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Arutema's page

Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Texas—Houston. 600 posts (883 including aliases). 2 reviews. No lists. No wishlists. 32 Pathfinder Society characters. 1 alias.


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Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Tempest_Knight wrote:

Have;

Triple Race Boon-Naga/Shade/Vulpine-Blooded ** spoiler omitted **

Mask of Goblin Seeming ** spoiler omitted **

Season 5 Player Boon #10; Mounted Tradition ** spoiler omitted **

Season 5 Player Boon #11; Nexavarian Requisition ** spoiler omitted **

Season 6 Boon #4; Expanded Narrative ** spoiler omitted **

Season 6 Boon #5; Expedition Manager ** spoiler omitted **...

PM Sent.

Grand Lodge

Pathfinder Card Game Subscriber

2 years later, I can't help but feel like the unchained rogue mugged the poor swashbuckler in a dark alley and took her best things.

And did them better.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

BigNorseWolf wrote:
Without being available for peoples own characters these things aren't even on our radar.

That's pretty much the reaction I've gotten from players locally. They want to play characters of their own creation.

Grand Lodge

Pathfinder Card Game Subscriber

So I'd like to add a bit of a diversion on the way to Scrapwall at the start of book 2, and take some time to foreshadow 'Valley of the Brain Collectors'.

I'd like my party to come across a wreck in which the dominion has also taken an interest. What are some monsters related to the dominion that are suitable for throwing at a well-optimized level 4 party?

Grand Lodge

2 people marked this as a favorite.
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I don't know of any way to get a pepperbox rifle, or any other advanced firearm in PFS. This probably leaves double-barreled musket as your dream gun, but also be be sure to read up the Ultimate Combat and Ultimate Equipment errata.

You may also want paper cartridges. They are pricey at low levels, but allow faster reloading of early firearms.

Finally, consider how you will contribute outside combat. What social or knowledge skills can you reliably make checks in?

Grand Lodge

1 person marked this as a favorite.
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I want to see good old fashioned slug throwers. Revolvers, SMGs, and assault rifles at the character level. Machine guns, artillery, and gatling guns mounted on ships.

Grand Lodge

1 person marked this as a favorite.
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Serenity (Firefly)

Vargur (EvE Online)

Galactica (BSG reimagined)

"In rust we trust."

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

1 person marked this as a favorite.

I chose my Venture Lieutenant wisely those many years ago.

Congratulations Jesse, you have officially surpassed your teacher.

Grand Lodge

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Unchained's automatic bonus progression made part of the core rules.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Pink Dragon wrote:
In my view, a boon on a chronicle sheet granting a proficiency in a weapon is not the same as the chronicle listing that weapon as something that was found and is now available to purchase.

Exactly. Boons do what they say and nothing more. If a boon says you become proficient with X non-core weapon, then proficiency is all it grants.

I'd be open to future boons saying "you become proficient and may purchase X", but otherwise, proficiency boons are of limited use in core campaign.

Grand Lodge

1 person marked this as a favorite.
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Dragon78 wrote:

I hope in the next two years we will see 3-5 new elements and expanded ability lists for every element.

Also by then I hope to see at least 12 class specific feats and 15+ class specific magic items.

I'm actually hoping for no new elements. Existing talents are spread thin enough across the existing 7 elements.

I would love to see the existing elements expanded with more talent selection though.

Grand Lodge

Pathfinder Card Game Subscriber
HeHateMe wrote:
Has anyone had experience playing a melee GeoKineticist or Hydrokineticist? If so, how do they perform? The eye test tells me the Kineticist class is fatally flawed, particularly when you're in melee with so few hp because you're using burn. However, I haven't tried one yet so I don't know. Do they have trouble hitting with their iterative attacks? Does burn drain your hp to the point where you can't stay in melee?

I've played a similar build to Porridge, and can confirm that hydrokineticists can melee just fine. You have good AC. You get enough rewards from investing in Con that you have plenty of HP. If you use an energy blast, you'll have no problem hitting on the iterative attack.

Taking burn is not an necessity, but a strategic choice. Do you want to amplify your damage for a round and get some boost in future rounds from overflow? Empower metakinesis. I haven't crunched the numbers on it all, but I suspect empowering for 2 rounds beats composite blasting for 1 round when you're using kinetic blade. If only due to the limited selection of energy composite blasts.

