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FullStarFullStarFullStarFullStar RPG Venture-Captain, Texas—Houston. 404 posts (679 including aliases). 2 reviews. No lists. No wishlists. 21 Pathfinder Society characters. 1 alias.


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


Oread x3
Expanded Narrative (GM star recharge)
Nexavarian Requisition
On-the-job Training
Research Specialist
Adopted Weapon Training
Sacred Trust
Sinscarred x3
Personal Physician

Want: Tien Weapon Training

Grand Lodge

The Daring Champion archetype from ACG trades out the mount and mount-related class features for free weapon finesse and swashbuckler deeds, including applying your level to damage starting at 4th level. It also uses Cha for Panache so your social skills will be good.

I'd definitely give it a look.

Edit: damn ninjas.

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

Joseph Gilbert wrote:
I will only be able to run 1, I'm staff with the First Aid department this year, so my badge is taken care of. But I can't remember my login for this site, I would like to run the Blood Under Absolom (Tier 3-5 if possible.

I've put you down for it.

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

Comicpalooza is coming up right on schedule on Memorial Day weekend in Houston at the George R. Brown convention center.

While I work to enter the games to our game signup site for players, I must put out a call for GMs.

GM signups are hosted on the Houston PFS site. Please signup for one full-day module or 3 scenarios to claim your badge. You'll also need to register at for processing and to sign up as a player.

What's on the schedule? A bit of season 6, including Scions of the Sky Key, The Overflow Archive, and From Under Ice. Core campaign steps it up with the entire Blackros Museum/Family arc in core mode. We demo adventure paths with The Half-Dead City and Snows of Summer. Qualify for The Ruby Phoenix Tournament in Blood Under Absalom, then bring your level 10-12 characters for the tournament itself.

And many, many more classics from seasons 0-5!

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

2 people marked this as a favorite.

Please join me in welcoming new Venture Lieutenants for Houston, TX: Matthew Weltz and Lindsey Long.

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

Does anyone still have a Tiefling boon they would be willing to trade?

If so, I'll post what I have when I get home.

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

The Fox wrote:
Fleet of Foot alternate racial trait for halflings.


Also, canteens, bandoliers and all the other mundane gear from Ultimate Equipment.

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

Jiggy wrote:
New idea: human ranger with FE(undead), fights with a scorpion whip spiked chain, and carries ample supplies of throwing axes and holy water. Name's Simon Belmont.

Don't forget butterknives throwing daggers.

Grand Lodge

1 person marked this as a favorite.

It is here I must confess that I'm currently building a gunslinger named Vera, who will of course call her musket "Jane".

Grand Lodge

Dual pistols are insanely feat-heavy. Fighters get lots of feats.

Pistols also mean you often have to waste a move action getting into range and lose the full attack. A Cavalier or Paladin's mount can do the moving for you.

Dual pistols mean needing a free hand to somehow reload. Alchemists can grow extra.

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


Keep in mind that Pathfinder Society play can often end up roleplay-light just due to the limited length of the timeslots and episodic nature of the scenarios.

However, this week you're in luck, as we are hosting a core campaign table of roleplay and puzzle heavy classic 'The Night March of Kalkamades' this Sunday at 8th dimension Comics and Games.

If you'd rather have non-core options at your disposal, we're also running intro scenario 'The Confirmation' in the regular campaign.

If you haven't played Society before, check out the Guide to Organized play and Core Campaign announcement.

If you don't already have a character, build one in advance to the standards in the guide to organized play, and sign it up on Warhorn to reserve your spot.

I hope to see you there.

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

Ruba wrote:

Shades of Ice (4-5)

Scenario #2-15, Written in Blood (1-5)
Scenario #2-17, Exiles of Winter (1-5)

Scenario #2-19, Keep of the Huscarl King (1-5)
Scenario #3-01, The Frostfur Captives (1-5)

The City of Strangers (5)

Scenario #51, The Shadow Gambit (1-7)

Scenario #52, The Twofold Demise (1-7)

Keep in mind that City of Strangers foreshadows Shades of Ice, so it's best run before that (or most other season 2 scenarios).

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

Mackenzie Kavanaugh wrote:
I understand being upset about rollplayers picking deities and not even investigating the tenets of that religion, but what exactly is stopping anyone from playing a paladin of Ragathiel in Core?

Paladins in PFS require a legal deity within one step of LG.

Only the core 20 deities are legal in core, as the rest come from other sources.

