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At the Adventurers' Table

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Oh, rackelfratz! Kaerri is right about the 2nd-level spell. I got the numbers confused. Sorry about that, Wolf - I thought Leonard Wolf was going to have 2nd-level spells upon training.


Oh, well. As I'm fond of saying in Real Life, "Everyone makes mistakes; it's all how you handle them." =)
 
Well, most everyone makes mistakes. I'm like Mary Poppins; Practically Perfect in Every Way.


Stop laughing. It could happen. ( :P )


 
So, what goodies are in the bundle that Otiorin brought out with him?
 
So lemme just get my leveling stuff in order now so that I don't find myself unprepared later.


Class Features


gains Woodland Stride


Skills



gains 7 skill points (max ranks per skill = char lvl)


Know (Monster Lore): 0 ranks -> 3 ranks


Know (Nature): 2 ranks -> 3 ranks


Intimidate: 4 ranks -> 5 ranks


Perform (Oratory): 1 rank -> 2 ranks


Profession (Herbalist): 0 ranks -> 1 rank


Hit Points


gains 4 HP (rolled in char thread)


Base Attack Bonus


increased to +7/+2


Spells


gains Endure Elements


gains Entangle



Feats


gains ?


Can I get some help with choosing a feat? I used both paizo's and d20pfsrd's websites to browse but without a way to narrow down the list to what I can actually choose this is insane. That said I have no idea how I produced my starting feats lol *woof*
 
@Sherwood I was in the process of doing so last night when my ISP went down. 30 minutes later on the phone, I learned it was an outage they knew about. I'm glad it's back on now! I likes da Internets! =)


Heya, @Wolf Rawrrr ! This looks good until we hit the spells.


Spells get complicated. Divine spell-casters are different from arcane spell-casters in that they don't have to hunt down any spells they are able to cast. In other words, Leonard Wolf can choose to memorize any of the 1st-level spells on the Core Book Ranger list. Once cast, he can then memorize different spells later if he so chooses.


As for feats, please stick with what is in the Core Book. This link provides a list of all of them (I think?) and definitions below. As for what Wolf should choose, well, how are you looking to improve him? Do you want him to be a better archer? Is there a skill you wish he were better at? =)
 
Spells


So you're saying Wolfcurrently knows all 1st-lvl ranger spells, but I have to choose two of them at the start of each day and can only use those once for the next 24 hours?


Feats


I was hoping for a way to filter out feats that don't apply to me, but it seems that they are not class-specific huh. Makes it a bit harder to take a look at what I can get, which is what I'd do in order to decide where I wanna take things. I suppose I'll try to maximize my sharpshooting deadliness in case we come across any tougher foes.


Can I haz this? http://www.d20pfsrd.com/feats/combat-feats/clustered-shots-combat
 
Re: Spells. Yes. You can definitely choose the same spell twice (or more if you have the available spell slots).


Re: Feat: Clustered Shots. No, sorry. I don't want that feat in our game.


As for feats that would help to make Wolf a stronger archer... Manyshot is a nice one (especially as it applies to your first, and most-accurate, attack in the round). Shot on the Run can be very useful in the right hands. Mounted Archery kicks butt (but only when mounted). Deflect Arrows can lead to Snatch Arrows (where you can use the enemy's ammunition against them).


Or, if you absolutely cannot decide, I don't mind if you "save the feat" for later use down the road. No point in choosing a feat you're not certain of, when later, you can find one you do want. =)
 
Egregious copy-pasta of Wolf's post, because I'm lazy:


Class Features



gains +1 Fort Save, +1 Ref save, Bloodline Power (Dragon Resistances [Cold]), Bloodline Spell (Mage Armor)


Skills



gains 2 skill points (max ranks per skill = char lvl)


Heal: 0 ranks -> 2 ranks


Hit Points



gains 3 HP (rolled below)


Base Attack Bonus


no change


Spells


gains Mage Armor


[dice]4338[/dice]
 
@Captain Hesperus Looks good, except aren't you shorting Otiorin one hit point (from his Constitution bonus), and one known Sorcerer spell (1st level)? The Mage Armor spell he receives from Draconic Bloodline is a bonus. =)


Oh, and what Feat would Otiorin like upon having made it as a 7th-level character?


