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Arutema's page

Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Texas—Houston. 577 posts (856 including aliases). 2 reviews. No lists. No wishlists. 32 Pathfinder Society characters. 1 alias.


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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

1 person marked this as a favorite.
Pathfinder Card Game Subscriber
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

1 person marked this as a favorite.
Pathfinder Card Game Subscriber
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

1 person marked this as a favorite.

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

5 people marked this as a favorite.

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.

Grand Lodge

Pathfinder Card Game Subscriber

I tend to prefer martials with some casting ability. Paladins, Bards, Swashbucklers with max ranks in UMD...

Grand Lodge

Pathfinder Card Game Subscriber

I have to say, compared to the Red Raven artwork we've seen before, I prefer the new design/costume for the simple reason that it does a much better job of concealing the wearer's face.

Grand Lodge

Pathfinder Card Game Subscriber

Depends. Can't but help but wonder if that's the same Red Raven we last saw in

Spoiler:
Requiem for the Red Raven (is it a spoiler if his name's in the title?)

or someone else who's taken up the identity.

Grand Lodge

Pathfinder Card Game Subscriber

Day 2 of trying to download a single PFS scenario.

Please, admit that the personalizer is not delayed, it is flat-out broken, and take whatever steps you need to to resolve.

Grand Lodge

Pathfinder Card Game Subscriber
Legio_MCMLXXXVII wrote:
I've been trying to download Blood of Shadows since about 7:30. This is getting pretty ridiculous, and someone should probably see about fixing this issue.

I've been waiting a good hour for a PFS scenario to finish personalizing. Good to know it's not just me. It seems the poor server is pining for the fjords.

Grand Lodge

Pathfinder Card Game Subscriber

On the flip side, I've on occasion used the run action to get core halflings in armor into the fray when the medium creatures in the party were "only" double moving.

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

Have:

Undine x 2
Sylph
Vishkanya

Want:

Non-racial boons, especially weapon training boons. PM any offers.

Grand Lodge

Pathfinder Card Game Subscriber
Robert Mullen 103 wrote:

So the weapon the gearsman uses in the last dungeon of Fires of Creation, the engineering deck, is a neural inhibitor that's damage is noted at 1d5+5 plus resonance. What is this resonance? I can't find this as a weapon ability anywhere and it appears to only really be associated with the Ioun Stones.

Anyone have any ideas what in heck this "with resonance" means? Could use a hand with this.

Thanks.

I'm away from books at the moment, but I think resonance is an ability of the neural inhibitor which is listed in the Iron Gods Treasures section of that AP volume.

Grand Lodge

Pathfinder Card Game Subscriber

Kinetic blast makes an attack roll, so you can sneak attack with.

Only melee attacks get flanking, so you need kinetic blade or kinetic whip to get flanking with kinetic blast. Otherwise, you're limited to sneak-blasting creatures that are flatfooted or otherwise losing their dex bonus.

I'm curious which ninja tricks you're interested in. The unchained rogue tends to outclass it otherwise.

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

Let's see, my deaths:

Monk pincushioned by a high-op archer when said archer failed a confusion save. Said archer paid for the res. (Gravity bow crits hurt, never mind the rest of the full attack.)

2 different characters, paladin and ranger killed in 2 different scenarios by Babau sneak attack longspear crits.

Playtest swashbuckler killed by trying to stand up while threatened by a certain NPC magus and dispatched with a rapier crit. (Playtest version didn't have the kip up deed.)

Low-HP bloodrager got crit by a ranger boss with me as its favored enemy.

In fact, the only one that didn't involve critical hits was my Str-dumped summoner who went up a gainst a shadow at level 1.

But I have no ill will against the critical hit mechanics, especially because of how satisfying it can be to confirm on a tetsubo or firearm crit in a dire situation.

Grand Lodge

Pathfinder Card Game Subscriber

Searing Flesh strikes me as a good deterrent to things whose attack routine looks like "Bite, 2 claws, 2 wings, 3 prehensile asses." The damage will add up over attacks, and hopefully encourage the monster to go after a less painful target.

Grand Lodge

Pathfinder Card Game Subscriber

I wonder if the design team anticipated a flood of "small medium" jokes when they gave halflings one of the better medium favored class bonuses.

Any way, on to my actual question; I'm building a halfling medium, and wondering whether it's worth taking two-weapon fighting and using a double weapon in order to get more chances per turn to apply my spirit and seance bonuses.

The double weapon seems to have an advantage over two light weapons that I can use it as a two-hander in turns I only get one attack in. But, I'm still not sure the extra attacks are worth having to split points between Dex and Str.

Thoughts?

Grand Lodge

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

Yeah, that will be a problem. I'm surprised that the Technology Guide doesn't have any sort of translator in it. Though I do see one in Lords of Rust. Rather than just leave one of those lying around, I may do something to play up the horror factor.