Grand Lodge

I faced a similar problem on my Undine swashbuckler. My ultimate solution was to wear no armor and carry around a wand of mage armor to UMD with the dangerously curious trait. It's not quite as good as real armor, but it has no ACP, weighs nothing, and applies to those pesky incorporeal critters.

Can you share the character's stats as they are now? This will help if it's too late for a level 1 rebuild.

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

Eidolons. I like to play martials. I don't like a disposable pet (even more disposable than an animal companion) invalidating what I bring.

Call me a killer GM if you must, but when GMing, I'll be glad to see native outsider PCs and Ioun stone resonant powers gone. Dominate Person in a enemy's tactics is now a threat and not a waste of an action.

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

1 person marked this as a favorite.
Ferious Thune wrote:
Kelly Youngblood wrote:

Dwarf Paladin of Shelyn.

I already have one of those in the regular campaign. I'm not sure how I could make them different enough.

That might do it.

Dwarven archer paladin of Shelyn with a personality based on Flonne from the Disgaea series it shall be!

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

Ferious Thune wrote:
Kelly Youngblood wrote:

Dwarf Paladin of Shelyn.

I already have one of those in the regular campaign. I'm not sure how I could make them different enough.

That might do it.

You know, it just might.

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

Dwarf Paladin.

I already have one of those in the regular campaign. I'm not sure how I could make them different enough.

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

I'm surprised we don't have this thread yet. What characters are you looking forward to playing in the core campaign?

Here's mine:

Cori (Last name TBD)
Halfling fighter 1
NG Small humanoid (halfling)
Init +3; Senses Perception +7
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 12 (1d10+2)
Fort +5, Ref +4, Will +1; +2 vs. fear
Speed 20 ft.
Melee dagger +4 (1d3+2/19-20) or
. . glaive +4 (1d8+3/×3)
Ranged halfling sling staff +5 (1d6+2/×3)
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 15
Feats Combat Reflexes, Power Attack
Traits ease of faith, observant
Skills Acrobatics +4 (+0 to jump), Climb +3, Craft (painting) +4, Diplomacy +6, Perception +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
Combat Gear alchemist's fire (2), holy water; Other Gear studded leather, dagger, glaive, halfling sling staff, sling bullets (20), artisan's tools, backpack, bread (2), cheese (2), sunrod (3), waterskin, wooden holy symbol of Shelyn, 14 gp, 5 sp, 6 cp
Special Abilities
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fearless +2 racial bonus vs Fear saves.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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

BretI wrote:
A lot of people saying "Gee, I forgot that got fixed with ____ from the ______ book."

Indeed. Suddenly my favorite race (halfling) is hampered by a 20' speed again.

That said, I agree with Drogon that there is now a significantly lower barrier to entry to new players.

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

2 people marked this as a favorite.

What of human languages from the Inner Sea World guide such as Kelish and Tien? Some scenarios seem to expect that you will know one or more of these.

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

Already played 'Legacy of the Stonelords'? Well thanks to today's core campaign announcement, I've set aside 3 tables at Owlcon for core campaign play of 'Legacy'. This means you can replay it on a core-only character. See today's blog for details.

Get those signups in before Friday, badge purchase will close then.

It's all handled through

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

1 person marked this as a favorite.

Can a multi-table special event such as 'Legacy of the Stonelords' mix core and non-core tables? (So long as each individual table does not mix core and non-core players.)

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

Less than one week till pre-registration closes. Don't miss it!

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

There was also one in 'Stay of Execution' not going to spoiler-tag it since that scenario is retired.

Grand Lodge

illyume wrote:

Here's what I've come up with so far:

Starting Stats:
STR: 5

How are you going to carry your basic inventory with a light load capacity of 16 pounds?

Are you willing to accept that a single solid hit from a Shadow will one-shot you beyond hope of Raise Dead?

Grand Lodge

Do I have the order of operations on this right for a possible Swashbuckler/Magus multiclass?

1 - I am in an enemy's threatened area, I begin casting a spell to use with spellstrike.
2 - Because of this, I provoke an AoO.
3 - Enemy takes the AoO.
4 - I spend Panache and parry the AoO.
5(optional) - I riposte.
6 - I complete the spell and hit the enemy with my spellstrike.

Is that the right order of operations?

Is this a worthwhile way of dealing with AoOs if I'm going to be multiclassing Magus/Swashbuckler?

