Character Creation Thread

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Oct 17, 2024 3:49 pm
Please posts all thoughts about what you will be running here.
Oct 17, 2024 3:52 pm
Character Generation Info
All characters begin at 1st level. You are not required to be a citizen of the Great City, called Alzorsia, but you may be if you desire. Purchase of the Great City Player's Guide is not required, but if you have access to it, you may use the options therein. Almost all of this adventure path takes place within the confines of the city (or beneath it). To generate your character, use a 25-point total.

Should you choose not to become a denizen of the Great City, you will need to explain your homeland (you get to make something up). It probably will not come into play outside of in-character conversation, but it might be a fun little exercise for the imagination. If you do choose to be a citizen, you need to describe what you have done up until you became an adventurer.

You may choose any of the following races for your character: aasimar, catfolk, dwarf, elf, fetching, gnome, goblin, gur, half-elf, half-giant, half-orc, halfling, hobgoblin, human, ifrit, kobold, orc, oread, ratfolk, roachkin, sylph, tengu, tiefling, or undine. If you choose to be a human citizen, you should choose your background (either Azindralean or Kortezian).

GURS
Gurs are half-bloods, being half-human and half-goblinoid (goblin, bugbear, or hobgoblin). As would be expected, those unfortunate goblin-blooded bastards known as gur (both singular and plural) have a tough time finding their place within the Great City. Most scoff or scorn them, not even so much for being of mixed decent, but mostly for being of goblin descent. Even others of mixed race, such as half-orcs, shy from their company, at least at first. The prejudices even persist within their own circles, with those of bugbear ancestry claim superiority
over those of hobgoblin ancestry, and so on.

HALF-GIANTS
In lost ages, a great race of tremendous beings walked the world whom early Azindraleans called the Irashmuthoin, a world loosely translating to mean "giant children". These giants were peaceful, quiet creatures. They lived simple communal lives, and developed intricate philosophies and idyllic technologies that easily surpassed those of human design. Still, even in the early years of humankind, these beings were a rare site, and eventually with the rise of more barbarous races, they faded into remote locations.

With the rise of the dungeon under the mountain, other races of giants emerged from deep within the earth. These creatures seemed the very antithesis of the Irashmuthoin, and dreamed only of power and conquest. Hill, fire, and stone giants wreaked violence and terror. Hunting the Irashmuthoin and driving them off, burning their castles, and seizing their lands. The world plunged into a dark era, from which few of these childlike giants emerged.

The Irashmuthoin are now all but extinct, though in their stead stands a second race. The sons and daughters of those who lived through the dark era. Transformed in those strange times, they are somewhat smaller than were their ancestors, though their culture suffers no deficit and they still perceive things beyond the senses of most mortals. The other races call them half-giants.

ROACHKIN
Once thought to be urban legend, a colony of despicable humans lives in the grime and filth of the Great City’s elaborate sewer system. Roachkin is a commoner’s term for any deep sewer dweller. These people are largely political exiles, escaped convicts, freaks, addicts, beggars, and all manner of degenerate humans who took to the sewers for refuge.

Beneath the city, in the ancient tunnels and newly crafted sewers, these people skitter about, shunning the warmth and sunlight of the surface like cockroaches. They steal what they can, surviving off the scraps of surface dwellers. Living in these depths has changed the roachkin. Long wracked by generations of poverty and abuse, their new society began to take on a different tone. Like stray dogs, these humans became feral. Their communities lost any resemblance to the flourishing folk of the surface, and they began to act like the creatures with which they cohabitated. Clustered in small dark spaces like roaches, fighting over scraps like rats and preying on their own like spiders, these people lead cutthroat lives in the disease-ridden muck.

Then, little more than twenty years ago, a babbling street prophet found enlightenment in the depths of the sewers and gathered these huddling masses as his filthy flock. The degenerate sewer-dwelling humans, already called roachkin by the few Great City citizens who knew of their existence, now had a leader. Papa Gib a long-bearded addict swore his visions would lead the roachkin into prominence among the dangerous denizens of the sewers. He began teaching all roachkin who would listen ways to survive and flourish in their disease-ridden home.