One or all of them will wake from stasis able to read and speak Androffan. Careful examination will reveal implanted skillslots, with Androffan language skillchips inserted. This will give them a common language with at least someone on Golarion (Baine knows Androffan).

And of course, this raises the question of who had them implanted without their consent, and what else might be implanted.

Grand Lodge

Pathfinder Card Game Subscriber

So I'm gearing up to run this for some experienced players who are also die-hard PFS GMs.

I want to get crazy with races.

Really crazy.

Race-builder crazy.

I'm giving my players instructions to create alien races with the race building rules, as well as to agree on some backstory details like a common homeworld for these races.

They'll start the adventure coming out of cryostatis in an area that then connects to A1 (as backup power to that area runs out). Due to the cave entrance being underwater, I don't expect they'll be able to exit for a while, possibly not till they accidentally rescue Khonnir. (I will switch out one of his prepared spells for Water Breathing.)

Then they can leave, visit Torch, learn Common, and find out just how far from home they really are.

I know I'll have to carefully tailor the loot in the early areas to what they'll need, having no access to shops yet.

Any suggestions? Especially in motivating PCs who effectively can't go home to carve out their niche as heroes on a new world?

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

1 person marked this as a favorite.
Will Huston wrote:
Is there a place that actual says the deific obedience to Lamashtu is not legal for PFS play? I don't actual relish the idea of role-playing it out, but I am building a demon unchained summoner and was planning on worshiping Lamashtu, and I saw the evangelist class for the Mother of Monsters has summoner specific bonuses.

Additional resources: " Misc..: all material in chapter 1 is legal except pages 92-99;" Pages 92-99 are the Lamashtu article which includes her obedience.

Grand Lodge

Pathfinder Card Game Subscriber

Panda, it's the medium animal companion that bites like a huge animal companion.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Card Game Subscriber

Reviving this thread with my wishlist:

Secrets of the Harrowed Medium - A book dedicated to the 54-spirit Harrow-card based Medium we saw hinted in the playtest.

30 Pages of Kineticist Wild Talents (Working title) - More wild talents for the 7 elements published so far.

Unarmed Tactics Toolbox/Unarmed Master's Handbook - Archetypes for the Unchained Monk, unarmed-focused archetypes for non-monks. Maybe some support for natural weapons too?

Grand Lodge

Pathfinder Card Game Subscriber

You'll definitely either want Logical Spell or a metamagic rod of the same to deal with the consequences of fear effects.

My experience so far playing a mesmerist is to always have something you can do if things are immune to mind-affecting. Psychic inception helps, but your actions may be better spend buffing your allies in some fights than trying to get through all a construct's immunities.

Also, be sure to remember all your many class features. We nearly TPKed the last time I played my mesmerist, in part due to me forgetting to apply painful stare damage.

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

1 person marked this as a favorite.

If something is not listed as legal, then it is not.

However, there is a boon combination that opens up the Ganzi, I'd suggest hitting the boon trading thread.

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

It changes frequently enough, I don't bother to print it, I just bring up the web version on my phone or tablet as needed.

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

BigNorseWolf wrote:
Tipster74743 wrote:
I'm kinda shocked to see people so down on Swashbucklers. They parry everything, it's hard to hit them in melee combat and they have d10s for health and nice reflex saves... they aren't crappy by any means.
But there's little reason to stick with the class after 5 levels. Your low fort and will saves are a liability, you gain penache off of your cha, the extra penache feat, not your level.

If you're relying on the Precise Strike deed for damage, you want as many swashbuckler levels as you can get, since that deed scales only with swashbuckler levels.

Back on topic, here's my class totals:

Undine Swashbuckler 11: Started in the playtest, took some time to come online, but can be quite damaging in melee and parry/riposte makes you hard to hit and able to throw on even more damage from riposte attacks. Piercing weapons are also fun to combine with a racial swim speed.

Halfling Kineticist 8: Also started during that book's playtest. This one's an air/water build based around kinetic blade and soon whip. A very strong damage-dealer with some utility.

Kitsune Mesmerist 2: This is the one GMs hate due to the ability to lockdown enemies with weak will saves, which is a lot of PFS enemies.

Tiefling Medium 1: Not completely sold on the class, may become a brawler or Iroran paladin before play at level 2.

Grand Lodge

Pathfinder Card Game Subscriber

Another Numerian technomancer here.

Or, since I sew in my spare time, tailor. That might have better life expectancy than meddling with Numerian tech and Technic League politics.

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

1 person marked this as a favorite.

We still need volunteers, and there's something new to volunteer for: Demoing the Pathfinder Adventures card game.

You can sign up to lead that on Warhorn. As always 8 hours of running gets a free badge. You'll need a Owlcon.com account to claim your badge as always.

We are also in need of general con volunteers. You can sign up for that at Owlcon.com as well once you have an account and are logged in.

So come; explore, report, volunteer, cooperate!

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