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PostPosted: Tue Mar 25, 2014 12:45 am 
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I am to assume you received your boon then?

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PostPosted: Tue Mar 25, 2014 12:46 am 
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Oooh, when do I get mine?

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PostPosted: Tue Mar 25, 2014 12:46 am 
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Verily, I hath been booned!

But really, I was booned a long time ago. XD

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PostPosted: Tue Mar 25, 2014 12:46 am 
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Oooh, when do I get mine?

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When you finish your character. Or honestly just your background and motivations so I have something to work with.

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PostPosted: Tue Mar 25, 2014 1:05 am 
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k that took me only all night. I'm going to bed. lol

**** I had homework that I was supposed to be doing. XD

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PostPosted: Tue Mar 25, 2014 7:33 pm 
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@Zinger

Okay math check has been done for your character. Just a few questions and your golden.

1) You need to note down what spells you have memorized for the start of the adventure. No rush on this just get around to it before we begin proper.

2) Note down what Familiar you took somewhere on your sheet (additional information at the bottom seems a good a place as any.

3) You have purchased a Belt of Mighty Constitution but didn't note down the +X bonus.

4) You have spent 81 skill points but unless I am missing something you should only have 72 points to throw around (18 from Wizard levels, 54 from +6 Intelligence modifier). Where did you get the extra 9 points?

5) Finally as a transmuter your ability scores are really hard to work out. You appear to have +3 Str, +5 Dex and +3 Con and I have no idea where they come from. I assume some of the Con is your Belt of Mighty Constitution and there is a +2 in there somewhere from your transmuter 'Physical Enchantment' ability but I'm having trouble placing the rest.

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PostPosted: Tue Mar 25, 2014 7:45 pm 
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@Zinger

Okay math check has been done for your character. Just a few questions and your golden.

1) You need to note down what spells you have memorized for the start of the adventure. No rush on this just get around to it before we begin proper.

2) Note down what Familiar you took somewhere on your sheet (additional information at the bottom seems a good a place as any.

3) You have purchased a Belt of Mighty Constitution but didn't note down the +X bonus.

4) You have spent 81 skill points but unless I am missing something you should only have 72 points to throw around (18 from Wizard levels, 54 from +6 Intelligence modifier). Where did you get the extra 9 points?

5) Finally as a transmuter your ability scores are really hard to work out. You appear to have +3 Str, +5 Dex and +3 Con and I have no idea where they come from. I assume some of the Con is your Belt of Mighty Constitution and there is a +2 in there somewhere from your transmuter 'Physical Enchantment' ability but I'm having trouble placing the rest.


1) Will do

2) going with owl or raven, will decide soon

3) +2

4) human skill bonus

5) the +2 to con from my belt is actually in the base score, not the temp score (otherwise my con would be 8). the +2 from my physical enchantment is on Dex at the moment (accounting for the +5), and the other +3 to Str, Dex, and Con is running on the assumption that I have Age Resistance on, negating the -3 I would get to all those stats from being Old.

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PostPosted: Tue Mar 25, 2014 7:51 pm 
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Righto! Well once you've made your decision with regards to familiar your pretty much done. I'll get to work on your cohort at some point this evening. Any specific wants or needs in regards to that or you good to let me play around some? Still looking for that bodyguard and/or research assistant?

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PostPosted: Tue Mar 25, 2014 8:03 pm 
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Righto! Well once you've made your decision with regards to familiar your pretty much done. I'll get to work on your cohort at some point this evening. Any specific wants or needs in regards to that or you good to let me play around some? Still looking for that bodyguard and/or research assistant?

Feel free to play around some. :)

Only two stipulations:
1) Must be meatier than me (so, currently, more than 81 hit points).
2) Must be trained in Knowledge (Arcana)

That's it really. If you can build me an effective bodyguard that can also be a decent research assistant that'd be awesome, but if not I'll settle for just a bodyguard. But at least give him some ranks in Arcana so that when I talk to him about magic stuff he's not like "okay, say that again but in english...?"