@Wolf Rawrrr Also, did you add the aforementioned skill point or hit point from Wolf's favored class (Ranger)? =)
 
For me, this is "aforementioned":

Dannigan said:
Leonard Wolf will grow in the following ways:
New abilities: Woodland Stride Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.


Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Additional skill points: 7 (6 from Ranger, 1 from Human bonus). Remember that 5 ranks provide special bonuses (House Rule), but you can never have more ranks in a skill than your total number of hit dice (which, for Wolf, is equal to his level). Remember the Knowledge: Monster Lore skill we added. =)


Additional hit points: Must be rolled. d10 (no bonus or penalty. As in character creation, if you roll a one, discard it and roll again). I recommend rolling this on Wolf's character thread (as Sherwood has done).


Additional character feat: (for reaching 7th level character): Select any feat Wolf qualifies for.


Base attack increase: Wolf's Base Attack Bonus improves by +1 and becomes +7/+2.


His saving throws do not change (these next improve at 8th level).


Spells per day: Wolf can now cast one second-level spell per day! This is thanks to his Wisdom bonus. =)


Pecker Note: Now that Wolf is leveling, I recall another House Rule of some benefit - Animal companions like Pecker gain one additional hit point for every level their ranger or druid gains. No, it's not much, but you know, when you have 3 hit points, and somebody gives you another 1, hey, it's a good day! 8D


I think that covers it. Questions?
It says 7 skills points and a d10 roll for HP. You didn't mention anything extra, so I thought that's it.


Feats.


I already have Manyshot. Deflect Arrows requires Improved Unarmed Strike first. Saving a feat for later sounds a bit like cheating, though. I think I'll just go with something safer then, like this:

Improved Initiative



Your quick reflexes allow you to react rapidly to danger.




Benefit:

You get a +4 bonus on initiative checks.
 
@Wolf Rawrrr On Page 97, Kaerri mentioned something I missed. =)

Everyone remember that if you're going up a level in your favored class, you get to choose either 1 additional hit point or 1 additional skill rank for level 7.
This is new to me because it's a Pathfinder thing. It's good to have a Kaerri among us! 8D
@Captain Hesperus Either are fine. The Unseen Servant does its best to please, but it is far from suicidal (I say this as a general warning, not intended toward any Wanderer players here; there are players out there who think the spell solely exists for the creature to fling itself on the proverbial grenade, if you know what I mean. The Servant is helpful, but it isn't stupid). Just saying.


The Summon Monster spells can be just plain fun, as a particular outsider or extraplanar creature will always come bravely to fight for you, it's just that you don't have any control over what type it is, or even if you can communicate with it. Whatever shows up does its best for you and you won't summon anything evil. Also, in my game, if you find yourself summoning the same type of creature over and over again, it may turn out to be the very same creature. The creature will remember you and possibly get to know you. Later down the road, you might gain the ability to summon that very creature without worry. =)
 
Spells.


Do I need to worry about materials for using spells?


And I am using my extra point as 1 additional skill rank that goes into Linguistics, learning Draconic language *rawrrr*


Class Features



gains Woodland Stride


Skills



gains 7 skill points (max ranks per skill = char lvl)


Know (Monster Lore): 0 ranks -> 3 ranks


Know (Nature): 2 ranks -> 3 ranks


Intimidate: 4 ranks -> 5 ranks


Perform (Oratory): 1 rank -> 2 ranks


Profession (Herbalist): 0 ranks -> 1 rank


Linguistics: 2 ranks -> 3 ranks


Hit Points


gains 4 HP (rolled in char thread)


Base Attack Bonus


increased to +7/+2


Spells


gains 2 slots for 1st level ranger spells per day


Feats


gains Improved Initiative
 
@Wolf Rawrrr Yes. However, all I ask for a character of Leonard's abilities is to put "spell components" (at no coin cost) in your inventory once you've trained. If this pouch or two of items is on your character, Wolf can cast spells with material components. If, perchance, you get knocked out, dragged around, and thrown into some mobile show-dungeon with a Beast... well... what are the chances of that happening, right?