Eventually the roachkin learned to master their environment, developing traits that helped them to survive in the hostile sewers. They took the lesser creatures on as pets and protectors, managing to get a handhold in the underground rat race. Roachkin are fiercely territorial. It is as if they can smell their own and anyone delving into the sewers risk attack from these deranged folk. Roachkin roam in packs scouring the sewers for food and anything else that they can use to their advantage. Those who get in their way are either beaten back out of the sewers or picked clean for any useful gear or materials they may have. In the Great City, even the guards do not go down into the sewers in small forces.

Your GM has further information on these three new races, if you are interested.
Oct 17, 2024 4:08 pm
Hey everyone! I am thinking about playing a cleric. But I want to look through the settings deity list to confirm.

@WhtKnt would you be able to share that?

Edit: Oh boy, failed to see there was a whole thread for this. Never mind.
Last edited October 17, 2024 4:08 pm
Oct 18, 2024 1:57 pm
Thanks for the game invite. I've been researching the brawler and the slayer classes. My gaming is mostly D&D going back to the box set, with only one other P1E game I'm playing in currently. The options in P1E are staggering :) Every time I look its like - oh magus looks cool, oh shaman looks cool...

Just rewatching Captain America Winter Soldier, so the shield brawler is definitely on my mind :)

Travelling until Tuesday, so not sure how much time to get really into the crunch I'll have.
Oct 18, 2024 4:08 pm
Would it be possible for you to share the stat information for the setting specific races? I am most interested in the Half Giants and Roachkin.
Oct 19, 2024 2:00 am
I’m considering a Kortezian who has been disowned by his family and is working on the docks. Class-wise, Brawler or Unchained Monk.

Regarding Half-Giants though, are you using Psionics? A half-Giant Psychic Warrior is also appealing. :)
Oct 19, 2024 4:29 am
I will use psionics if someone wants to play a half-giant. I'm very busy tomorrow, but I will try to post the details of the races on Sunday.
Oct 19, 2024 11:57 am
I'm playing in a Pathfinder game using the psionic rules and they are definitely cool. Playing an Aegis and some of the stuff the psion and soul knife can do is pretty cool. I definitely see why people still play PF1 with all of these in game options for characters.
Oct 20, 2024 2:57 pm
Thank you for the invite. I missed it somehow. Okay, I'm going to stick to my Fire Elemental Sorceress, but I guess I will go with Ifrit instead of Suli.
Oct 20, 2024 3:29 pm
Zirah Al-Hadid
Female Ifrit Sorceress (Fire Elemental) 1
CN Medium Outsider (native)
Init +3; Senses Darkvision 60 ft., Perception +0

-----DEFENSE-----
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d6+2 Con +1 favored)
Fort +1, Ref +3, Will +1

-----OFFENSE-----
Speed 30 ft.
Melee scimitar +0 (1d6+1 fire, crit 18-20/x2)
Special Attacks Elemental Ray (1d6 fire, 8/day, ranged touch +3), Fire Affinity (+2 Cha (+1 DC) for fire spells)
Sorcerer Spells Known (CL 1st, concentration +5)
1st (5/day) – Burning Hands (CL 2, DC 17), Mage Armor, Magic Missile
0 (at will) – Detect Magic, Prestidigitation, Mage Hand, Dancing Lights

-----STATISTICS-----
Str 10, Dex 16, Con 12, Int 10, Wis 9, Cha 20
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Martial Weapon Proficiency (Scimitar)
Skills Bluff +9, Diplomacy +9, Knowledge (arcana) +4, Spellcraft +4
Languages Common, Ignan
Traits Fire Affinity (fire spells at +1 CL), Brazen Flame (melee attacks deal +1 fire damage)

-----GEAR-----
Scimitar, adventurer’s kit

-----SPECIAL ABILITIES-----
Elemental Ray (Sp): Ranged touch attack dealing 1d6 fire damage, usable 8/day.
Fire Affinity (Ex): Zirah’s caster level is increased by +1 for all fire-based spells.
Brazen Flame (Ex): Zirah’s melee attacks deal +1 point of fire damage.
OOC:

