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Liquidprism
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Post by Liquidprism »

Sooooooo, after a bit of thinking, and a not overwhelming amount of pressure from Cheyne, I have in fact decided to grace this game with my presence.

I need to know if any of the above posted rules have changed, for character creation.

I don't know anything about Pathfinder, but I did see the handy 'averages' chart steven posted.

I am assuming there should be no overlap between classes, so I would like a comprehensive list of what everyone has officially decided to play. I'll put what I think I know: Paul- Fighter/Warblade, Steven- Cleric/Monk, Jim (don't know you, but Im assuming from your tag your name is probably Jim)- Paladin/Bard, Anyway, thats what I've picked up. Let me know if this is accurate, and what has changed. Isn't Adam playing... probably a Druid/??...

I am also assuming there is no prestige classing (Much to my chagrin. I love you frenzy berserker....).

Am I good now. Let me know what's up.
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Avilister
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Post by Avilister »

Actually at this point I'm looking at rogue/monk. There is not, that I am aware of, an explicit ban on classes being duplicated. Check out the pathfinder thread, it has a link to the Pathfinder System Reference Document (SRD), which is basically the entire corebook. The core classes have changed, some more than others. Many spells also work slightly differently.
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rydi
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Post by rydi »

bard/paladin-j.reaper
rogue/monk-steven
druid/psiwarrior?-zach
dreadnecro/duskblade-adam
fighter/warblade-paul
x/y-josh

I believe that all the rules are correct, though some are being updated (like the crafting rules).

You will definitely want to read the pathfinder class changes before making any decisions, as significant changes have been made.

No nightsticks/persistent metamagic. Or other loopholes of cheesiness made just to irritate me. Otherwise, most things are open. If you want to take the old version of a class you can, and you can apply whatever level subs you like... if you take pathfinder class, you have to okay any such things with me.
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Liquidprism
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Post by Liquidprism »

(Sigh) Sounds like work... but then again, DnD always is....

Don't know what I'll play. I don't know what the aversion to Clerics is, but you don't seem to have one. Although without nightstick cheese I guess I can see why. I played a cleric in the last game so I'm not gonna do so in this game. Its a shame really, no healers. Oh, well. I don't really have a concept yet, if anyone has any ideas feel free to throw them out. Im gonna go look at Pathfinder.
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Post by Avilister »

Actually pally/bard over there has some remarkable healing abilities, particularly with pathfinder thrown on top of it.

Clerics are one of the least-changed classes in Pathfinder. The biggest thing was really the change to turn undead.
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jimreaper
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Post by jimreaper »

Some merger of Pally/Bard/Sorc was what I had in mind.
I am leaning toward the Pally/Bard though. Seems we could use it the most.
Yay high charisma in town and on the battle field.
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Post by Liquidprism »

I need to look over PF a lot more. I think I like the new classes. I am leaning heavily toward a shadowy archer sort, never played one of those before. Ranger/Rogue would be really kickass. So thats what I'm lookin' at. I need to find a race though. Cheyne said there were no elves yet, so I will probably choose one of my kinfolk.
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Post by Amseriah »

Elf would be very good for that build, +2 Dex, +2 Int, -2 Con, with those skill points and a high int, you would be a skill whore.
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Post by Liquidprism »

Im curious how Skill Tricks work with the PF skill rules. You don't get nearly the number of Skill Points as before. How would you cost them? 1 for 1 seems really expensive, especially since you don't get the multiplied skill points pool from 3.5. I'm curious because there are several Skill Tricks I think are pretty neat, and would be really useful for the character I am making.
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Post by rydi »

Skills are functionally the same as they were before, due to the fact that all the trained skills get a +3 bonus; basically skill distribution in 3.5 came down to picking a number of skills to bump up to 4 ranks at first level. This is mathematically the same, as long as you aren't wanting to go below a 4 in a given skill. So Skill Tricks will work virtually the same (2sp/trick). I also have some new ones I'm adding for profession/craft. Also note that there are far fewer skills to spend points on, and the same skill bonus for classes and Int, so you actually have MORE skills than you did before (which makes me rather happy).

