General Discussion

treex

First Post
Maybe they should have recommended "packages" that have a whole bunch of stuff lumped together with a final price.

Each package being tailored to individual classes. Heck, the wiki should have it. Then we can just copy paste our sh*t.
 

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treex

First Post
Funny thing though. I'm having so much fun buying this stuff because I imagine them 4 times smaller than usual and I have wee wee little sacks and waterskins and tiny bedrolls and blankets.

I want to buy a pony ._.

EDIT: Just to be clear, I get my 2nd, 3rd, 4th spell slots unlocked through my 18 INT, right? I know I don't have any higher-leveled spells but I can put my Level 1 spells in them, correct? (Or my cantrips if I so wish it)
 
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Satin Knights

First Post
No. The higher level spell slots don't unlock until you can cast a spell of that level. So, with an 18 INT, you are going to get 2 general purpose first level spells, 1 in you specialization school, and 1 from your bonded object. You get 3 cantrips to memorize as well. Cantrips in Pathfinder are real nice in that they are not consumed in casting. You can repeat casting cantrips all day long. There are some special alternative cantrips available for LPF characters.

Please, Please, Please! do not go universalist. You are sacrificing a spell slot per spell level to get a mediocre ranged melee attack. There are many interesting specialist schools to chose from. And you don't lose opposition school spells any more. If a spell is in an opposition school, it just takes two spell slots to memorize.

When you are planning your character, remember that it will progress at a snails pace in play-by-post. It will take about a year to get to fourth level. So, pick something that will be interesting with the first level abilities.

And although I would really love to see a goblin wizard, I don't think it is one of our allowed races. :p (see the top of your character sheet) That one would be a real hard one to pull off considering their absolute hatred of books and the written word.
 

jkason

First Post
Oh my gawd...I didn't get a word of that. (@ spies post)

Sorry 'bout that. The nature of the 'general discussion' stuff is that my question for folks who've been around a while gets jumbled up with yours. I did make them separate posts, though, so you wouldn't miss my response. :)

I don't think you get to scribe scrolls, which saddens me greatly: I was looking forward to the item creation system.

No item creation in LPF, but scrolls are available for purchase, and at character creation you don't have to roll for availability (normally, there's a percentage chance the store doesn't have a given magical item). Systole is right, that it might be worth your time to buy several 1st level spell scrolls for spells not in your spellbook. They're consumables you can use in addition to your normal spells, or there are rules for transcribing them to your spellbook so they can be prepared and / or used by your bonded item spell recall ability.

{but it's not clear: STR modifier or STR bonus? STR bonus would mean apply only if equal or more than 1}

It's modifier. Melee attacks are penalized by a low strength. But, if you find yourself having to use mundane weapons attacks, the "Hand of the Mage" ability you get for being a Universalist lets you use your INT mod, instead. :)

EDIT: Just to be clear, I get my 2nd, 3rd, 4th spell slots unlocked through my 18 INT, right? I know I don't have any higher-leveled spells but I can put my Level 1 spells in them, correct? (Or my cantrips if I so wish it)

Not quite. I assume you're referring to the 'bonus spells' section on the ability scores table? Those spells are only available once your class gives you access to that level. So, as long as there's a "-" in the column for a spell level on the table for Wizard, you can't prepare anything of that level. As soon as there's a number listed (even if the number is 0), you gain the extra number of spells indicated for your ability score.

Hope that makes at least a little sense. :blush:
 

GlassEye

Adventurer
What do we know about existing spy networks in E'n? I know there's The Ears of the Whisperer, but are there any established non-evil networks?

I'm beginning to mull on my third character. I'm still interested in a ninja, and I think I've figured out his place in the world. Essentially, part of a kind of benevolent secret society. Where most of the monk orders are pretty straightforward and in the open (as Lawful alignments will tend to be), a ninja order might view ki as a primal force meant to influence the rigid structures of the world from the shadows. Spies and saboteurs when need be, but often merely collecting knowledge and giving folks nudges in the direction they feel benefits the world most.

Wanted to see if there was anything like that already established to graft my concept onto before I started pondering inventing something new. Right now if I go 'new group,' I'm thinking about something from Rhat'matanis, where the rigid caste system would probably mean altruists who don't appreciate the rigors of caste and / or want to make sure the upper castes don't forget the lower ones, would need to work in secret?

Irthos survives due to its strong diplomatic corp, the Heralds, and spy networks with its agents known as Owls. They're pretty much focused on gaining any sort of informational benefit for the survival of their nation. Your concept of knowledge-collectors above sounds like the members of the Owlery.

And Rorn has the Grave but that organization is a bit more ruthless and darker in its operations.
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
What do we know about existing spy networks in E'n? I know there's The Ears of the Whisperer, but are there any established non-evil networks?

I'm beginning to mull on my third character. I'm still interested in a ninja, and I think I've figured out his place in the world. Essentially, part of a kind of benevolent secret society. Where most of the monk orders are pretty straightforward and in the open (as Lawful alignments will tend to be), a ninja order might view ki as a primal force meant to influence the rigid structures of the world from the shadows. Spies and saboteurs when need be, but often merely collecting knowledge and giving folks nudges in the direction they feel benefits the world most.