Grand Lodge

Pathfinder Card Game Subscriber

I wince a little whenever I see Cha 7. I'd warn you that PFS seems to be getting heavier on social skills with each season, so having a -2 to all of them will not be pleasant.

Definitely make intimidate one of your skills, bring Cha up to a reasonable level and you can ditch pragmatic activator. Consider traits that boost your will save.

I'd advise taking weapon finesse before toughness. Finessed kinetic blade is that good, even before you get infusion specialization.

I think you'll do fine with pure void. Its selection is not great, but it hits the basics (flight, magical breathing, supernatural senses).

Grand Lodge

Pathfinder Card Game Subscriber

If Technology Guide material is in play, you could install Dermal Plating for the natural armor bonus.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Jesse about covered it, but here are the local cons as well.

Comicpalooza, coming up next month, full PFS schedule to hit their website soon.
Owlcon, in Februaries.
And a fall con or gameday to be determined.

Also, watch out for ninja VAs.

Grand Lodge

Pathfinder Card Game Subscriber
Davia D wrote:
Slithery D wrote:
None of these players would have a reason to speak common, which should present huge difficulties.

I'd think learning a local language would be relatively high priority for them... it *would* be interesting to run a game where no-one shared a language til level 2 and they all put a point in language, thou.

Also, elven is spoken on a couple different worlds in Pathfinder. Some overlap is possible.

They are from a world too distant to have ever heard Elven. But the influence of the outer gods is strong on their world, letting them pick a dialect of Aklo as a starting language.

I switched one of Khonnir's languages for modern Aklo, letting them communicate a little.

And yes, the downtime to level up from level 2 to 3 included a whirlwind lesson in Common.

Replacement characters are going to be tough if I want to stick to an all-alien party. Given that they've claimed the scroll of resurrection for rescuing Khonnir alive, it may not come up unless things go very badly.

Grand Lodge

Pathfinder Card Game Subscriber
CorvusMask wrote:
Wouldn't it just be better run original adventure with alien party? Iron God's better points are about mystery that you wouldn't have with aliens <_<

We're nearing the end of book 1 now, and it's working fairly well, details on what I changed when I get a chance at a longer post.

The campaign's definitely hitting a different set of mystery points than as designed. The chief of them being the details of their abduction, and what, if any, way there is home.

Grand Lodge

1 person marked this as a favorite.
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I'm GMing for a most unusual group. They're all aliens who were abducted by Silver Mount's crew and just released from stasis as the campaign started.

They're all custom races built with the race builder rules, so we have:

A giant rock-man unchained titan mauler, who will dual-wield absolutely anything.
A genderless unchained maneuver master monk.
A flying dhampir-gnome cleric of Yog Sottoth.
A Roswell grey occultist arcanist.
A nocturnal reptilian gunslinger/investigator who's picking up the role of the technology guy.

I'd probably play a pixie-like aerokineticist were I playing and not GMing.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

I like the idea of replacing the old traits document with some sort of core campaign supplement that includes languages, ethnicities, the basic wayfinder, traits and possibly some basic faction prestige awards.

Even if there's no new text, there's the problem of paizo devs having the time to compile and layout such a thing.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Can an artist submit work they have done of another player's character? (On commission or otherwise.)

Grand Lodge

Pathfinder Card Game Subscriber

You can also file the medium's spirit bonus and seance boon under damage-increasing class features. Halflings even get a favored class bonus to boost the seance boon beyond what other races can get.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Quote:
Use scenario Chronicles (and I include Chronicle Boons from other sources such as Holiday Boons and Tales Boons) to add options to the Core Campaign. Use up any available space on the chronicle to add mundane equipment, vanities and other elements that would fit. Adds a (very significant?) amount of work on a regular basis to create each Chronicle, as well as consider the effect that adding each item has. Could add lots of Society flavour to the Core Campaign and would certainly make Chronicles very valuable to your Core Character. You must own the books the extra content comes from.

This is already in place, so long as you're playing recent releases in core. The problem here is that most GMs and organizers seem to plan core games as replays of season 0-2 material, before non-core stuff existed or was widely used in the campaign.

Grand Lodge

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Concepts I'm currently playing around with:

A gnomish "necromancer" who dresses the part to excess. She won't actually know any necromancy spells though. Her undead minions? Pure illusion magic.

