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FullStarFullStarFullStarFullStarFullStar RPG Venture-Captain, Texas—Houston. 516 posts (794 including aliases). 2 reviews. No lists. No wishlists. 26 Pathfinder Society characters. 1 alias.


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

It is never acceptable to add new items to chronicle sheets, so a core character would not be able to keep it past the end of the module.

That said, newer chronicles are listing non-core mundane gear, so core characters playing more recently released or sanctioned material will have more options.

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Unchained Paladin, with options and codes for all 3 good alignments.

Unchained Antipaladin, with stuff for all 3 evil alignments.

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Benjamin Milarch wrote:
Mesmerist is currently my second-place option, but I'm not sure what kind of kingdom would be built by an elusive master liar.

Why, a wretched hive of scum and villainy, or course.

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My first is a 'monk' who prefers to get up and close and punch things with the power of water and lightning. (Not actually an elemental ascetic, just a kinetic blade build.)

My second will be a 'black knight' who wears heavy armor and wields a sword made of pure shadow. (Void kineticist this time.)

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Thomas Austin wrote:

*What's the worst gaming thing you've ever done?

Charged a troll, at level 1. (We only survived because they have poor will saves and we missed the 1/day limit in the daze cantrip.

Thomas Austin wrote:

*The most munchkin-ed PC you've run?

A mostly core sorcerer that could pump out 29d6 damage each turn at level 13. Killed the final boss of Eyes of the Ten in 2 turns with that.

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

1 person marked this as a favorite.

Season 4 - early season 6 have a habit of assuming you have the following:

Core Rulebook
Bestiary 1
Bestiary 2
Bestiary 3
Bestiary 4
Gamemastery Guide
NPC Codex

I consider that too much to haul personally, so I carry only B1 and CRB. Once I know that I'm running next week, I'll go over the PDFs for the others and print the relevant pages for my scenario. This keeps my hardback book load within reason.

Grand Lodge

It's currently possible to make a Dex monk with the Weapon Finesse feat and an Agile Amulet of mighty Fists.

I've played such a monk. The main thing you get out of a Dex monk is really good AC, as you don't have to choose between Str for damage or Dex for AC.

I would dare say it actually makes the (pre-unchained) monk a viable frontline fighter instead of a MAD mess.

Grand Lodge

What do you want to play? The rogue/bard will be bringing at least a little healing. You may want to keep him stocked on wands of the healing spells and play whatever you want.

Another choice is to similarly, play something with good charisma max use magic device, and again, stock wands of healing spells.

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

Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?

Written by Neil Spicer

GM Jacob Savage

Signups on warhorn

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Checking the wording on Flame Shield. Is it meant to damage weapons like Searing Flesh does? It's currently lacking any wording that it affects weapons which strike you.

It could seriously change my rating of fire if it does.

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Johnny_Devo wrote:
Arutema wrote:
Occult Adcvntures wrote:
At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
No restrictions on the levels of the talents.
Am I just reading this totally wrong?

Nope, looks like Taenia and I missed that bit.

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Occult Adcvntures wrote:
At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

No restrictions on the levels of the talents.

Grand Lodge

Catharsis wrote:
Dekalinder wrote:
Ok, here is my contribuition. Water defence is total crap. Why? Simple. Kinetic blades action economy prevents you from Gathering Power and also locks you into single weapon 1H combat style. This means your off-hand is totally unemployed. As such, every melee kinny should do himself a favor and pick up a mithral heavy shield.
Your off-hand doesn't count as free if you have a heavy shield (that's why you also can't use that hand for casting or holding a weapon). You can certainly get a darkwood buckler, but Water's defense basically starts at +3 AC (assuming 1 Burn, which is worth it). At higher levels, the AC bonus over what you can normally afford becomes greater. I'd certainly consider that better defense than Aether's. Earth & Water combined should be perfect for a meleeist.

You may still want to gather power to apply a substance infusion to your blade. Bucklers will be discussed in the equipment section, but aren't a bad idea if you don't go water.

Johnny_Devo wrote:
A thing of note, celerity functions as haste, and even has the same duration if you use a burn. Burn is like your spells per say, so i like to think that 1 burn is almost cheap for a powerful ability like haste. Plus you have the option of ending low challenge encounters without spending resources simply by being a celerity buffer every turn. But those are just my reasons for picking air.