I was thinking of maybe changing out the +1 hitpoint per level for the Ifrit sorcerer favored bonus, but not sure how combat intensive the game will be? Also, in some games Ability Scores max out at 20, but Fire Affinity raises Charisma by +2 for fire related spells, so would that still be 22, or are we capping at 20?
Edit: Also, it's been a while since I played Pathfinder. Is the +1 damage for every 2 levels for Elemental Ray included at 1st level? So it would be +1 at 1st through 3rd level, +2 at 4th and 5th level, etc?
Last edited October 21, 2024 7:31 am
Oct 20, 2024 6:13 pm
Shadowknight says:
OOC:

I was thinking of maybe changing out the +1 hitpoint per level for the Ifrit sorcerer favored bonus, but not sure how combat intensive the game will be? Also, in some games Ability Scores max out at 20, but Fire Affinity raises Charisma by +2 for fire related spells, so would that still be 22, or are we capping at 20?
Edit: Also, it's been a while since I played Pathfinder. Is the +1 damage for every 2 levels for Elemental Ray included at 1st level? So it would be +1 at 1st through 3rd level, +2 at 4th and 5th level, etc?
There will be a fair bit of combat; I anticipate a mix. Your attributes can go as high as they are able within the rules, no cap. The damage bonus begins at the 2nd level.
Oct 20, 2024 6:32 pm
HALF-GIANT
+2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
Medium: Half-giants are Medium creatures and have no special bonuses or penalties due to their size, except as noted in the powerful build ability.
Normal Speed: Half-giants have base speed of 30 feet.
Low-Light Vision: A half-giant can see twice as far as a human in conditions of dim light.
Giant Blood: Half-giants count as both humans and giants for any effect related to race.
Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. A half-giant is considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space
and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Whenever a half-giant is subject to a size modifier or special size modifier (such as when calculating CMB and CMD), the half-giant is treated as one size larger if doing so is advantageous to him.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Abilities: 1/day - stomp. Manifester level is equal to 1/2 the half-giant’s level (minimum 1st). The save DC is Charisma-based.
Languages: Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, Ignan.
Favored Class: Psychic warrior.

ROACHKIN
+2 Dexterity, +2 Constitution, -2 Charisma: Filthy and despicable roachkin have little to offer in the way of social graces or etiquette. Instead, they’ve adapted to their strange, sickly environment by developing deftness and fortitude.
Medium: Roachkin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Roachkin have a base speed of 30 feet.
Low-light vision: Roachkin can see twice as far as humans in conditions of dim light.
Acrobatic: Roachkin receive a +2 racial bonus on Acrobatics checks.
Blind-Fight: Roachkin gain Blind-Fight as a bonus feat at 1st level.
Filth Resistant: Roachkin gain a +1 racial bonus on Fortitude saves against natural diseases.
Human Blood: Roachkin count as humans for any effect related to race.
Kin-Scent: Roachkin can make a DC 12 Perception check identify another of their kind by scent.
Languages: Roachkin begin play speaking Common and Undercommon. Roachkin with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Rogue.
Oct 21, 2024 3:09 pm
Thank you for the clarification. Like most Pathfinder players I go kinda crazy during the character creation process and just go overboard a little. Power hunger and infinite possibilities. Right now I am considering going multiclass with Zirah in the future, between Fire Elemental Sorceress and Whirling Dervish (Swashbuckler). The other way to do that (by staying in one class), is to just take Weapon Finesse and Dervish Dance at 3rd and 5th level. The struggle is real. Eventually, though I will calm down and stop being a power hungry goblin.
Oct 21, 2024 5:53 pm
I agree. Being new to PF1 mostly every is shiny. Yesterday I was reading over Oracle and Shaman. I usually love cleric variants and these all look cool. Finding hard to come up with a concept I want to keep.
Oct 21, 2024 7:05 pm
DrifterDwarf says:
I agree. Being new to PF1 mostly every is shiny. Yesterday I was reading over Oracle and Shaman. I usually love cleric variants and these all look cool. Finding hard to come up with a concept I want to keep.
One of my very first Pathfinder characters (way back in the day) was a Divine Bloodline Sorceress. That was incredibly fun. I think she eventually did multiclass into Witch to pick up a familiar and more healing spells.
Last edited October 21, 2024 7:07 pm
Oct 21, 2024 7:36 pm
Hello, thanks for the invite, I did not see the mail sorry to be late.

