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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

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

Grand Lodge

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

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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

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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

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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

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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

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    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

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    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

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    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

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    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...

    Grand Lodge

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    Reading through the playtest classes, the only one that really caught my interest was the kineticist, with it's all-day elemental powers. I decided to turn a 3rd-level blob of PFS GM credit into a kineticist. I picked water as my element due to that element's flexibility. Seeing that many of the playtests thus far had played the class as a ranged attacker, I decided to focus on kinetic blade instead for variety. In short, I think that worked out well.

    Character build process and commentary:
    Race selection: I initially considered using one of my Undine boons for this character. They fit thematically, and get the ability to swim and possibly breathe water natively, which would free up a couple wild talent slots. In the end, I decided that the Halfling's +1 size bonus to attack and AC and saving throw bonus beat that out for general utility. Kinetic blade seems an ideal melee option for small characters, as the damage does not scale down based on size.

    Ability scores
    After racial adjustments:
    Str 10, Dex 18, Con 16, Int 12, Wis 10, Cha 9

    I hate to dump Cha to this extent, but the class needs Dex and Con as high as you can get them, and I wanted that extra skill point that comes from Int 12.

    Skills and traits
    The very poor assortment of class skills and low skill points are a big limiter here. For the element-manipulating martial artist people like to fluff them as, it lacks Acrobatics as a class skills regardless of element chosen. For an elemental-themed mystic, it lacks Knowledge (Planes) to actually know about the elemental planes, again regardless of element chosen. It badly needs more skill choices so it can more easily fir these concepts. Extra skill points would help the class live up to these concepts and contribute out-of-combat.

    I take the Reckless trait to make acrobatics a class skill, and put my skill points into acrobatics, stealth, and perception. My other trait goes to Focused Mind, which is a given for anyone who needs to make concentration checks.

    Weapon Finesse is necessary for Dex-based melee.
    Toughness comes next to help deal with burn.

    Finishing Touches
    Favored class bonus goes into HP, because d8 HD and burn mechanics.
    I decide to be a TN worshiper of Irori and a dropout from the Houses of Perfection. Vudrani goes into the bonus language slot to match that fluff. Wild talents are Kinetic Blade (obviously) and Slick (for extra utility.) I take the water blast for its superior damage and not having to deal with resistances and SR.

    Gearing up
    GM credit leaves me with 3311 GP to spend. Having no need for even a masterwork weapon, 2100 of that gets spent on a +1 mithral chain shirt, 750 on a wand of cure light wounds to loan out to party healers, 100 to potions of cure light wounds, and then on to mundane gear, and a few alchemical weapons to deal with swarms. (Why no low-level AoE blasts?)

    Now I'm ready for game time (continues next post)

    Grand Lodge

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    Building my hydrokineticist, I saw use Magic Device and the list of class skills, and that got me thinking....

    What if a kineticist could use items containing spells with the [Fire],[Cold],[Acid],[Electricity], or [Force] descriptors without needing a UMD check if the descriptor matches her element?

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

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    Louis Manko Levite wrote:
    Or 2nd with MoMS.

    Which, getting back to what was said earlier in the thread, seems to indicate that the MoMS is the problem.

    Grand Lodge

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    New Society recruits - who is secretly a Kitsune?

    Grand Lodge

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    I'm more worried about what sort of campaign you're playing if your PC is sacrificing an unwilling living creature daily, since that's required to stay an Evangelist of Lamashtu.

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

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    Saturday, September 13 at Ettin Games, Humble TX
    10AM – Midnight

    Join us as we ring in the Year of the Sky Key at Ettin Games with:

    10 AM – 2:30 PM:
    5-99: The Paths We Choose

    The failure of Mendev’s wardstones set in motion not only a new crusade but also catalyzed a change in the Pathfinder Society’s various factions. As the Pathfinders prepare to march on the Sky Citadel Jormurdun, members of the various factions scramble to consolidate their gains and neutralize their enemies. If they succeed, the Pathfinders may discover that the greatest prize is not the mountain fortress itself but the treasure that lies at its heart.

    3PM – 7:30PM:
    6-00: Legacy of the Stonelords

    At long last, the Pathfinders have reached the lost Sky Citadel Jormurdun only to find it already occupied by fiends and subterranean foes. The Society must mount an epic offense to explore the immense subterranean city while simultaneously driving off the squatters within.

    8PM – Midnight:
    6-01: Trial by Machine

    More than a millennium has passed since the “machine mage” Karamoss’s failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs’ resourcefulness and skill to make it out alive.

    6-02: The Silver Mount Collection

    The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its “stolen” property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.