I was going to give celerity a low rating, but you've convinced me otherwise. Being able to add an extra hit for multiple rounds for 1 burn is incredibly good.

Johnny_Devo wrote:
Back to the low level thing though, i almost feel as if targeting touch ac means the firing into melee penalty is negligable in comparison to normal ac. Plus you can always target enemies that arent in melee. The archer there, the wizard here, the dude closing in on the combat. I just feel that avoiding the -4 penalty isnt quite a good enough reason to focus on melee early levels. You're certainly putting yourself into much more danger.

If an energy blast is you only blast, what's your backup plan for when things are immune to it? I haven't had a chance to playtest a low-level build with just energy yet, so I'm curious to know your tactics.

EDIT: Chapter 3 has been updated with revised ratings and new text on specific element combos.

Grand Lodge

The main reason I see melee as good at low levels is that you do not need Precise Shot and its feat tax Point Blank Shot to contribute without taking a -4 to most attack rolls.

In going through the wild talents section, I think air may deserve a boost in ratings. It lacks a defense that works well with melee, but it gives incredible utility talents.

My reading of celerity however is that it uses up your standard, so unless you take burn every single fight, only your party benefits. It feels like a poor tradeoff compared to a wizard or sorc who can just cast haste (or later on, the cleric or oracle who can cast blessing of fervor.

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Chugging through the wild talents section now. There's a lot more of them than I thought. Hopefully, I will have it up by tomorrow night.

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Johnny_Devo wrote:

So I was thinking about the interaction between conductive and the kinetic blasts, and I'm wondering just what you can do with it.

infusions wrote:

Each time the kineticist uses one of

her kinetic blast wild talents, she can apply up to one associated
form infusion and up to one associated substance infusion
Conductive wrote:
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

Basically, I'm wondering if the kinetecist is actually able to use infusions with the conducted blast, and if so, what the cost is.

You quoted it yourself, but didn't highlight the relevant part.

(If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.)

Grand Lodge

Sphynx wrote:

Bowling: Trip Maneuver vs CMB Roll

Entangling: Reflex Negates 1 minute of Entanglement, can Escape Artist out.
Pushing: Push those in melee away 5' (AoO?)

Those are the only options from what I can see, and I kinda think Pushing is the best of the 3?

Depends who you're fighting. Being entangled can really nerf a caster.

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

Chris Mortika wrote:
So far as I can tell, whether scrolls work in a spring-loaded wrist sheath is table variation. I used to allow it, but someone made a convincing argument against it. So, not at my table.

Rather than try to jam a scroll into your buddy's wrist sheath, why not solve that problem yourself? Wear a Lesser Talisman of Life's Breath from Occult Adventures. Automatic Breath of Life when you die, no worrying about your buddies trying to reach you in one round either.

Grand Lodge

Galatina91 wrote:
Since you're modifying it right now, I suggest you to add that a darkwood heavy shield makes the shield proficiency feat redundant.

Proficiency yes, but not the need to have both hands free to gather power.

A masterwork buckler is what you want if you're not using shroud of water's shield bonus, because a buckler does not take a hand.

Grand Lodge

Here is what my Dex paladin is looking like at level 4:


Azalea Pavonis
Female halfling fighter 2/paladin 2
LG Small humanoid (halfling)
Init +4; Senses Perception +1
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size)
hp 40 (4d10+8)
Fort +12, Ref +8, Will +6 (+1 vs. fear); +2 vs. fear
Speed 30 ft.
Melee mithral dogslicer +11 (1d4+4/19-20)
or mithral dogslicer +9 - piranha strike (1d4+8/19-20)
Ranged longbow +9 (1d6/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +4; CMB +3; CMD 17
Feats Piranha Strike, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dogslicer)
Traits captain's blade, fate's favored
Skills Acrobatics +10 (+11 while on a vessel afloat on water), Climb -1 (+0 while on a vessel afloat on water), Diplomacy +10, Handle Animal +10, Knowledge (religion) +6, Perception +1, Survival -1 (+1 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling
SQ lay on hands 4/day (1d6)
Combat Gear oil of bless weapon, oil of magic weapon, wand of cure light wounds, alchemist's fire (2); Other Gear mwk chain shirt, mwk buckler, arrows (40), longbow, mithral dogslicer, muleback cords, wayfinder, artisan's outfit, canteen, grappling hook, halfling trail rations (4), ink, black, inkpen, masterwork backpack, paper (5), silk rope (50 ft.), wooden holy symbol of Chaldira, 605 gp, 9 sp
Special Abilities
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.