A noble gnomish (again) paladin, charging into battle astride her mighty badger steed.

A knight in black armor, wielding and throwing a blade of pure shadows. Mechanically, this will be void kineticist/Hellknight.

Grand Lodge

Pathfinder Card Game Subscriber

Food shortages? Civil unrest? Royals clamping down on dissidents?

Sounds like Korvosa during Curse of the Crimson Throne.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

Callie Del Noire wrote:
Ryzoken wrote:


The action economy involved in this precludes it functioning in a majority of situations. Move to draw scroll, Standard to activate, touch range. Suggest instead using First Aid Gloves if you're in possession of a copy of the Pathfinder Society Primer

the 'oh hell yeah' factor of those gloves is amazing. You can't believe how many lives I've seen it save.

Something like 3 sets of gloves got used in Emerald Spire.

Those gloves were the only thing that got our party (Sorcerer, Wizard, Pre-unchained Rogue. Pre-unchained Monk) through Eyes of the Ten without even even more deaths.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

The ruling is in an obscure place, but the Sacred Huntsman Inquistor/Druid/Wizard/Hunter levels will stack to give you one companion of their combined level.

In addition, the Magical Child says its levels count as wizard levels for determining familiar abilities, as do the witch class rules, which suggests you'd add levels in those classes together to get the stats of your one familiar.

The one companion rule suggest that you'd get the familar's bonuses outside of combat, but as soon as the GM calls for initiative, the familiar vanishes. (So don't bother gettting a familiar with an initiative bonus.)

Grand Lodge

Pathfinder Card Game Subscriber

Naderi or Zon-Kuthon.

Some of us don't have the luxury of being whole.

Grand Lodge

Pathfinder Card Game Subscriber
Texas Snyper wrote:
The problem with composite on the KBlade and KWhip is that you're then relegated to a single hit or have to accept burn (or use a buffer charge) to keep your full attack.

Keep in mind that KWhip both lasts till the start of your next turn, and has reach. This opens up the possibility of some serious shenanigans with Combat Reflexes that can make up for the lost full-attack.

Also, void (Occult Origins) can get a energy composite blast with any other energy blast.

Grand Lodge

Pathfinder Card Game Subscriber

Not necessarily funny, but still an homage (too much time playing retro JRPGs):

I'm working on a Hellknight Armiger who will be a void kineticist focusing on negative energy blasts, switch-hitting with a sword, and taking proficiency feats to get heavy armor, and qualify for levels in the Hellknight PRC.

Grand Lodge

Pathfinder Card Game Subscriber
Kolokotroni wrote:
I believe if you read on I mention that the only role the kineticist can fill is blaster. However, it cannot do it immediately. Yes you have a good Con, but your AC is not good unless you choose water for your elemental defense. Until you have specialization kinetic blade requires 1 burn, meaning you cant move and attack in the same turn as you have to gather power. And unless you use an energy attack your attack bonus is way behind a real melee character. Remember, energy overflow brings it in line with a full BAB, but ALL full bab classes also get bonuses to attack and damage from their class. You need to take weapon finesse at first level, and you aren't exactly swimming in feats.

Water is admittedly a very good choice if you are going into melee as a kineticist.

At low levels (before you get elemental overflow), your BAB is exactly 1 point lower than the fighter's, and the same as the rogue's. You can do just fine using a physical blast at low levels.

Kineticist isn't exactly a feat-starved class. You'd hardly be the only Dex-heavy character that takes weapon finesse at first level.

Needing a full-round action to make a melee attack without suffering burn is admittedly a hinderance. Opening with a ranged attack, then moving closer is not a bad idea. (And keep in mind, at level 1, the poor rogue and cleric are spending their move actions to draw their weapons.) People also undervalue total defense as your standard action.

And no, this is not theory-crafting, this actual play experience of a hydrokineticist in PFS.

Grand Lodge

Pathfinder Card Game Subscriber
Kolokotroni wrote:
The other big problem that feeds from this is unless you are going melee, the kineticist doesn't have a place in a 4 person party. Literally every other class naturally fills the minimum elements of at least one of the classic fighter/wizard/cleric/rogue setup. The kineticist doesn't meet any of the minimum requirements along its natural flow (blasting). It cant cast detect magic, identify magic items, have good knowledges/spellcraft(be the magic guy). It doesn't have lots of skills, disable magical traps or be a face (rogue type). It cant cure (yes it can heal a little damage, but only an archetype can cure any negative conditions and the cost for that is fairly high, and it still can never do what lesser restoration can).