Grand Lodge

4 people marked this as a favorite.
MrVergee wrote:

  • Are there any story elements, NPCs, locations ... you would like to see changed or added?
  • I'd love to see book 4 made more sandboxy instead of the chain-of-deals style presented in the original AP.

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

    Cold weather outfits are 8GP and therefore don't need to appear on the inventory tracking sheets.

    However, players ARE required to bring their chronicles and ITS to games. Without them, he probably should have been forced to play a pregen.

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

    GM signups are now full, though we could use 1 more volunteer to hold down the sign-in desk Friday night.

    Player signups are now open, and are handled entirely through this year. Registration process is:

    1: Register an account.
    2: Go to Attendee->Badge Purchase to order a badge.
    3: Once you've followed the link and bought your badge, wait for payment confirmation from us.
    4: Head over to Attendee->Event Overview and sign up for up to 4 games.

    And *clears throat*...

    I can officially confirm that John Compton will be our overseer for Legacy of the Stonelords Sunday morning, and will be running lucky new players through The Wounded Wisp Saturday night.

    So come on down and play.

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

    2 people marked this as a favorite.
    Tamec wrote:
    From what my VC has told me is that the higher-ups are not wanting to flood PFS with lasers so Iron Gods might go the way of wrath of the righteous. Sanctioned or not I personally am starting a campaign next week.

    Keep in mind that a AP can be sanctioned without all of its gear appearing on the chronicle sheets. For example, the Rasputin Must Die chronicle sheet has a conspicuous lack of any firearms, despite the sheer number of them that appear in that AP volume.

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


    Grand Lodge

    1 person marked this as a favorite.
    Kazumetsa_Raijin wrote:

    1. What happens when a 2H weaponized high-crit character attempts to use it?

    Nothing, because such weapons are not unarmed strikes.

    Grand Lodge

    Does it have to be Cha you're adding to AC?

    The Sacred Fist archetype for the Warpriest gets Wis to AC from level 1. It also gets Flurry of Blows and Channel Energy, which means it qualifies for Crusader's Flurry to flurry with you deity's favored weapon. (You don't get proficiency with said weapon without a feat or racial trait sadly.)

    Worship Gorum, run around unarmored, unleashing flurry attacks with your best greatsword.

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

    Owlcon GM signups have moved to: The Houston PFS site.

    We still need 4-8 more GMs, as well as sign-in desk staffers. So head over there, browse the schedule, and pick your GM slots now.

    And the best for last:

    We'll be bringing in John Compton as our guest from Paizo this year, so you can personally request more robots and guns in scenarios.

    Grand Lodge

    Fate's Favored is for certain. I'd rather not dip another class to avoid slowing down archaeologist class feature progression and likely losing skill points.

    I don't have to use a scimitar for the first few levels. I can use a rapier or short sword for early levels and switch to the scimitar once I have dervish dance.

    Grand Lodge

    Well, I already have a Str-based arcane duelist bard. I was thinking Dex for a change of pace. Also, disable device keys off dex and I am planning on being the trap-handling guy.

    Grand Lodge

    So I'm thinking of making a finesse archaeologist bard as my next PFS character. I will likely be a half-elf to pick up scimitar proficiency via ancestral arms.

    There's 3 feats I want to be most effective, Weapon Finesse, Dervish Dance are obvious for a Dex build, and then Lingering Performance to stretch out my rounds of archaeologist's luck per day.

    What I'm stumped on is the best order to take all these feats in. Weapon finesse is an obvious first so I can hit things, but which of them next? To rely on my luck for damage for a while with Lingering Performance, or to have to be stingy on luck rounds for a while and use Dervish Dance for damage for a couple levels.

    What do you think?

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

    Welcome aboard.

    Grand Lodge

    I buy a handy haversack and restock on alchemical weapons for

    Game the second:

    The Silver Mount Collection
    The party:
    A nodachi-weilding half-orc warpriest
    A kitsune mesmerist
    A three-armed fighter/barbarian/alchemist thing
    A dex magus
    Myself, a hydrokineticist

    We are almost all levels 3 and 4, so the 3-4 subtier it is. As always, I spend 1 burn at the start of the day to boost kinetic defense.

    First Encounter: Robots!
    For once, I don't feel left out on the knowledge front, because nobody has the technologist feat to identify the 6 foot tall bronze men we're fighting.