Highlights: Dex to damage and piranha strike come online 3rd level. Captain's Blade trait adds acrobatics as a class skill. Switch out for another similar trait if society faction traits are not available. Fate's Favored will further boost my saves as I start getting into magic items which grant luck bonuses to them.

As I level up and get more general feats, fighter levels will be retrained into paladin levels, and the combat feats I lose will be re-taken as general feats.

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Aziraya Zhwan wrote:

One thing that I don't understand is that people say you don't qualify for certain infusions and the like until much later than I'm reading.

Case in point: "Level 12: “Only” a utility talent, but what a talent it is. You now qualify for Ride The Blast."

In my PDF, Ride the Blast is listed as "Level 6". What am I missing that makes you unable to take it until level 12?

Occult Adventures page 11 wrote:

Every wild talent has an effective spell level. A kineticist
can always select 1st-level wild talents, but she can select a
wild talent of a higher level only if her kineticist level is at
least double the wild talent’s effective spell level.

Grand Lodge

cavernshark wrote:
Arutema wrote:
Open to feedback and comments here.

Thanks for posting this. I've been the most interested in melee kineticist builds. What are the last two chapters you plan to write?

One thing that might be helpful in the elements section or in a future builds section if you add a note for each element on how it does as a primary or secondary element, especially since it seems like Level 7/8 is a big inflection point in the path of a melee kineticist. Your discussion helped me understand some of the trade-offs in more practical terms and it'd be nice to see it spelled out a little more explicitly

Would you agree with some of these assumptions (from the perspective of PFS in particular, where 12 is probably as high as anyone is going to get)?

If you want to maximize expanded defense, the following combos would be best:
1) Earth (P) / Water (S) - gets the two best defenses, and can get an energy blast with water (but no composite).
2) Earth (P) /Aether (S)- gets two strong defenses, but no energy attack and two attacks that do similar damage types.
3) Aether (P) / Water (S) - gets two strong defenses, but only a weak composite blast. Can use loosened telekinetic blast with special weapons to bypass DR.
4) Water (P) / Air (S) - Gets a physical and elemental attack, plus a composite and two defense talents (one good, one weaker).

If you want to go kinetic whip, the following combos would be best:
1) Aether (P) / Aether (S) - get an energy attack composite for when it's needed and whip at level 7; can use loosened telekinetic blast with special weapons to bypass DR
2) Earth (P) / Earth (S) - No energy composite, but can pick up Rare Metal infusion to bypass DR, best defense talent
3) Air (P) / Air (S) - Rarely energy blast + composite, defense becomes a little more useful with reach, no good way to bypass DR except with energy blast
4) Water (P) / Water (S) - Only bludgeoning and cold, but a good defense and decently strong utility talents

If you want to specialize in a...

Sounds about right. I'll expand the element selection chapter to include this when I next revisit it.

Chapter 6 is planned to be Wild Talents, with chapter 7 as gear. Possibly a chapter 8 for archetype discussion and sample builds.

Grand Lodge

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As I worked to convert my playtest kinetic blade build to the final released version, I started taking notes on what was good and not, those notes became a short guide, then a long one.

As I'm 5 chapters (out of a likely 7) in, I figured it's high time I open it to community feedback.

This is not a general kineticist guide, those have been written. This is a guide to a specific, but still flexible build; the blade kineticist, who rushes into melee to deliver the beatdown with kintetic blade. As such, options will be looked at through the lens of how they interact with kinetic blade.

The guide (and not much else yet) can be found on my blog.

Open to feedback and comments here.

Grand Lodge

Johnny_Devo wrote:
One thing that the class seems to clearly encourage is switch hitting, or even dedicated melee builds. I would like to see different thoughts on making that work, personally.