I find that between kinetic blade, a tendency to have a rather high Con score, and elemental defense, it handle the "fighter" role just fine. "Going melee" is not a big investment for a kineticist, and it "switch-hits" incredibly well if you've got the one talent and feat you need to melee when the need arises.

Grand Lodge

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Snowblind wrote:
That depends on whether or not shoving a beheaded person's head onto their body would make them count as "whole". I would personally say that so long as the person's bits are all together in the right way then raising fixes all physical damage, even if that means reconnecting severed parts.

This is why the Galtan revolution soul binds those they behead. You can never be too sure.

Grand Lodge

Pathfinder Card Game Subscriber
chopswil wrote:

Erasmus Level 7

SQ says "spirit bonus +3" but at 7th level it should only be +2

For a 7th-level medium with the Spirit Focus feat (which he has), +3 is correct.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

"#5–06: You Have What You Hold" takes place in the River Kingdoms not too far from Thornkeep and the Emerald Spire.

Spoiler:
Also has a rather interesting heavy armor on the chronicle.

Grand Lodge

Pathfinder Card Game Subscriber

Book 1 and 2 spoilers:

Spoiler:
Given that the book 1 BBEG wanted to just cart the reactor back to Scrapwall, but found it impossible to remove from the crashed ship, you'd be in a similar predicament.

Grand Lodge

Pathfinder Card Game Subscriber

Sometimes, a melee type will want to "soak" AoOs for the squishies (and hope the enemy hasn't got combat reflexes). In these cases, being able to parry the AoO and get your free attack from riposting is good.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

4 people marked this as a favorite.

I predict an incredibly meta, fourth wall shattering adventure in which the PCs must hunt down and vanquish a horde of freshly-mutated server goblins who, fresh off their heist of all the Humble Bundle downloads, have stolen the scenario.

Grand Lodge

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Gun Dragon wrote:
I am making a Mesmerist Kitsune with the Realistic Likeness feat that is mostly a caster. What spells are must have's for all the 1-6 spell levels?

While it may be tempting to focus entirely on enchantments, take a moment to pick up grease so you have something to contribute against enemies with good will, magic immunity (grease is SR: no), or other tricks that might shutdown your enchantments.

I learned this the hard way, stupid mask golem.

Grand Lodge

Pathfinder Card Game Subscriber

Or, indeed, worship Irori, take the Iroran Paladin or Tempered Champion archetypes, wear an agile amulet of might fists, and punch evil in the face.

Grand Lodge

Pathfinder Card Game Subscriber
BretI wrote:
A double weapon would work better with a half-orc or dwarf. There are no martial double weapons except via racial weapons or exotic weapon proficiency.

There is, however, a simple one: the quarterstaff. Since it's also a monk weapon, it got a boost in Weapon Master's Handbook with the Monk Weapon Skill trait that gives a +1 trait bonus on damage with one type of monk weapon. This helps its d6 damage dice keep up in damage with the exotic double weapons' d8 damage dice.

Grand Lodge

Pathfinder Card Game Subscriber
BadBird wrote:

You could take one level of Sohei Monk, and go Dervish Dance + Crusader's Flurry to make flurry-of-blows scimitar attacks while wearing mithral medium armor.

One level of Swashbuckler could easily grab the feats to wield two rapiers (ideally with Effortless Lace) with Fencing Grace and Dual Enhancement, using Panache for parry-and-riposte as well as a Swordmaster's Flair: Blue Scarf to give the rapiers +5ft reach.

Swordmaster's Flair must be held in a hand to be used, so you'd need some means of extra arms to use it with dual rapiers. You also need a free hand to lay on hands as a paladin.

This is why I suggest a double weapon, you can grip them in 1 hand when not attacking, use your free hand to lay on hands or cast spells, then re-grip it with your other hand as a free action.

Grand Lodge

Pathfinder Card Game Subscriber

With those stats, I'd say take a double weapon and get the best of both styles. Show evil just how much a humble quarterstaff can hurt in the right hands.

Edit: I've tried playing a paladin with 10 Str and the slashing grace feat chain to make up for it, but it's just too many feats to give up that could have been spent making lay on hands stronger.

