The owl school revolution begins again. Feb. 21 at Rice University in Houston.
We have much to offer this year:
Adam Daigle returns to give everyone his best Auntie Baltwin voice. Break the Siege of the Diamond City the morning of the 23rd. Prove your worth to be called a Seeker in Eyes of the Ten. And laugh in the face of TPK in Bonekeep's Maze to the Mind Slave.
GM signups are now open on our prototype Openhorn system.
GM two slots for a free badge and a shiny new tee-shirt.
So my local lodge was running the infamously deadly Dalsine Affair today. I decided to turn a blob of GM credit into a playtest Swashbuckler and put it through its paces. It did not survive.
First, the character build:
Rakshasa-Spawn Tiefling Swashbuckler 3
NG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 20, touch 14, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 natural, +1 dodge)
hp 28 (3d10+6)
Fort +3, Ref +6, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1; Resist fire 5
Speed 30 ft.
Melee masterwork rapier +8 (1d6+1/18-20/×2+3 Precise Strike)
Special Attacks deed: menacing swordplay, deed: opportune parry, deed: precise strike, deed: riposte, panache
. . 1/day—detect thoughts (DC 15)
Str 13, Dex 17, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 18 (18 vs. disarm, 18 vs. steal, 18 vs. sunder)
Feats Power Attack, Weapon Focus (rapier)
Traits empyreal cultist (magnimar), reactionary
Skills Acrobatics +9, Diplomacy +9, Disguise +5, Intimidate +9, Knowledge (local) +6, Perception +5, Sense Motive +1; Racial Modifiers deed: derring-do
Languages Celestial, Common, Infernal
SQ deed: recovery, deed: swashbuckler initiative, prehensile tail, swashbuckler finesse
Other Gear Mithral Chain shirt, Masterwork Buckler, Masterwork Rapier, 150 GP
Bravery +1 (Ex) +1 to Will save vs. Fear
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack.
Deed: Precise Strike +3 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Recovery (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 AC vs attack.
Deed: Riposte (Ex) When parrying, spend 1 panache and AoO to atttack your attacker.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Empyreal Cultist (Magnimar) +1 on Diplomacy checks against good-aligned humanoids.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Swashbuckler Finesse At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.
We get the illegal cultists smuggled away. With no ranks in bluff I'm not very good at delaying the guards. The eidolon takes the forefront here, tripping their captain and staying behind until dismissed to hold the line against them.
Giant spider. I win initiative and do rather weak damage to it. It then counters and due to poor fort I fail my poison save and take Con damage. The remaining party members kill it while i am stagger from the poison.
Faceless stalker. I do weakish damage, and in the process have to block the eidolon's charge lane. I do some weak damage, the ranger then kills it.
Dogs. Nothing much to say. I do weakish damage again, then the ranger and eidolon finish everything off.
Big bad evil magus. The ranger goes first and attacks the illusion. He then takes the spell combat attack but keeps ticking. I move in and can't hit his high AC, but do give the ranger a flank. The eidolon can't hit it either. The only party members dealing damage here are the ranger with humans as favored enemy and the sorcerer who's hitting his touch AC.
After spending a turn attack the eidolon the BBEG turns to attack the ranger who's toe only one injuring him and kills him outright with an empowered shocking grasp. I still can't hit him, especially with my flanking buddy dead.
Fourth round. I'm wearing metal armor, so I get the shocking grasp spellstrike, dropping me to -4. The cleric channels me up to 3 and I try to stand up and grapple the BBEG. He crits on his AOO, dropping me to -18. Dead.
Final round. The eidolon finally gets in a hit, then the sorcerer's acid arrows finish him off. Ranger has enough prestige to get a raise dead. I have no such luxury.
Overall, I was unimpressed by the class. I was seriously outclassed in damage by the halfling ranger power attacking with his greatsword, ad of course, the eidolon. My AC was well below the eidolon's even before it got buffed, and slightly less than the ranger's.
With 3 Panache, I spent one to parry a hit, botching the parry roll. I wasted the second to improve my precise strike damage only to miss on the attack roll. I have to keep the third in reserve to use precise strike. I never finished off an enemy or even threatened a crit to regain Panache.
The class in general fails at its design goal of making an effective Dex-based melee combatant. Maybe it would have evened out with the tho-handed fighter at higher levels, but it has to somehow survive to reach them while the two-handed fighter can do its job starting at level 1.
In short: felt useless, died ignobly.
Also, feel free to PM me any questions you have about Houston metro area events.
Don't be silly. Eidolons get pounce at first level and a spellcaster companion.
James McTeague wrote:
I know of at least one Goblin in Houston that exists only as a stack of GM credit and it therefore still alive.
That's a major "oops" on my part. I spun off this discussion from a Roll20 Facebook topic without mentioning that Roll20 would be default/preferred.
Is everyone OK with letting the GM for the session choose the VTT and comms tool as long as they are free?
The Midnight Misadventures club opens with a classic. We run at 07:00 GMT, which is 01:00 US central or 18:00 Australian eastern.
