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PostPosted: Thu Apr 24, 2014 9:59 am 
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I was 20% joking.

I can eventually get everything done, but instead of being home where I have a ton of time and two screens etc I'd be building the character from my laptop on the worlds slowest wifi.

Plus I want to see you build me a spectacular Half-Orc intimidate rogue :roll: I may actually just take my inquisitor from the other game and level him down to 3, but I'd have the issue of the whole church backstory etc.

To keep things simple I'd prolly just do a human or elven rogue.

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PostPosted: Thu Apr 24, 2014 10:19 am 
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Plus I want to see you build me a spectacular Half-Orc intimidate rogue :roll:


Pah. That's easy. Half-Orc Rogue (Thug alternate class features) with WF (Great Axe) and Dazzling Display.

For control splash into Bard 1 (Arcane Duelist alternate) and grab Cause Fear so you can make enemies Panicked a couple of times per day (as well as standard buffs and the like).

For DPS burn your first Rogue Talent to grab Exotic Weapon Proficiency (Bastard Sword), grab a Large Bastard Sword and a suit of Studded Leather (and pretty much nothing else cost that junks expensive). Of course for level 3 that will be difficult. Maybe splash 1 fighter for the +1 BAB at 1st level and the extra feat.

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PostPosted: Thu Apr 24, 2014 10:25 am 
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How does the 25 point buy work compared to the dice rolling?


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PostPosted: Thu Apr 24, 2014 10:37 am 
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In dice roll you roll 4d6 and discard the lowest giving you results anywhere from 3-18. Because of the random nature you can occasionally get exceptionally powerful characters out of this method but you may also end up with some pretty severe weaknesses.

In point buy all attributes start at 10 and you have 25 points to distribute between them (with the cost increasing at certain levels). This will generally produce character without any real weaknesses and who can excel at whatever role you have in mind for them. Basically your trading potential for stability.

For the record increasing ability points costs as followed;
10-13 = 1 point to raise*
14-15 = 2 points to raise*
16-18 = 3 points to raise*
*These costs are accumulative.

So raising say strength from 10 to 16 will cost you 10 points;
11 (1), 12 (2), 13 (3), 14 (5), 15 (7), 16 (10).

You follow that?

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PostPosted: Thu Apr 24, 2014 10:49 am 
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I linked RM a point buy calculator earlier as well.

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PostPosted: Thu Apr 24, 2014 10:56 am 
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I'd love some help. I've got a very basic one going, but really am at a loss for quite a bit of it

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PostPosted: Thu Apr 24, 2014 11:02 am 
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What do you need?

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PostPosted: Thu Apr 24, 2014 11:39 am 
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Help? LOL.

I don't really get much of it, honestly. Seems quite a bit different from 4E. Also, ideas for feats and such.

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PostPosted: Thu Apr 24, 2014 11:48 am 
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@Neo: I'd love to help, but I'm gonna need a bit more than "Help?" to go on. What are you stuck on?

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PostPosted: Thu Apr 24, 2014 11:56 am 
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I'm choosing armor, how does this "Armor/Shield Bonus", "Maximum Dex Bonus", "Armor Check Penalty" work?


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PostPosted: Thu Apr 24, 2014 12:04 pm 
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Armor / Shield Bonus is added to your AC (Armor Class).

Maximum Dex Bonus is the maximum dexterity modifier you may add while wearing that armor (think: mobility hinderance)

Armor Check Penalty is similar to Max Dex Bonus but it applies to specific skill checks.

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PostPosted: Thu Apr 24, 2014 12:21 pm 
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Maximum Dex Bonus is the maximum dexterity modifier you may add while wearing that armor (think: mobility hinderance)


Does that mean I have a cap on the point buy part for dexterity?

Also could someone clarify this:
"Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character's Strength bonus to damage rolls for melee attacks with such a weapon."


Last edited by Roaring Mouse on Thu Apr 24, 2014 12:25 pm, edited 1 time in total.

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PostPosted: Thu Apr 24, 2014 12:25 pm 
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No.

If you have say ..18 Dex ...but are wearing armor with Max Dex 1 ...then even though you have a +4 Dex mod you onky add +1 to anything that uses Dex.

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PostPosted: Thu Apr 24, 2014 1:05 pm 
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Responding to above edit:

You must have two free hands to weild the weapon. You apply 1.5 times your STR mod when you roll damage. Thus if you have a +4 you add 6.

So if damage for you weapon was 2d6. It would be 2d6+6 Damage instead of 2d6+4.

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PostPosted: Thu Apr 24, 2014 1:31 pm 
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@Neo: I'd love to help, but I'm gonna need a bit more than "Help?" to go on. What are you stuck on?

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:)

Here's some specific things.

Skills - does having something as a class skill change the mod? Is there anything that I need to put in there, or does it automatically have the correct values?
I've not gotten into the armor yet, it looks like that should be pretty easy to put in.

Feats - so far, I took point blank shot and dodge. Do I get another? If so, any suggestions?
I'm guessing that alot of the things dont actually need to be valued, for my class.

Maybe I'm not as lost as I think - I'll try (somewhat unlikely) to finish up equipment and such tonight, and then I expect I'll have other questions.

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PostPosted: Thu Apr 24, 2014 1:43 pm 
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Clsss skills gain one point for each rank you assign plus the first point you put in gives you +3 (maybe its +5)

Cross class take two ranks to increase 1 point.

You get one feat at level one, plus one for human, plus any your class gives.

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PostPosted: Thu Apr 24, 2014 3:52 pm 
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I've been working on my character sheet. Here it is so far... Lyra


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PostPosted: Thu Apr 24, 2014 4:56 pm 
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Cross class take two ranks to increase 1 point.


Slipping back into 3.X edition there Bounty. Cross-Class Skills aren't a thing that exist in Pathfinder.

NeoSilk wrote:
Here's some specific things.

Skills - does having something as a class skill change the mod? Is there anything that I need to put in there, or does it automatically have the correct values?
I've not gotten into the armor yet, it looks like that should be pretty easy to put in.

Feats - so far, I took point blank shot and dodge. Do I get another? If so, any suggestions?
I'm guessing that alot of the things dont actually need to be valued, for my class.


Okay lets cover some ground here. Okay first skills. You gain a number of skill points per level equal to 6 + your intelligence modifier (in this case +3). This gives you a grand total of 9 skill points per level or 27 points total. You can distribute these points as you wish in any skill on the list with the maximum number of points you can put into a single skill being equal to your level (so 3 in this case). If the skill is a Class Skill you will receive a +3 bonus to it so long as you put at least 1 point in it (the sheet will add the modifier for you).

Feat wise you will receive one at 1st level and one at 3rd level (and one every odd level thereafter). In addition as you are a Ranger you get 'Endurance' as a bonus feat at 3rd level and you get an archery feat for free from the following list; Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. My personal recommendation would be Precise Shot as that will allow you to shoot into melee without penalty or risk of shooting an ally.

Edit - Oh and something to think about down the line. You high intelligence grants you an additional 3 languages.

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Last edited by Garren_Windspear on Thu Apr 24, 2014 5:00 pm, edited 1 time in total.

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PostPosted: Thu Apr 24, 2014 5:00 pm 
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My personal recommendation would be Precise Shot as that will allow you to shoot into melee without penalty or risk of shooting an ally.

Would I ever penalize a player for not having the feat and shooting into melee?

*cough* Shut up, you two. *cough*

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PostPosted: Thu Apr 24, 2014 11:48 pm 
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Kalevi Carter (speaking in indigo). Let me know if anything's missing or incomplete.

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