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PostPosted: Tue Mar 25, 2014 8:19 pm 
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I'll be going with an Owl

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PostPosted: Tue Mar 25, 2014 8:28 pm 
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how do I calculate my familiar's HP?

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PostPosted: Tue Mar 25, 2014 8:36 pm 
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Zinger2099 wrote:
Only two stipulations:
1) Must be meatier than me (so, currently, more than 81 hit points).
2) Must be trained in Knowledge (Arcana)

These aren't absolute requirements. If you find something that you think would be really cool or helpful to my character that negates one of these things I'd probably go for it.

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PostPosted: Tue Mar 25, 2014 8:41 pm 
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1) Regarding Familiars;

'Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.'

So in your case that would be 40 hit points. If you need to know more about familiars you can find that information near the bottom of this page.

2) Regarding Cohorts;
Bare in mind that cohorts are both a lower level and receive less loot then a player does. I'm not saying I couldn't make a character beefier then you but 81 hit points is actually kinda hard to hit for anything other then a dedicated melee machine. Training in Arcana on the other hand is easy to get.

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PostPosted: Tue Mar 25, 2014 8:49 pm 
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2) Regarding Cohorts;
Bare in mind that cohorts are both a lower level and receive less loot then a player does. I'm not saying I couldn't make a character beefier then you but 81 hit points is actually kinda hard to hit for anything other then a dedicated melee machine. Training in Arcana on the other hand is easy to get.

Aye-aye captain.

Whatever you want to give me I'll be fine with. Though, I'd like him to be pretty tough...

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PostPosted: Tue Mar 25, 2014 8:51 pm 
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Have you seen Terminator 2: Judgement Day?

I'm John Connor. Give me my Terminator cohort. :P

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PostPosted: Wed Mar 26, 2014 1:55 am 
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5) Finally as a transmuter your ability scores are really hard to work out. You appear to have +3 Str, +5 Dex and +3 Con and I have no idea where they come from. I assume some of the Con is your Belt of Mighty Constitution and there is a +2 in there somewhere from your transmuter 'Physical Enchantment' ability but I'm having trouble placing the rest.

Zinger2099 wrote:
5) the +2 to con from my belt is actually in the base score, not the temp score (otherwise my con would be 8). the +2 from my physical enchantment is on Dex at the moment (accounting for the +5), and the other +3 to Str, Dex, and Con is running on the assumption that I have Age Resistance on, negating the -3 I would get to all those stats from being Old.

Just so you are aware, the Belt of Mighty Constitution's CON bonus only applies for the FIRST 24 hours it is worn. So if you begin the adventure with it on, it's reasonable to say that it has no real magical properties left and all it is, is a very nice golden belt buckle with a bear. Again, not trying to rain on any parades, but that's how the item works, it's not permanent.

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PostPosted: Wed Mar 26, 2014 5:09 am 
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Rules says treat it as a temporary bonus for the first 24 hours worn. It doesn't say that they disappear. Also checking rules forums on the Pathfinder site to make sure this is correct, but so far I haven't seen anything to suggest otherwise.

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PostPosted: Wed Mar 26, 2014 6:50 am 
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Pathfinder Core Rulebook, p555.

'Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.'

So as long as the belt remains on for over 24 hours it stops being a temporary bonus and starts being a permanent one so long as your keep the belt on. Same as if you somehow cast Bull Strength with a duration of over 24 hours. Honestly I have no idea why this rule even exists for stat boosting items other than fringe book-keeping situations.

Plus even if your reading of the rule is true nothing in the rules prevents you from just taking the belt off and then putting it back on again to get the bonus. It's not like the belt has charges or anything.

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PostPosted: Wed Mar 26, 2014 9:31 am 
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Yeah, I read it as temp bonus for first 24 hours and permanent bonus after that.

The only reason that even exists as a rule is because in some rare cases temp ability score bonuses and permanent ones are treated different. Like, for example, in the presence of an antimagic field.

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PostPosted: Wed Mar 26, 2014 10:01 am 
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So fellas, has everyone decided on at least a general framework of their backstories and motivation?

We need to figure out how we all met and why we're working together in the evil league of evil. Unless you guys wanted to do so in the game itself.

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