In the meantime... Sparkle sez in Draconic, "Splendoriffic! Another draconic-speaker to chat with! Wait... This doesn't have anything to do with my being Luna's familiar, does it?" Hee hee. =)


@Captain Hesperus And what 7th-level character feat would you like?
 
You mean literally add


- Spell Components


in my backpack?


And alright. Level up list complete. Will merge with my sheet as soon as we get the green light ingame *woof*
 
I suppose I could increase the slippery Half-Elf's slipperiness to the point that his is slicker than Silky the silk worm's favorite silk pyjamas slithering over his satin sheets. I'll take the Dodge Feat.


Captain Hesperus
 
Re: Spell components. Yes. This does two things. It simplifies the spell component process (none of this, "Oh, you've run out of bat guano and sulfur! No Fireball for you!") and it tells me the character has all they need to cast spells with material components. In some rare (and usually high-level) cases, a spellcaster will have to procure a hard-to-find or expensive (or both!) component for a powerful spell. When this happens, I ask them to procure it in-game (What? Your mind-blowing spell calls for a diamond of 10,000 gold piece value or more? I'm sorry, but you just can't find one in the spell component pouch you were given for free!). =)


 
Hah! You got it, Cap'n. That post was silky-smooth. =)
 
A quick question for you. I had already picked Haste as one of the new spells I pick up for 7th level before I saw that there was a scroll with it in the bundle. Since I haven't trained up yet, can I change that spell I picked to a different one and scribe that scroll into my spellbook? I know it will destroy that particular scroll, but I can always make more.
 
Absolutely, Sherwood. Having put it there, I knew that spell was on that scroll the entire time. There is one condition though...


Since there are two arcanists in the group... Luna will have to mud-wrestle with Otiorin over it.


Ha ha ha! =)
 
Now, wait just a moment. That wouldn't be a fair fight, would it? Instead it would be more appropriate that Otiorin allows Bria to take his place in the mud pit.


Luna vs Bria is something I think the rest of us would find much more enjoyable to watch, Otiorin included ;) *howl*
 
And just when Luna starts to show her feelings for Wolf, she sees that he is just a pig like the rest of the guys. lol


 


[QUOTE="Captain Hesperus]I don't think I can use the scrolls, can I?
Captain Hesperus

[/QUOTE]
IIRC, anyone has the potential to cast a Arcane spell. Using the skill of 'Use Magic Device' with a target number of (now here I may be off) 20 plus the level of the scroll being cast. If you have the spell in your list of available ones already, you don't have that roll. So, if Luna makes a scroll of a Fireball, she can cast it off that scroll without having to make any rolls to do so.
 
I was thinking to buy a sword when we get to Highwind or wherever (or maybe ask our own blacksmith to make one), because when I think "ranger" I like to think Aragorn and not say, your average good-for-nothing-except-archery ranger. Don't get me wrong, I still want to put emphasis on archery and have Wolf providing sniper support from the background, but I don't want him to be completely useless when sooner or later he finds himself forced into melee *rawrrr*


Mechanics-wise, is this something that is still viable given the character I created? If so, any tips for my future development are welcome *woof*


Side question: In Longbow +2, what exactly does the +2 stand for, and does this longbow have identical other stats to my current Longbow?



Off to sleep now. Will post tomorrow ;)
 
With a magic weapon, the +2 will be both a bonus to hit and to damage. Any arrow fired from that bow will do their base damage +2, and count as a magic weapon for the purposes of overcoming damage reduction and resistance.
 
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