    The first robot power-attacks the warpriest and does some serious damage. I'm the only one on our side able to act in the surprise round. I hit the other robot with my ranged blast and crit for 24, getting some damage past its hardness and stunning it. The mesmerist demonstrates his ability to bypass their immunity to mind-affecting spells and dazes the one I crit to keep it locked down. I soak it with another blast but do no damage due to hardness. The warpriest crits one but doesn't stagger it. I miss. The magus zaps one good with shocking grasp. The mesmerist and barbarian both miss. The warpriest finishes off the one he's been fighting. I scratch away at hardness some more, then the magus finishes it with shocking grasp.

    Second Encounter: Technic League agent
    A technic league agent's set up a sniper nest in a thing 20' above the floor. Our diplomacy goes badly.

    The mesmerist opens with charm person but the enemy makes her save and tosses down a grenade none of us can identify. This should be a good fight for a switch-hitter build... except the barbarian's just enlarged himself so he threatens her in melee and I have to suffer that -4 to hit now, and I miss. The warpriest and magus miss with their best ranged attacks.

    The mesmerist tries again with charm person and she fails her save. Then her flashbang goes off, staggering the barbarian and warpriest, I make my save. The magus lands an arrow, the warpriest and barbarian miss, so do I. The mesmerist then makes the opposed Cha check to get her back to negotiating with us, encounter over.

    I make the perception check to spot a hidden, but locked door. The barbarian tears it open and we take a freight elevator up, skipping several rooms.

    Third Encounter: Disgusting blob things
    Finally, something that we can identify without the technologist feat. he identify them as hungry fleshes.

    This is just a battle of attrition. These 3 blobs have lots of HP and regeneration. They're not hard to hit, so everyone does damage. But the magus disconnects and is never heard from again, leaving the warpriest's sacred weapon the only source of fire to bypass regeneration. He runs out after 3 rounds.

    We eventually pummel the blobs unconscious, and follow a trail of ooze upstairs, triggering the final boss fight.

    Final Battle: Too easy?
    It's another of those bronze robots with annoying hardness, and a human that the technic league agent downstairs helpfully identified as possessed by some alien horror.

    I go first, and miss the robot with my blast. The warpriest and barbarian buff. The mesmerist hits the possessed guy with hideous laughter. We take a few rounds hacking through hardness to kill the robot while the possessed guy laughs. It does get off a good hit on me before we take it down.

    Hideous laughter wears off just in time for us to finish off the robot and start in earnest on the possessed guy. I whiff trying to do nonlethal with kinetic blade. (The wording of kinetic blade does not disallow it). The barbarian gets him into a grapple, the mesmerist hits him with ray of enfeeblement. He's nearly pinned, so I just get out rope to help tie him up. The barbarian succeeds on the pin, then the warpriest knocks him out.

    Suspiciously easy...


    And indeed too easy, as a nanomachine swarm, of all things, vacates his body and starts trying to disassemble us. No alchemist or arcane caster in the party, so we're left throwing whatever alchemical weapons we have. I'm left badly wounded as I get hit by the swarm's initial attack, so I get as far back as I can while those with pellet grenades start setting them off with little regard for their own health.

    Something like 10 pellet grenades later, the swarm goes down while I try to drag its former host to safety.

    Final thoughts:
    This scenario was just full of screw-you mechanics, to everybody. Hardness, regeneration, swarm traits and too much HP and AC all around on the enemies. With so many bad mechanics in play I'm not sure I can take away useful playtest data from it, save to repeat my earlier request that kineticists get some low-level swarm-busters.

    Now I level up to 5 and get form infusion specialization, but sadly not in time for further testing during the playtest window.

    It's been fun. Thanks for the class. Looking forward to seeing how it gets its rough edges smoothed out.

    Grand Lodge

    Finally, free time to play once again, just in time to slip in 2 games before the end of the playtest.

    But first, character advancement to 4. Not much of note here. I decide that I'll put my level-up points into Dex and buy a Con belt. A switch-hitter is no good if limited to 30', so I grab extended range as my 4th level talent.

    Game the first:
    Hall of the Flesh Eaters
    The Party
    A life oracle with the blackened curse
    A ranger specializing in reach weapons
    A hunter with a wolf companion
    A TWF plus beak tengu barbarian
    A greatsword-swinging half-orc barnarian
    Myself, hydrokineticist.

    The APL works out to just under 4, so rounding kicks in and we play the 4-5 subtier. As we approach the dungeon, I spend 1 burn on kinetic defense, pushing my AC to 23.