Everything is averaged. This is to give an incentive to characters to take full fighters, rather than just dipping into as much as possible to diversify. Provides more cost/benefit tension, and creates differentiation in the characters (in standard gestalt, you generally get variants of gish and that's about it). But the ranger/rogue still gets 4 attacks at the end, so they aren't really hurting much, especially with the expanded versatility and damage they get.

A final note on the rogue with a bow: they can't flank. This isn't a huge deal, you still deal damage when the opponent is denied dex (invisible, stunned, etc), but will require you to work with the party more for set up (get spells cast, get the monk and psion to stun, etc). There is also a ranger spell that lets you threaten (and thus flank) with your bow in spell comp., so close range you are ok.
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Post by rydi »

[11:22:34 PM] William James says: it is something of a valey, a dip in the region's geography. It would be in danger of flooding, but the temperate climate does not have long lasting rain, and the rivers surrounding it help to carry away extra water.
[11:23:25 PM] Josh Updegrove says: Is it a village or city? does it see commerce from other lands? How big is it?
[11:23:32 PM] William James says: there is some forested area, spots of woodland, especially near the town. The old elven druid preserves it. but the majority of the area is farmland, and grazing land.
[11:24:50 PM] William James says: it is fewer than 5,000 people throughout the region. The town/city itself numbers at most 3,500.
[11:26:48 PM] William James says: It sees visitors from all three neighboring kingdoms, and with its high level of living and crafting, it draws individuals looking for "a nice stay in the country" as well as those looking for quality goods. because of its varied cultural background, many people also come to buy fine dwarven, elven, and gnomish goods, rather than paying exorbitant shipping fees to import from further away.
[11:28:21 PM] Josh Updegrove says: So its big enough that every individual is important, but not so big that their are probably classic type guilds and things.
[11:28:42 PM] Josh Updegrove says: Probably no orphans, or indigents either
[11:29:13 PM] Josh Updegrove says: I was gonna be an orphan....
[11:29:15 PM] Josh Updegrove says: darn
[11:29:48 PM] Paul Harness says: you need to have a role in the city, or at least a path towards a profession (since we are all young for our respective races, i.e. pick a profession skill
[11:30:03 PM] Josh Updegrove says: I guess I could be an orphan left behind by passing gypses or something. Im drawn to a 'mysterious past' for this character.
[11:30:43 PM] William James says: the higher than normal distribution of high-level characters there, combined with good trade and location, makes it something of an oddity, and contributes to its success.

One particular oddity that annoys some nobles from the eastern kingdom, amuses southerners, and pleases northerners, is that nobles recieve the same treatment as anyone else. And when they get out of line, a talk with a town elder (several of whom are VETERANS of planar warfare) usually sets them straith.

The city does occassionally take in strays, if they are well meaning and show good faith. And of course wandering children would be taken in
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jimreaper
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Post by jimreaper »

"HP is always max for first lvl. It's in the rules."

:D

Also, on a relevant topic. Where can I find a list of deities for PF?
I think there is something strange going on in my computer.
Random, but I am having trouble clicking buttons, to "submit" this post for example.
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Post by Avilister »

I believe he's using the Greyhawk pantheon.
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Amseriah
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Post by Amseriah »

I believe he is as well which would be the deities out of 3.5
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jimreaper
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Post by jimreaper »

How about a Neutral Good Half-Orc Paladin / Bard of Bahamut?

Bahamut is lesser, with few shrines, however his philosophy matches that of my character.
+2 bonus in Charisma
(my character description)
Outcast type, who uses intimidate as a means of assertion in defense not a notion of exploitation.
Has a nak for social relations, but usually has to be pushed to such relations through time and trust.
Once this particular character finds a cause, or a group of people he cares about, he will not be stopped from protecting them.
Withdrawn, but stern in his beliefs and who he is comfortable giving his advice to. His advice won't come often, but when it does it should generally be heeded. If he can help it he will stand against someone who tries to push him or others out of his/their moral standing through manipulation.

Best example I can come up with is a personal attendant to a powerful and respected Emperor. This Emperor ("god" in human form) would heed the advice his stoic adviser suggests, even when any others would be killed for words that are so opposed to the Emperor's will. The older brother complex, standoffish but devoted.
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