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Michael Brock wrote:
Thanks to almost all of you for the well wishes. It is appreciated. If anyone is looking for a home game in the New Orleans area, feel free to PM me. I would love to start recruiting for a home game I am GMing that will start in mid-August.
A bit far for me, but do swing by Owlcon or Comicpalooza if you feel like a bit of a drive.
From season 4 on, they assume 6 PCs. Since Night March is a season 4 scenario, be mindful of this and the given 4-player adjustments.
And have fun, that scenario is a blast.
Willing to trade many-for-one for:
Also looking for:
With Str 5, you will have difficulty carrying the clothes on your back, a handy haversack, and a decent number of magic items. A shadow can also 1-shot you without even needing to crit.
I'd suggest boosting Str to 8, and possibly dropping Wis to 8. You have a racial bonus to perception and a strong will save class.
Strange, I don't recall seeing that. What was the ability called?
The 9th-level power also uses the aging rules, which aren't used in the PFS campaign.
Yes, especially if you pick a pregen to fill a role not covered by the party makeup.
I would not have a problem with it.
Robert Hetherington wrote:
Can an Amulet of Mighty Fists without either a +1 bonus or Ghost Touch damage incorporeal creatures?
If ever rules text seems ambiguous, check for FAQs and errata on it.
Any in that document which are allowed in the regular campaign are allowed in core.
Any outside that document are not allowed in core.
There was no grandfathering for the SLA rules or arcane strike, when the FAQ hit management allowed PC's that could no longer legally have it to replace it, but that's it.
Indeed, you must retrain Arcane Strike at no cost as you no longer qualify for it, and should have done so the first game after the SLA FAQ was changed.
He said half-orc. Those have falchion and greataxe as racial weapons.
Lamashtu's favored weapon is the falchion. Are you OK with following her?
Also, remember that since the sacred fist's flurry of blow ability "works like the monk ability of the same name." You can't use it in armor, just like a monk can't. So I'd suggest drop your Str by one point to a mere 18 and use the freed up points to have more Wis.
chad gilbreath wrote:
The (D) stands for dismissable. It means you can end the spell anytime during its duration as a standard action.
It has thus been decided that dibilitating conditions (poisons, diseases, blind, deaf etc) must be cleared or the agent gets kicked out of the society.
Guide to Organized Play" wrote:
If you are blind at the end of a scenario and do not clear that condition, you are reported dead.
Not every character concept is appropriate for an organized play environment. This is a concept I'd love to work with in a home game, but it is simply not PFS viable or legal.
Edit: accursed goblin ninjas.
So I've got experience to level one of my PFS characters up from 4 to 5, but I'm not quite sure what path to take her on. The problem I'm hitting is that I can deal quite good damage, but only after using at least one standard action to buff myself.
Should I consider multiclassing out of Oracle to something more martial? Rage Prophet maybe?
If I stay oracle, what are good spells to take, and are there ways to bypass the standard action bottleneck to cast them before quicken spell comes online? Are there any good spells that cast as move, swift, or immediate actions on the Cleric/Oracle list?
In either case, what would be a good PFS-legal feat for 5th level?
And since you'll need to know it, here's what she is now at 4th level, and which cannot be changed:
Female halfling oracle 4 (Pathfinder RPG Advanced Player's Guide 42)
NG Small humanoid (halfling)
Init +2; Senses Perception +4
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size)
hp 31 (4d8+8)
Fort +4, Ref +4, Will +4; +2 vs. fear
Speed 40 ft.
Melee mwk cold iron greatsword +7 (1d10+3/19-20) or
. . shortsword +6 (1d4+2/19-20)
Ranged halfling sling staff +6 (1d6+2/×3)
Oracle Spells Known (CL 4th; concentration +9)
. . 2nd (4/day)—bull's strength, cure moderate wounds, heat metal (DC 15)
. . 1st (7/day)—bless, cure light wounds, divine favor, lead blades[APG], magic weapon
. . 0 (at will)—create water, detect magic, guidance, light, mending, resistance
. . Mystery Metal
Str 15, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Extra Revelation[APG], Power Attack
Traits fate's favored, focused mind
Skills Acrobatics -1 (+3 to jump), Diplomacy +9, Knowledge (planes) +6, Knowledge (religion) +7, Perception +4, Spellcraft +6; Racial Modifiers +2 Perception
Languages Celestial, Common, Halfling
SQ oracle's curse (tongues), revelations (armor mastery, dance of the blades, skill at arms)
Combat Gear oil of bless weapon, wand of cure light wounds, alchemist's fire (2); Other Gear +1 breastplate, halfling sling staff, mwk cold iron greatsword, shortsword, sling bullets (20), canteen, masterwork backpack, silk rope (50 ft.), spell component pouch, sunrod (5), 998 gp, 8 sp
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty...
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tongues (Celestial) You can only understand and speak one language in combat.
chad hale 637 wrote:
Which is proper PFS procedure as laid out in the Guide to Organized Play.
So you'll find the Aldori Dueling Sword on pages 290-291 of the Inner Sea World Guide.
Allowing things, then banning at a later time has proven to create a lot of backlash. See the current discussion of the APG summoner for example.
I wouldn't mind seeing more of the systems from Unchained in PFS, but these are the sort of thing that require careful consideration to avoid having to turn back and ban at a later time.
And who knows? Maybe we'll see some of them on convention or chronicle boons in the future.
I'm a fan of Murder's Mark for such games. It can run in 8 hours or less, but you can use any extra time you have for extra investigation and roleplay bits. Not a module for an inexperienced or unprepared GM however. It requires a lot of scene changes and revisiting past maps, which can be quirky on some VTTs.
I don't think I've ever seen Godsmouth Heresy run in less than 12 hours (even with everything loaded into the VTT ahead of time), especially if the PCs explore every passage and find every secret.
The following games at still need a GM:
Saturday: Rats of round Mountain parts 1 and 2
If you'd like to visit Houston that weekend and would like a free badge, sign up for 3 slots here.
If you'd just like to play, sign up at Comicpalooza's Site.
If the GM does not have the resource on them, and the player cannot provide it, how is anyone to know what an ability does at 1st level?
Sometimes you do not have an internet connection to access the PRD. Sometimes someone wants to use a resource that is not on the PRD. This would only shift responsibility onto GMs to have all resources their players want to use.
One thing to note is that you get Dirsuptive and Spellbreaker for free. These interfere with casters in your threatened area, but don't prevent the classic 5' step to escape your reach. For that, I suggest Step Up so that you can keep them adjacent when they try that trick.
My 6th level aasimar arcane duelist took Toughness at 1st (more HP never hurts), Power Attack at 3rd (More damage is good), and Step Up at 5th (see above).
A longsword works just fine for an arcane duelist.
I'd actually recommend against Spell Focus. The arcane duelist is not a casting-focused archetype. Focus on buff and healing spells for your spells known (I don't see a divine caster in that party). With 16 con and free arcane strike, get that Inspire Courage up, then join the cavalier in the front ranks. That is what the arcane duelist does best.
Demos Titus wrote:
Why not open up the gun weilding archetypes only to characters that possess 1 or more levels of gunslinger and/or add the rule that a character can only ever receive 1 "free" class granted firearm. Thus you keep guns and gunslingers limited (or as limited as they would be anyway) while opening up those options.
Possibly because PFS needs additional rules complexity about as much as it needs thread necromancy.
And finally what to spend PP on? Ive got 10 available (only spent 2) and it seems a bit of a waste to just have them sitting there....
Unless you're stockpiling gold for that purpose, keep saving prestige until you have 16 "banked" for a Raise Dead spell. Because dying permanently is bad.