    First Encounter: Cannibal cleric and bodyguards
    We catch them unaware, but are not entirely sure they're hostile. My -1 diplomacy isn't going to help in that regard, so when initiative is called, I ready in case hostilities break out.

    Then the half-orc barbarian strikes first, oops! She severely wounds one, who then gets dropped by a AoO from the ranger's lucern hammer. The ranger's second AoO severely wounds another, which is then finished off by my readied action despite sucking down a -8 for blasting into melee and past cover. We mop up the remaining meatshields, and I manage to take the final blow on the cleric.

    The cleric is the only one still alive, so we decide to tie him up and heal him back to consciousness. Unfortunately, nobody speaks his language.

    Second Encounter: The Bog
    We come a cross a low-level halfling's second-worst fear, a 3 foot deep bog. I'm a hydrokineticist, but none of the low-level talents let me manipulate or pass through a body of water in any meaningful way. I shamefully hitch a ride on the hunter's shoulders.

    As we cross the bog, 2 giant leeches and a leech swarm all attack. The 2 barbarians and the ranger finish off the giant ones before my turn even comes up. As for the swarm, having good Dex means I'm good at throwing liquid ice and alchemist's fires. I use up both my liquid ices and a borrowed alchemist's fire on the swarm while the oracle unloads on it with burning hands. 3 rounds of wasting alchemical weapons and spells later it's dead, and we fish the unconscious tengu out and heal him up.

    Swarms are a definite "screw you" encounter in any situation. If I could have, I would have been spending burn to get torrent form online, but it has minimum kineticist level 6. Having any soft or low-level AoE form infusion would be good.

    Third Encounter: The Hungry Dead
    We open the door, and disturb a mob of ghouls and festrogs hungry for fresh meat. They quickly clump around the tengu. He drops one and I move into the front. Being unable to move and melee in the same round without taking burn is a nuisance, but one which wil go away at level 5. For now, I go total defense while the reach ranger attacks over my head. This is the life oracle's chance to shine, and I stay total defense for 2 round while he channels the majority of them back to the grave. The half-orc barbarian and I then mop up the few who made their saves against both channels.

    There's a disgusting necrotic blob thing here providing them perpetual rancid meat. The GM gives it's stats that basically say it's not meant to be killed. I realize that if I was a pyrokineticist I could take an hour or so to burn the thing away, breaking any sequel hooks the thing might give.

    The tengu barbarian has to leave now due to family obligations.

    Fourth Encounter: Aghast
    We open a door and identify the inhabitants of this final room as a ghast with ghoul and festrog servants. It tries to treat with us, which is not going to happen given the religious leanings of the party.

    The remaining barbarian rolls an nat 1 on her save against the ghast's paralysis and gets shut down for 3 rounds. I try to hinder it with slick to no avail. Then, cursing my pitiful halfling CMD, I get tripped by one of the festrogs. The ranger soaks up AoOs so I can stand up and hit it with my ranged blast point-blank, taking it out. As I continue to miss the ghast with my blast, it paralyses the ranger and knocks out the hunter. The life oracle wastes the remaining minions with a good channel and keeps us all from death with another. It's looking bad, but then the barbarian's paralysis wears off and she finishes off the ghast before anyone bleeds out.

    Overall Thoughts
    Glad we had that life oracle. Kineticists join every class that's not an alchemist at the totally shut down by swarms table. Lower-level elemental movement or manipulation would be appreciated.

    Grand Lodge

    I don't see how it would work. Zen Archer specifies a bow (not any ranged weapon) for most of its class features, which a gun is not.

    Grand Lodge

    Excaliburproxy wrote:

    Solution 2:
    Here I return to the concept of using your move action to "aim" and boost accuracy.

    I would like to take this chance to point out that there is a feat for that, though its +5 BAB requisite is hard on kineticists.

    Grand Lodge

    I'm not sure if people really like it, or just enjoy arguing over the Burn mechanic.

    I like the class concept, but think Burn may be too much at high levels. What if Feel The Burn stayed the same, but the nonlethal damage from Burn was halved?

    Also, any chance we can get feat and item support for Kineticists teased?

    Grand Lodge

    Let's see.

    Between PFS and home games I have 22 characters built in the PF system.

    6 of those 22 are Halflings.