I am thinking of a catfolk, still hesitating between rogue or bard.
Oct 21, 2024 10:34 pm
Ok, I had an idea hit me from an older concept that seems like it would fit to this game. :)
[ +- ] Derias Zohl
Oct 22, 2024 1:20 am
Ok, I chose a catfolk Bard, although M.J. if you think a rogue would be better for the campaign, I can change without any problem or regret.
[ +- ] Lunori "Kitty" Berlnoult
Last edited October 22, 2024 1:23 am
Oct 22, 2024 2:21 pm
All looks good, YullyBear. Shadowknight, yours looks fine as well.
Oct 22, 2024 2:29 pm
I’ve added a sheet to our game, Breg the (Urban) Ranger. It should be viewable, but let me know if it’s not, and/or if we need to change anything.
Cheers everyone. :)
Oct 22, 2024 2:46 pm
Breg looks good and has been approved.
Oct 22, 2024 2:55 pm
WhtKnt says:
Breg looks good and has been approved.
Thanks so much!
Can I ask for recommendations re-favored enemy please? I usually default to undead or aberrations. Humans is a popular choice, as I’ve read, but I always have a problem with choosing that for a good-aligned ranger.
Last edited October 22, 2024 2:58 pm
Oct 22, 2024 3:16 pm
WhiteDwarf says:
Can I ask for recommendations re-favored enemy please? I usually default to undead or aberrations. Humans is a popular choice, as I’ve read, but I always have a problem with choosing that for a good-aligned ranger.
By and large, humans will be the featured foe in much of this campaign. There is a smattering of other foes (elementals, outsiders, undead, etc.), but humans are the primary foe you will face. If it helps, remember that the favored enemy bonus is a conscious choice. You can choose not to use it. I feel that it represents a more detailed study of the foe, not a bloodlust against them. So you could justify it by saying that he only hunts "evil" humans, for example.
Oct 22, 2024 3:32 pm
That helps me, thanks so much.
Oct 22, 2024 4:04 pm
Okay, I am still thinking of eventually multiclassing Zirah with Whirling Dervish (Swashbuckler) class, so to be a little more efficient with my feats, I've changed out feat: Martial Weapon Proficiency (Scimitar) with feat: Burning Amplification and changed her weapon to Lantern Staff.
Oct 22, 2024 9:29 pm
I've been thinking more of a Human with the Slayer class. This might overlap with the urban ranger quite a bit, but we will see what happens.

Question about Human - if we choose Azindralean as our background, are there enough physical traits that they are immediately distinguishable from the conquering humans? Since they lost the war, are there any legal restrictions on the weapons they can carry or did the last war end long enough ago or in a stale mate such that a Azindralean carrying a giant two handed weapon and a bunch of other weapons would be considered acceptable?
Oct 22, 2024 11:46 pm
As I am fixating on the Cleric for my character, and looking at the Divine Paragon as an Archetype, I am looking at Adhelmus Oxda as possible god to Worship. But I am curious if there are direct analogs we can look at for Deific Obedience?

Thanks,
Oct 23, 2024 1:02 am
For character sheets - is everyone just selecting "Pathfinder" in the list of sheets or do people have good custom sheets they are using?
Oct 23, 2024 4:36 am
DrifterDwarf says:
For character sheets - is everyone just selecting "Pathfinder" in the list of sheets or do people have good custom sheets they are using?
There s a PF custom sheet, in the Public Depository thread, I grabbed that one. Let me know if you can’t find it, I can link it later.
Oct 23, 2024 8:42 am
I used the Pathfinder one, but if you have link to a good custom heet, I would be interested.
Oct 23, 2024 9:48 am
Courtesy of @Naatkinson
[ +- ] Pathfinder 1e
Oct 25, 2024 4:37 pm
DrifterDwarf says:
Question about Human - if we choose Azindralean as our background, are there enough physical traits that they are immediately distinguishable from the conquering humans? Since they lost the war, are there any legal restrictions on the weapons they can carry or did the last war end long enough ago or in a stale mate such that a Azindralean carrying a giant two handed weapon and a bunch of other weapons would be considered acceptable?
Easy enough to identify, Azindraleans are tall and slender-boned with pale skin, dark hair, and wide eyes in striking shades of blue, hazel, green, and amber. They tend to be quite graceful, despite their somewhat gangly limbs. They remain even-tempered, especially when endangered or threatened, but easily lose their heads concerning matters of the heart.
Amongst their own and with non-Kortezian strangers Azindraleans can be gregarious. Though outsiders often mistake their friendliness for naivety, they are not foolhardy or naïve people.