    6-03: The Technic Siege

    When the Pathfinder Society acquires a copy of A Thread of Silver, a written survey of some of Numeria’s most closely guarded sites, the Technic League dispatches its own agents to the Pathfinder lodge in Nantambu to recover the text and make an example of those who would investigate Numeria’s otherworldly secrets. Can the PCs prevent the League from stealing this valuable tome and destroying the Society’s foothold in the Mwangi Expanse?


    Admission to this event is $10, which will be refunded to you as store credit.


    Signups can be found here, on the Houston PFS Warhorn.

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

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    Ring_of_Gyges wrote:
    Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.

    Forget scrolls, wear First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly, they're always at hand.

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

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    I tend to get quizzical comments for having an Asmodeus-worshipping Cheliax-loyalist halfling.

    Grand Lodge

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    For the human-free setting I'm working on:

    1: Halflings
    2: Dwarves
    3: Reflavored Drow
    4: Elves
    5: Kitsune/Tengu (tie)

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

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    You cannot take the prestige class (or at least cannot benefit from it), as Chaldira has no obedience published.

    You can be a warpriest, due to the following text in the warpriest class description under Blessings:

    Deities grant blessings of the same name as the domains they grant.

    I hope we do see obediences for the lesser and racial deities published, but until then, you cannot benefit from feats or PRCs that require an obedience if you worship those gods.

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

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    ... the warpriest of Rovagug has the best diplomacy modifier.

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

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    From a run of 'The Mantis's Prey':

    Player: I manticle[sic] him.
    Me: Manticle?
    Player: Yes.
    Me: You've been fighting too many mantises.

    From 'Rasputin Must Die'


    Player: I disbelieve.
    Me: The tank?
    Player: No, Russia.

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

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    ... the players are too busy referencing Monty Python to listen to the VC briefing.

    Grand Lodge

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    revaar wrote:
    Judging by a lot of the catfolk builds I have seen, the entire race has been adopted by half orcs and breed for larger teeth.

    I, for one, welcome our Orc-bred Smilodonfolk overlords.

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

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    ... your Sorcerer with the wand of cure critical is pulling healing duty.

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

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    The Fox wrote:
    hotsauceman wrote:

    Also, There is such a thing as a silencer for your gun, Oil of silence is 250 gp and makes your gun silent for 1hr.

    Be careful though: it also may well tick off all the spellcasters in your party, and makes healing you a bit more problematic, even from a wand.

    (And, I think it is 300 gp)

    An oil of the spell Silence is indeed 300gp.

    An Oil of Silence is a specific magic item which silences only a single target firearm.

    Curse you duplicate named items!

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

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    ... your magus with a wand of Infernal Healing is the party healer.

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

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    nosig wrote:

    wait, are we saying Druids ACs and Summoners Eidolons with Lessons of Chaldira are overpowered?


    What's the Handle Animal DC to teach a tiger religion?

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

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    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.

    Grand Lodge

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    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
    Spell-Like Abilities
    . . 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
    Special Abilities
    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.

    First encounter:


    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.

    Second encounter:


    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.

    Third encounter:


    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.

    Fourth encounter:


    Dogs. Nothing much to say. I do weakish damage again, then the ranger and eidolon finish everything off.

    Boss encounter:


    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.

    Grand Lodge

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    Scavion wrote:
    Prince of Knives wrote:

    Heh. It's another one of those, "3.5 did this already and the world didn't end," things, to be perfectly honest.

    Its a full 3 levels before the earliest class can get pounce!(Druid 6th via Beastshape 2)

    Op! Everyone dips Swashbuckler!

    I jest of course.

    Don't be silly. Eidolons get pounce at first level and a spellcaster companion.

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

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    James McTeague wrote:
    Mason Whitlark wrote:
    Beyond Kyle's with the strange ability to live, what other goblins are still running around?
    I know I ran for a goblin bard at Gencon and didn't manage to kill him (not from lack of trying though - that middle encounter in Feast of Sigils is pretty scary!)

    I know of at least one Goblin in Houston that exists only as a stack of GM credit and it therefore still alive.

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

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    It will be a few more levels till I can pull it off, but:

    "I am Riddywhipple the magnificent!"

    The brightly colored dragon indicates the strange grey creature whose head it is perched on.

    "Oh, and this is Fred."

    "Thank you, Riddywhipple."

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

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    Welcome to the team.

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

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    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.

    Grand Lodge

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    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?

    Grand Lodge

    6 people marked this as a favorite.

    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.

    Grand Lodge

    23 people marked this as FAQ candidate. 5 people marked this as a favorite.

    If you take levels in a class which grants an animal companion after taking the Animal Ally feat, can the your effective Druid level ever exceed your character level?

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