VTT Game Day 2[Roll20 / G+Hangout] PFS 04-EX: Day of the Demon [3-7]: Saturday, December 14th, 2013 @ 2:00 AM EST US [-5 GMT]
Scenario: PFS 04-EX: Day of the Demon [3-7]
Date/Time: Saturday, December 14th, 2013 @ 2:00 AM EST US [-5 GMT]
GM: Kelly Y.
Google Plus Hangout and the Roll20.net VTT
A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
"Day of the Demon" is an exclusive adventure to be run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year.
Written by Larry Wilhelm.
Free Roll20.net account required: http://roll20.net/
If you're willing to GM either in December or a later date, PM me your info once you join the Warhorn so I can grant you the role to post your own games.
We still need someone to GM Dec. 21. Choose your scenario and let me know.
I fully intend to step back from GMing after 'Day of the Demon' as I don't think a PFS group can be self-sustaining if one person has to do all the GMing.
20100, are you willing to GM 'Storming the Diamond Gate' on the 28th?
Also, do I hear a volunteer to GM on the 21st?
I'm still waiting to hear back from Warhorn on getting our event site setup. I don't have an ETA on that yet.
Here's my solution to the lack of weapon finesse at first level:
Swashbuckler Finesse: At second level, the Swashbuckler gains Weapon Finesse as a bonus feat. If she already possesses the Weapon Finesse feat, she instead gains one combat feat for which she qualifies. She also gains a +4 bonus to her CMD on disarm, steal, and sunder
Also, needing 13 Str to power attack with a rapier annoys me. I wouldn't mine seeing Piranha Strike reprinted in the ACG with it slightly changed to allow use with all finesse weapons.
If you cannot tolerate a given class, but still wish you and your players to get PFS credit, then I would suggest running a sanctioned AP in "campaign mode." You are then free to ban classes as you wish.
Just as I am setting up a blissfully summoner-free CoCT campaign.
How's this schedule look to everyone?
Dec. 7: #3-16: The Midnight Mauler (3-7) - I will GM.
Also, does anyone have any witty suggestions for what we should call this event before I set us up a Warhorn?
Most of the VTT games I've seen posted here tend to be weeknight or midday weekends in US timezones.
As a night owl myself, and in answer to some requests I have seen elsewhere, I wanted to look for interest in a VTT game which would run at 07:00 GMT on Saturdays. That's 01:00 US central or 18:00 Australian eastern.
Who would be interested in playing, and more importantly GMing VTT games in that time slot.
Another thing which seems like a copy-paste oversight of Precise strike from the duelist: you can't use it if carrying a shield, and yet the class is proficient with bucklers? Should Precise Strike work with a buckler, but not a heavier shield, or is this a deliberate compromise the Swashbuckler must make?
I like the swashbuckler so far, and will probably make it my next PFS character.
However, one thing seems off: The restriction of "living creatures with discernible anatomies." in Precise Strike feels like a copy-paste error from 3.5. There's a reason Paizo removed that restriction from sneak attack in PF.
A dungeon adventure for 1st and 2nd-level characters.
Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin.
This module is repeatable with a level 1 character.
With the Advanced Class Guide playtest coming soon, here is your chance to put your playtest character through a test of power and endurance.
Signups to open shortly.
Space City Con has flown to Galveston for the winter, but that will not stop massive PFS gaming there.
GM signups are now open on Warhorn v2.
Once you've signed up to GM at least 8 hours, be sure to email me at firstname.lastname@example.org for instructions to claim your GM badge.
And be prepared to prove your mettle in Texas's first run of Bonekeep!
Disclaimer: GM badges are not completely free, you will need to make a small donation to the Kids Need to Read charity in order to claim your badge.
A 3xp sanctioned module for levels 1-2.
Beneath Brokenhelm Hill and the weathered walls of Thornkeep lies an ancient maze of magic and madness. Once the workrooms and summoning chamber of a rebel Azlanti lord, these subterranean chambers were forgotten thousands of years ago after the eradication of the evil lord and his followers. Over the centuries, adventurers have found their way into these twisting passages and magnificent chambers, only to discover that the fading magic of the ancient Azlanti still lingers here. The people of Thornkeep call this dungeon the Halls Under the Hill, but those heroes who have dared its depths know this place by a different name: the Accursed Halls.
To RSVP: Please send me an email at email@example.com with the subject "Accursed Halls" and the following in the body:
Notes: This module may be replayed with a level 1 character, however, I strongly recommend using a level 2 character. I estimate a runtime of 5-6 hours.
So I'm looking to convert another pile of PFS GM credit into a character. One of the custom items in this pile is a necklace that allows me to add 10' to my speed when unarmored. (And some unarmed combat stuff, but it's in the same slot at the AoMF.)
Anyway, I was looking at characters who do well unarmored and was thinking of a dervish dance Kensai magus build. What would your priorities be using 20 point buy? Is it worth 13 Str for power attack? is Dex or Int more important in the long run?
Race will likely be Tiefling, but any of the heritages from Blood of Fiends may work.
A Free RPG Day sanctioned module for levels 1 and 2.
The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?
To RSVP: Please send me an email at firstname.lastname@example.org with the subject "Game signup" and the following in the body:
Notes: This module may be replayed with a level 1 character.