Having a fair degree of experience with a playtest kinetic blade build, I'm considering drawing up a guide to the blade kineticist, but I want to get more post-playtest experience to see how changes have settled before I do.

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The Spellscar Drifter It trades out much of the cavalier's charge-related abilities for firearm-related ones, including a free gun. What's missing? Challenge remains melee-only, so you can't use it with your gun.

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

Chris Mortika wrote:
Kelly, players are required to play "Devil We Know" parts 1 and 2, then part 3, and then part 4.

Unless I'm mistaken, you can play other things in between, unlike Eyes, which you cannot leave to play other seeker-level content.

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

The only scenario series which truly locks you in till you finish all parts of the series is Eyes of the Ten.

Other series like The Quest for Perfection can be played in any order in fact, and you can play other scenarios between the parts.

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

4 people marked this as a favorite.
TheFlyingPhoton wrote:
John Compton wrote:
You should not need to do anything other than withhold any prestige noted in the adventure

I wasn't thinking in terms of how to/permission to slap them down when they do something wrong, more of wondering how to nudge in the right direction beyond just going, "Are you sure?"

I'll list my examples

** spoiler omitted **

** spoiler omitted **...

Yikes! Sounds like some players need warnings that evil alignments are not playable, and that is what they are on the road to becoming.

Grand Lodge

I'd say air or water could so it easily. You get both physical and energy blasts to change up depending on what you're facing, and a decent selection of utility talents.

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

Kalindlara wrote:
poundpuppy30 wrote:
All those people wanting Kitsune chronicle sheets, the boon restriction was removed for season 6 and you can just make as many as you want if you have the book with them in it.
I think there are still other uses for a boon - ones that give you a benefit on checks involving a certain race, or let you take a feat or something, as long as you have a boon for that race. I could be wrong, but I recall hearing about such things...

Precisely. The Xenophile and Xenophobia boons both require a race boon attached, and give benefits based on which race is attached.

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Hazrond wrote:
Just one thing about Devastating Infusion, it locks your blast at 1d8 with no dice scaling, so your blasts are going to be individually much weaker than a normal kineticist

And combined with working with only physical blasts, it will make DR and hardness a total pain to deal with. Fortunately, as mentioned up-thread, you can still use the regular kinetic blade also.

That said, losing out on the utility talents is just too painful for my tastes.

Grand Lodge

Favored Class bonuses for Geniekin kineticists. Or just the ability to replace their sorcerer/cleric elemental affinity traits with kineticist-friendly versions.

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

I GMed this a couple weeks ago and had a blast. In retrospect, I'm glad I had no dark archive PCs at the table however.

Spoilers for dark archive mission:


So one of the players finds an area of magical darkness. He goes in alone and finds a reasonably dry book at the center. Trying to communicate back to party members, he finds it drown out his voice with the sound of screaming dwarves.

He does the perhaps sensible thing in the circumstances and sets the evil book on fire.

I double-check that there are no dark archive players at the table and it burns.

Kreighton Shane is furious when he finds out.

Grand Lodge

I would point out that the option to get in people's face and full-attack with kinetic blade is quite nice.

Sure, you lose out on elemental overflow damage now, but you're still full-attacking with your blast.

And with the right elemental defense, you can have quite good AC while doing it too. And you likely have enough HP to afford a few hits.

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Arachnofiend wrote:
Rynjin wrote:
Castarr4 wrote:

First big thing I noticed: Scarred Witch Doctor isn't Con based anymore.

So WTF is the point of it then

So that orcs can be witches without being -4 compared to everyone else in the class, I guess. The Scarred Witch Doctor was a bad idea from the start, but they can't just git rid of it entirely so they nerf it to the point where no one will use it.

Wait, never mind, this makes Half-Orc Scarred Witch Doctors the only people that can start with a 22 in their casting stat. Derp.

Ifrit sorcerers would disagree with that statement.

Grand Lodge

Melkiador wrote:
I'm almost certain the Scarred Witch Doctors get free rebuilds, since their key stat changed.

That archetype was never PFS legal to begin with.

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

They are a 4-part adventure which you must play start-to-finish with the same character.

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

The Fox wrote:

Yes, Familiars need to take the Extra Item Slot feat to gain access to those items.

Note also that barding/armor is not available for Tiny familiars (because there is no way to determine the price of such armor).