    Discounting the 2 paladins, there is only a single prepared spellcaster among them (a magus) versus 6 spontaneous casters (1 sorc, 1 bard, 3 oracles, 1 eldritch scion magus).

    Definitely some patterns there.

    Grand Lodge

    My Swashbuckler has managed to survive to nearly 8th level without armor thanks to high dex, a decent buckler, the nimble class feature, and investing in UMD to use a wand of mage armor. A high UMD opens up fun with other low-level wands like longstrider as well.

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


    Grand Lodge

    Sammy T wrote:

    One note: Currently, using the Kinetic Blade/Whip talent does provoke an AOO and would require a cast defensively concentration check to avoid the AOO. This is intended to garner playtest feedback.

    I'm hoping to test it both ways before the end of the playtest. Look for the results of my concentration checks probably next Wednesday.

    Grand Lodge

    1 person marked this as a favorite.

    Finishing thoughts
    I can't complain about the kineticist's accuracy. I missed a lot, but so did the slayer, and the poor occultist with his bow had it even worse. Only the phantom seemed able to reliably land hits, but its damage was weak.

    The phantom was the real star of the show here, able to reliably land hits, make thing shaken on those hits, deliver healing spells and scout. They don't have the raw stopping power of the eidolon, but they make up for it in utility.

    I am very glad for all my investments in HP. Without all of them, I would have passed out in the last fight and possibly been eaten then. If the kineticist is meant to use burn to a great degree, even d12 HD might not be uncalled for.

    Having the kinetic blade vanish at the end of my turn meant I could not provide a flank for the slayer, who never got a sneak attack off the whole module.

    Weapon finesse+kinetic blade may be the ultimate "Switch Hitter" build. You don't even have to spend actions drawing, dropping, and sheathing weapons, you just use your blast as whatever you need currently.

    Kineticists need feat and magic item support. I have no idea what I'll spend this module's haul on. Nor do I have much inspiration on what feat to take when I hit 5th level.

    Kinieticists could use more variety of low-level wild talents. I want kinetic whip and waterdancer, but neither of those are available till 6th level, and greater waterdancer being limited to 10th level is painful. Ride the blast looks great for this kind of build, but it another 10th-level talent. Is there any chance the minimum levels on some of these could be reduced? The 4th level talent leaves me with nothing interesting in this case.

    Until next game...

    Grand Lodge

    1 person marked this as a favorite.

    The game is find is:

    Thornkeep: The Forgotten Laboratory
    GMed by none other than TriOmegaZero. I discuss the unclear wording of kinetic blade with him, and we agree that as it takes place as part of using the attack and full attack actions, which do not provoke, that it does not provoke.

    The Party
    Harmonious Water Lily - My 3rd-level kineticist
    Alaxtor - 2nd-level occultist
    Joshua - 4th-level spiritualist and his phantom
    Uvala - 3rd-level slayer

    Into the Dungeon
    As we prepare to descent the stairs into darkness, the spiritualist hits his phantom with mage armor. I accept one burn point to turn on shroud of water as a +3 shield bonus. This also gets feel the burn active for +1 to hit and damage. The party gets sunrods and light spells up.

    First Encounter: Ooze Ambush
    An ooze tries to get the drop on us. Thanks to perception as a class skill, I am not surprised. The occultist hits the ooze with a flaming arrow, but it shrugs off the fire damage. The ooze rolls a natural 1 trying to hit the slayer. My turn comes up. It's a surprise round, so I can't spend the move action to mitigate burn. I decide to use the ranged blast with the ooze right next to me. It misses its AoO and takes 15 damage from my blast. Everyone else is surprised. Next round the occultist pumps another arrow into it, the ooze misses the slayer again, and I finish it off with a kinetic blade before the rest of the party can act.

    In the aftermath, the occultist has a short conversation with the loot to identify the 1 magic item in it. The phantom phases through the door into the next room and fails its stealth roll, alerting that room's occupants. Not much for me do to here.

    Second Encounter: Goblin Mutants
    This quickly degenerates into a chokepoint fight with the flayer in from of our party, and the goblins piling into a 10' corridor trying to get at her. The spiritualist casts haste, and I realize it won't benefit me unless I'm willing to suck down burn. The phantom is able to move through walls to get in and contribute. The rest of us have little luck. I throw down slicks, the goblins make their saves. The slayer keeps missing and being missed. The phantom is slowly damaging them and keeping them shaken.

