time Well well... Got to think about this. Might take just some basic combat feat like quick draw or imp. init...
Or maybe I'll take proficiency on the Bola
EDIT: Well, weapon focus is never a bad idea so I'll go with it.
I'm glad I checked in before bed. Man is it way past my bedtime.
I guess I need to look at the feat closer I didn't know it was +11 bab.
Is there a way to show the poor rolls as well as a 2nd reroll? If you feel the first ones are bad enough you can reroll the whole thing over once. You're stuck with what you get unless I decide the 2nd roll isn't going to work. How about that?
Would it be better if the in character stuff is pushed back until Monday? I just want to make sure everyone is ready and has their character the way they want it.
__________________
We're all mutants. The remarkable thing is how many of us appear to be normal. -- Walter Bishop