Tiny armor prices are spelled out on page 153 of the core rulebook.

Tiny and huge weapons are what is not priced.

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

1 person marked this as a favorite.
blackbloodtroll wrote:

I am curious about the line on Page 31:

If you play a non-1st-level pregenerated character, you may apply credit from the pregenerated character to one of your 1st-level characters, with the gp gained reduced to 1,398 gp (or 699 gp for slow advancement track characters).

Does this mean, if I play a Pregen, through a 5-9 Scenario, I can apply the Credit to a first level PC, and have access to Boons/Items of the Chronicle Sheet, along with the 1,398 gp?

Page 31 is in the section detailing 3 XP sanctioned modules. For the similar rule on pregens in 1 XP scenarios scenarios, see page 37. (You get 500 gold if you take a scenario's chronicle down to level 1.) Page 21 also indicates that any boons wait until you are of the sub-tier played before they apply.

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

Wei Ji the Learner wrote:
FLite wrote:
Wei Ji the Learner wrote:

Is there a way to get a 'just black' version of the Guild Guide? Or a hard copy? I'm willing to pay a nominal fee for printing, even.

I don't have a smart phone to put some nifty ap on.

I'm out of colour ink after printing out my inventory tracking sheets.

I'm not sure if I'll be able to find a spot to get this printed out myself in Indy, yet according to the rules it's necessary for play?

If you are printing this from adobe, there is a "print in grayscale" button. You could try that.

Oooh. Good thought. Let me take a look at that.

If that still trys to use color ink, check your printer's settings for its own "print in grayscale" option.

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I love the class, but I do wish the talents had been sorted by level instead of alphabetically.

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Nicos wrote:
As it's now, slashing grace is weaker and with more prerequisites than dervish dance, how can that be considered a good thing?, answer: It can't.

Slashing Grace now works with light weapons, unlike DD. There are some fun light-weapon-only tricks like Piranha Strike out there to play with now.

And, of course, it opens it up for light weapon use without requiring a swashbuckler dip.

Grand Lodge

I assume this means no Spell Combat, but yes, I'd like to hear about the buckler question too.

Grand Lodge

Kalindlara wrote:
Matthew Morris wrote:

ok so Slashing Grace reads: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

So why the hate for TWF fighters or swashbuckler types? Or just for someone who holds a wand in the off hand?

Oof... that buckler thing is problematic.

Bucklers are strapped to the forearm and don't take up a hand, based on their entry in the core book.

My swashbuckler loves them off-hand wands though. Ouch.

Grand Lodge

TriOmegaZero wrote:
Mark Seifter wrote:
I took a look. The iconic medium is not adding it on thrown damage, since it isn't being used as a melee weapon then. That seems right to me.
Has it been pointed out that the medium is using a piercing weapon with Slashing Grace?

Presumably, it is meant to be read as "(light OR [one-handed slashing]) weapon." A Paizo dev would be the one to confirm this though.

Grand Lodge

You appear to be looking at an old printing of AA. The current printing (the only one legal in PFS) lists the Guard Dog as a small dog, which would use the standard small dog stats as in the bestiary.

Grand Lodge

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You may also want to wait until the ACG errata comes out before committing to a build. Mark Seifter confirmed here that Slashing Grace is up for errata which will apparently include letting it apply to light weapons.

Also nice is Piranha Strike, from Sargava, the Lost Colony, which is Power Attack exclusively for light weapons, without that pesky 13 Str requirement.

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

Tels wrote:
Kelly Youngblood wrote:
Muser wrote:
Poor Yoon. All them Bonekeeps, Hinojais and Sealed Gates.

I just had a good look at her level 7 sheet.

Poor Yoon.

There is a reference here I am missing....

I wasn't so much making a reference, but noting that all her character build resources are spent on things shut down by "immune: magic" or "immune: fire".

As a GM, there's some scenarios where I'll just have to tell players "Don't pick her, you won't have fun."

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

Muser wrote:
Poor Yoon. All them Bonekeeps, Hinojais and Sealed Gates.

I just had a good look at her level 7 sheet.

Poor Yoon.

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

Typo spotted on the Spiritualist pregens: At all levels, Honaire's type is given as "outside" rather than "outsider".

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