    Eventually, I get an opportunity. The phantom and slayer has split the goblins up so that there's only the slayer and a single goblin between me and getting thought he corridor. I use that reckless trait and acrobatics ranks to tumble through the goblin's square. Unfortunately, this puts me into a flank between more goblins. I've already spent my move action getting into position, so I suck down burn and one-shot a goblin with kinetic blade. I am no longer flanked. The slayer, phantom, an me proceed to mop up the remaining goblins.

    In the aftermath the spiritualist uses wands to heal me and the phantom from our goblin-inflicted injuries.

    Third Encounter: Earth Elemental
    Knowledge planes is bizarrely not a class skill for me, so I can't help identify it. Lacing the actions to move up, mitigate burn, and attack with kinetic blade, I just use the ranged blast, missing. The phantom hits it and makes it shaken, everyone else misses. Next round I 5' step and hit it with kinetic blade for 10 damage, but it hits me back for 11. The phantom hits and renews its shaken state, everyone else misses. Next round everyone misses, including the element thanks to being shaken. The occultist finishes enlarging the slayer, who misses. i finish the elemental off with another kinetic blade.

    We find some books in Draconic. The occultist translates them with comprehend languages. The spiritualist heals us up with wands.

    Fourth Encounter: More Goblins
    I stealth ahead into an alchemist's lab, but get spotted. Two goblins miss me with alchemist's fires, the third one sets off an explosion. I make the reflex save for half. I inflict some serious damage back with kinetic blade. The slayer finishes off a goblin who was caught in the explosion. Another explosion goes off and I again make the save. I finish off the second goblin with kinetic blade, and the rest of the party take out the third.

    We find potions. While I chug the healing potions, the phantom chugs the invisibility potion and goes scouting in incorporeal form.

    Fifth Encounter: Alchemist and Minions
    The phantom phases through the door back in ectoplasmic form and gets hit with a bomb for its troubles. It opens the door and the spiritualist casts haste. I rush up to the enemy alchemist and lacking another move action to mitigate burn, go total defense. The alchemist drinks an extract and levitates up 20' to the ceiling. The slayer comes in and starts struggling with his iron cobra minion. I show the alchemist he can't escape me that easily and slap him with a ranged blast for 17. He retaliates with a bomb, which the environment boosts to a whopping 20 damage, killing his homunculus int he process. I'm still fighting, and the spiritualist heals me through his phantom. I hit him with another ranged blast, then the occultist stops missing and finishes him off. I 5' step and help the slayer finish off that iron cobra with it's troublesome DR 5/-.

    In the aftermath, the occultist identifies one of the vials we find as containing a CL-boosted potion of Cure Moderate. Given that I've been a HP sponge the entire scenario, I keep it for later.

    Sixth Encounter: Dire Rats, Goblin Test Subject
    The dire rats go down quickly to the phantom and my kinetic blades. The goblin proves trickier. The goblin has the ability to go invisible as a move action, which means a game of cat and mouse. Several of us keep finding him by walking into his square and revealing him as he takes the resulting AoO. The goblin lands an early critical on the phantom, forcing it to withdraw until the spiritualist can heal it. In the chaos, the occultist goes down. I manage to revel the goblin by failing my acrobatics check to move through his threatened squares and provoking. I slick his axe before he can think of coup-de-gracing the occultist. He goes invisible and picks his axe back up and I start pouring our previously-found potion down the occultist's throat. He attacks me while I'm in the process, eating a readied action critical hit from the slayer. He's very dead.

    In the aftermath, the spiritualist again gets us to full health with wands.

    Seventh encounter: Spiders!
    We know there's a swarm of spiders thanks to the phantom's earlier scouting. I win initiative and toss in a pellet grenade. The swarm and a giant spider come out to meet us. I mange to roll natural ones against both their poisons and take Str and Con damage. Everyone tosses their alchemist's fires at the swarm, having no AoE casters in the party. I take some splash damage. Between burn, splash damage, spider bite damage and con damage I'm 3HP away from passing out, I pass my save against both poisons but not distraction, I move away from the swarm and big one, making my acrobatics check to avoid an AoO. The grenade goes off and takes a chunk out of the giant spider. The remaining party members finish off the swarm thanks partly to the slayer's swarmbane clasp. The big spider tries to finish me off. Cornered, I hit it with kinetic blade and finish it off.

    We know there's one more construct waiting for us, but the casters are out of spells. We decide to call time on the module.

    Finishing thoughts next post...

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