The hard-featured Kortezians tend towards dark, course-hair and ruddy complexions. Most have dark eyes, ranging from brown to black, though rare few possess lighter shades. Their men are broad-shouldered with muscular builds, but possess a tendency to become heavy-set with age. Kortezian women have wide hips and curvy figures. Males tend to bald young and have exceedingly, almost apishly hairy bodies.

They have no restrictions as such, but they are likely to be looked at a bit strangely if overloaded with weaponry and armor (much as nearly anyone would be in an urban setting).
Oct 25, 2024 4:39 pm
Madclergy says:
As I am fixating on the Cleric for my character, and looking at the Divine Paragon as an Archetype, I am looking at Adhelmus Oxda as possible god to Worship. But I am curious if there are direct analogs we can look at for Deific Obedience?

Thanks,
I'm sorry. I'm not quite sure I understand the question. Can you please clarify?
Oct 25, 2024 4:54 pm
WhtKnt says:
Madclergy says:
As I am fixating on the Cleric for my character, and looking at the Divine Paragon as an Archetype, I am looking at Adhelmus Oxda as possible god to Worship. But I am curious if there are direct analogs we can look at for Deific Obedience?

Thanks,
I'm sorry. I'm not quite sure I understand the question. Can you please clarify?
Yea no problem! :)

The Feat Deific Obedience calls out that each god will have an obedience that will be performed to gain the benefit of the feat:

"Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience."

As an example Sarenrae has: "The Dawnflower values the redemptive powers of compassion and patience, and extends them to all who might be capable of good. Offer to heal a stranger of his wounds, either by using the powers granted to you by Sarenrae or with a potion, scroll, or other item you possess. Tell the stranger it is by the will of Sarenrae that you share your healing gifts. You may also use your Heal skill to perform this act of healing service. If you can’t find a stranger who will accept your offer, stand beneath the open sky during the daylight hours. Blindfold yourself with a red-and-gold scarf and try to locate the sun in the sky through the layers of fabric. Gain a +2 sacred bonus on Perception checks."

But I don't see that called out for these deities. So I wondered if that is just off the table, or if we could create an analog such that one of the gods from this settings 'shares' an obedience with one of the Golarion gods (so we didn't have to come up with custom ones).

Sorry for being difficult, and thanks for following up :)
Oct 25, 2024 5:34 pm
Madclergy says:
Yea no problem! :)
Okay, I see now. Let me take a look and see where the nearest analogs lie and I'll be back.
Oct 25, 2024 7:37 pm
WhtKnt says:
Madclergy says:
Yea no problem! :)
Okay, I see now. Let me take a look and see where the nearest analogs lie and I'll be back.
Awesome! Thank you!
Oct 25, 2024 9:48 pm
@WhtKnt thanks for the human differences. I think I've got the mechanics of my sheet down, hoping for some time this weekend to round out the description, equipment, and history. Oh, looks like I'm missing traits... still got some work.
Oct 25, 2024 10:49 pm
What’s our starting gold? Max, average or roll?
Oct 25, 2024 11:53 pm
Oh yeah, traits. Do we get two?
Oct 26, 2024 3:37 am
Everyone can have two traits, or three if you also take a drawback. You can roll for starting gold.
Oct 26, 2024 3:17 pm
Rolling for gold...

Rolls

Show me the money --- - (5d6)

(61644) = 21

Oct 26, 2024 3:47 pm
Rolling for gold things.

Rolls

Starting Gold - (5d6)

(44311) = 13

Oct 27, 2024 6:48 am
Yay... some nice things hopefully...