Wanted to see if there was anything like that already established to graft my concept onto before I started pondering inventing something new. Right now if I go 'new group,' I'm thinking about something from Rhat'matanis, where the rigid caste system would probably mean altruists who don't appreciate the rigors of caste and / or want to make sure the upper castes don't forget the lower ones, would need to work in secret?

Maybe the covert branch of the Diamond Heart?

For my third character I'm probably going to play a member of Irthos' Owlery. Might be what you're looking for as well, though some interplay between a Rhat'matanis spy and and Owlery spy could be interesting.

Edit: Ninja'd by GE!
 

treex

First Post
Have I been writing Goblin the whole time? I meant Gnome D: *checks char sheet*
Damnit ._.
And the no bonus spells thing really sucks T^T And yes, I have heard that going universalist is like machoism (stupid guide) But I'm not sure...I'll look through the SRD again or something...

EDIT: How do arcane schools work? For example say I was Wizard 3 with School X. I gain how many slots? 1 for each level up to Spell Level 3 or {3 for Level 1, 2 for Level 2 and a new slot for Level 3}?
 
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Satin Knights

First Post
Short answer: 1 extra spell for specialization per spell level. So, one extra first level spell, one extra second level spell.

At third level, a universalist gets 4 cantrips, 3 first and 2 second level spells per day. A specialist gets 4 cantrips, 4 first and 3 second level spells per day. Cantrips are unique in that they do not get adjusted by the specialist rule.

Long winded explanation:
How do schools work? Well say you were going to focus your studies in the Transmutation school. As a specialist, you are known as a Transmuter. You can go general or focused for the following three choices:
A) general ~ Physical Enhancement at 1st, Telekinetic Fist at 1st, Shape Change at 8th for powers (Core p.82)
B) Enhancement Focus ~ Physical Enhancement at 1st, Enhancement at 1st, Perfection of Self at 8th (Core p82, APG 146)
C) Shapechange Focus ~ Physical Enhancement at 1st, Battleshaper at 1st, Shape Change at 8th for powers (Core p.82, APG 147)

Since you are a specialist, you choose two schools that you will for the most part ignore. These are your opposition schools. Many Transmuters choose Necromancy and Enchantment for their opposition schools. Divination is not allowed as an opposition school.

With an 18 INT, at third level as an example, you will have:

A) four cantrips which can be from you specialty school or your normal schools. If they are from your opposition school, you need to spend two cantrip slots to memorize the one opposition school spell.

b) First level spells: Three first level spells that can be from any school, (again, opposition spells cost 2 slots) and one spell that must be from your specialization school.
2 from the wizard's table, 1 from high Int, 1 for the specialization slot

C) Second level spells: Two first level spells that can be from any school, (again, opposition spells cost 2 slots) and one spell that must be from your specialization school.
1 from the wizard's table, 1 from high INT, and 1 for the specialization slot

D) And then you have a bonded object. Once per day, you can cast a spell you haven't memorized from any spell level that you are able to cast as long as it is written in your book. It is you wildcard spell.

So, a typical transmuter with 18 INT would have
Cantrips: Detect Magic (div), Acid Splash (conj), Prestidigitation (universal), Dancing Lights (evocation)
First lvl: Mage Armor (conjuration), Magic Missile (evocation), Vanish (illusion), and Enlarge Person (transmutation) in the Specialization slot
Second: Glitterdust (conjuration), Scorching Ray (evocation) and Spider Climb (transmutation) in the specialization slot

And when an orc surprises him and chases our wizard down the hallway, he can cast a Flaming Sphere as his bonded object spell to block the hallway as he runs away. (wildcard spell for the day)

Spells cast from your specialization school also get a +1 to their DC check to resist the spell. That raises the reflex or will saving throw they need to make by one.

Transmutation has a lot of useful utility spells. So, it is easy to fill the specialization slot
Conjuration has a lot of summoning and teleport spells.
Divination has weak spells, but very strong extra powers for specializing.
Evocation is you energy direct damage spells.
Enchantment is you charm and control school.
Illusion, self explanatory
Abjuration is you protection spells
Necromancy has few spells to choose from

The best way to figure out what kind of wizard you want to be is to look at the spell lists and see what you would likely memorize and use every day. Then look at what schools those spells fall into the most. From there, look at the school general powers granted or the focused powers from the APG. Choose what enhances your spells the best.

So, if you want to toss fireballs a lot, you go become an Evoker specializing in the Evocation school with the Admixture focus. That way, you can throw fireballs that do lightning damage for the "cool factor" when you are fighting a fire resistant creature.

If you want to charm people and creatures, Enchantment is the path. etc.
 

jkason

First Post
Irthos survives due to its strong diplomatic corp, the Heralds, and spy networks with its agents known as Owls. They're pretty much focused on gaining any sort of informational benefit for the survival of their nation. Your concept of knowledge-collectors above sounds like the members of the Owlery.

For my third character I'm probably going to play a member of Irthos' Owlery. Might be what you're looking for as well, though some interplay between a Rhat'matanis spy and and Owlery spy could be interesting.

The Owlery does sound about right, though now that I have the 'working to co-opt / overturn the caste system' in my head ... well, the background for him *does* have him starting as a street thug who is recruited by a spy in his neighborhood. As the Owls aren't necessarily confined to Irthos, maybe he could be a Rat'matanis native who's been recruited by a small segment of the Owls who are concerned / interested in Rhat'matanis.

Yeah, I think that idea's gelling a bit.

Thanks, folks! :)
 

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