Grand Lodge

Pathfinder Card Game Subscriber
Arachnofiend wrote:
Not much of a "hotbed of potential adventure" if we never see it. We get a ton of Cheliax stories between PFS and other adventures, I can't think of anything that puts us in Galt.

There is Requiem for the Red Raven, which remains one of my favorite PFS adventures.

Grand Lodge

Pathfinder Card Game Subscriber
Wei Ji the Learner wrote:
What are pages of spell knowledge? Is that a feat/gear/equipment/on a chronicle?

They are slotless wondrous items from Ultimate Equipment. Each one holds a specific spell and allows a spontaneous caster to treat it as a spell he knows, so long as it is on his class's spell list.

Grand Lodge

Pathfinder Card Game Subscriber

With those physical stats, martial prowess will never be a thing for that character.

With Cha 19, casting is going to be your thing. What you may want to to is take a single level of crossblooded sorcerer. Take undead and impossible as your bloodlines. Now all your spells, even your bard spells will ignore those pesky immunities of undead and constructs. You can also use wands on the wiz/sorc list without a UMD check.

Stock up on wands, pages of spell knowledge and runestones of power and focus on arcane might.

Grand Lodge

Pathfinder Card Game Subscriber
Manly-man teapot wrote:
Deadmanwalking wrote:
Manly-man teapot wrote:
A 6th level Champion-focused medium is only just receiving the ability to cast 1. level spells at level 6, provided he hasn't taken Spirit Focus. He gets 2nd level spells at 10 or 11. Dumping your casting stat is perfectly legit.

This is pretty much just wrong.

With Cha 12 and as little as a +2 headband by 7th, the Medium has two 1st level spells by 4th, and two 2nd level spells as early as 7th.

Except on days when he's using Champion, which is most days. The caster level penalty makes him unable to cast at level 4 and 5.

Said penalty only applies at Influence 3 and higher, so it depends entirely on how much you are using spirit surge or breaking taboos.

Grand Lodge

Pathfinder Card Game Subscriber

Are you certain you don't want to stay in medium till 11th level? The ability to move and full-attack (gained from the champion at that level) is that good, especially if you're relying on a TWF for extra attacks.

Also possibly consider a double weapon. This lets you choose whether you want to use the weapon as a two-hander or two light weapons as needed.

I'm currently playing a double weapon medium in PFS, though I plan to stay single-class medium and use its casting abilities.

Race is Rakshasa-spawn tiefling (boon). Stats are Str 15, Dex 16, Con 14, Int 10, Wis 8, Cha 15. Str will be going up to 16 when I hit level 4. (In retrospect, I should have gone Dex 17 and Cha 13.)

I'm using a quarterstaff so that I'm still proficient should I end up using a non-champion spirit, along with the Monk Weapon Skill trait from Weapon Master's Handbook for a +1 trait bonus to damage.

Things are just now coming online at 3rd level, having both TWF and Spirit Focus at last. The melee heavy party I played with at level 2 greatly appreciated the shared seance though.

And yes, go relic channeler if you're only in it for the champion spirit. More exotic proficiencies, and no need to find a suitable location every day.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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Half-elves can take Half-elf, Elf, or Human FCBs in FPS play.

Half-orcs can take Half-orc or Human FCBs in PFS play, but not Orc, as those are contained in a section of the ARG that is not legal for play.

Grand Lodge ***** Venture-Captain, Texas—Houston aka Arutema

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If a source is meant to be superseded by a new one, the older source will be removed from additional resources.

As long as the older source remains in additional resources, it remains legal for play. Some of these older sources may have errata, relevant FAQs, or clarifications. But those are all available free on this site.

Use the version of the feat/trait/spell in whatever source you bring to the table (but check the errata, FAQs and PFS campaign clarifications document.)

Grand Lodge

Pathfinder Card Game Subscriber
UnArcaneElection wrote:

Anyone know what happened with this? I was just starting to read a discussion thread for an Unchained Barbarian guide on my phone, then had to put it aside while I was at work. When I logged into Paizo (even though on another Chrome tab), the page reloaded itself and went to one of the generic Messageboards pages, and Chrome for Android denied all historical knowledge of the page I had been on before this, and the Messageboards search engine won't come up with it.

There was a troll/rant thread that claimed to be an Unchained Barbarian guide. It probably got nuked for rampant rule violations.

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