Rolls

Starting Gold - (2d6)

(16) = 7

Oct 27, 2024 8:44 am
Let see how maow wealth hisss doing !
Well not that great!
I took away Mirror & Buckler. Inventory up to date

@WhtKnt : For the traits do you allow taking a trait from race we sis take ? Example, I would like to take "Cat's Claws" which is listed as one of alternate traits for Catfolk.

I would take Beast Bond : You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. (How about a Catfolk with a dog animal companion?)
Last edited October 27, 2024 9:34 am

Rolls

Wealth in GP x10 - (3d6)

(612) = 9

Oct 27, 2024 11:22 am
I did take one of the alternate racial traits for human - which replaces the normal human Skilled trait.

Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

I assumed this is separate from the 2 traits you get later since this is replacing something else in the human racial. Although I haven't picked any of the other traits yet.
Oct 27, 2024 2:26 pm
Okay, character should be done. I don't have a full block for personality, but I included a bit of a description in her background. And I took Spark of Creation, Fiery Glare, Snap Ignition, and the Drawback: Entomophobe for traits.
Oct 27, 2024 3:31 pm
Money Roll

Rolls

Gooooold - (4d6)

(4265) = 17

Oct 27, 2024 7:30 pm
@WhtKnt I submitted my character. Still working on some details and finalizing gear, but the basics are there.
Oct 27, 2024 7:37 pm
WhtKnt says:
Madclergy says:
Yea no problem! :)
Okay, I see now. Let me take a look and see where the nearest analogs lie and I'll be back.
If it makes things easier, I think I have settled on Adhelmus Oxda as my god of choice, so we really only need an analog for his Deific Obedience.
Oct 30, 2024 6:32 pm
OOC:
Sorry, all. My anxiety over the U.S. election is causing my depression to flare up. Sorry to be so slow in responding.
Given that Adhelmus is primarily the god of safe travel, spoils of victory, might, and navigation by stars, let's use this Deific Obedience: Find the Sword of Adhelmus (constellation) in the night sky and focus on it, remembering the journey that has led you to where you are. If the constellation is not visible, face north and reflect on the constellation's appearance and your journey thus far. The radius of any light source that you hold or conure increases by 10 feet and you gain a +2 sacred bonus on Survival checks.
Oct 31, 2024 4:10 am
WhtKnt says:
OOC:
Sorry, all. My anxiety over the U.S. election is causing my depression to flare up. Sorry to be so slow in responding.
Given that Adhelmus is primarily the god of safe travel, spoils of victory, might, and navigation by stars, let's use this Deific Obedience: Find the Sword of Adhelmus (constellation) in the night sky and focus on it, remembering the journey that has led you to where you are. If the constellation is not visible, face north and reflect on the constellation's appearance and your journey thus far. The radius of any light source that you hold or conure increases by 10 feet and you gain a +2 sacred bonus on Survival checks.
No problem, I understand! I submitted my character now that we have that all worked out :)
Nov 3, 2024 4:09 pm
Oh WhiteDwarf, loving the Urban Ranger; takes me back to a Crimson Throne campaign where I had a crossbow weapon specialist/urban ranger.
Nov 3, 2024 5:24 pm
Shadowknight says:
Oh WhiteDwarf, loving the Urban Ranger; takes me back to a Crimson Throne campaign where I had a crossbow weapon specialist/urban ranger.
Ha! Yes, thank you, friend. One of my most-loved archetypes. I grew up on AD&D, and the Complete Ranger Handbook had a kit called Stalker, which was the early version of it. Always liked that.
Nov 18, 2024 1:16 am
It appears that we have lost Knighthawke, so I'm going to work on getting things kicked off tomorrow, since everyone else is ready to go!
Nov 18, 2024 12:59 pm
Sounds good. Looking forward to it.
Nov 19, 2024 12:52 am
Glanced over my character, still need to buy a basic backpack and travel gear - not that he would be carrying it at the moment.

I saw PF does the whole special metals for weapons. Is it fine to have purchased a silvered dagger and cold iron mace on the weapon list?
Nov 19, 2024 1:40 am
If you can afford them, no problem.
Nov 19, 2024 1:51 am
Cold-Iron Dagger 4 gp, a great deal.
Last edited November 19, 2024 1:51 am

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