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Arutema's page

FullStarFullStarFullStarFullStarFullStar Venture-Lieutenant. 679 posts (964 including aliases). 2 reviews. No lists. No wishlists. 35 Pathfinder Society characters. 1 alias.


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Grand Lodge

2 people marked this as a favorite.
Turelus wrote:

Wait which NPC's in Crimson Throne?

I know of a gay female couple in the AP but I don't remember reading anything about a male couple.

Possibly Salvator Scream and Seneschal Neolandis. The nature and depth of their friendship is left somewhat ambiguous.

Grand Lodge

SmiloDan wrote:

I think monk evasion only works if you are not wearing armor.

Rogue evasion works in light armor.

So, it really depends on whether or not if you plan on wearing armor.

Depending on your build, take the Scaled Fist archetype from Legacy of Dragons for your monk levels. You now have Cha instead of Wis to AC when unarmored.

Grand Lodge

avr wrote:

You could use a temple sword two-handed and flurry with it without needing to take crusader's flurry. Strength-based is a lower cost as usual.

You can dump str harder on a dex-based attacker than you can dex on a str-based one though, especially since this character wouldn't have to carry armor or melee weapons if dex-based; what point buy and starting level are you imagining Arutema?

20 point buy. likely using a pfs rebuild boon to start at level 6.

Grand Lodge

In an attempt to re-rail this thread, which do you think is better for a 1-level unchained scaled fist dip on a paladin?

Str based, use a two-handed weapon, take crusader's flurry to flurry with that weapon.

Dex based, use unarmed strikes and an agile AoMF.

Grand Lodge ***** Venture-Lieutenant aka Arutema

1 person marked this as a favorite.

I case you hadn't heard, Houston is hosting a Superb Owl next year. (Also, some football.)

Owlcon returns to Rice University the weekend of Feb. 10-12, with a full slate of gaming. PFS event will span all released seasons Friday to Saturday, leading up to The Cosmic Captive Sunday morning.

Paizo designer Stephen Radney-MacFarland will be on hand to run Skeleton Moon in an out-of-retirement event as well. Other special events include Kobolds, Aspis Agents, and Elementals on their own missions.

Over on the PACG side of the hall, bring your best Goblin deck for We Be Goblins Friday and Saturday, then team up with the RPG team for The Cosmic Captive Sunday.

Haven't played PACG before? Stick around after The Cosmic Captive Sunday for a mass PACG demo.

It's hard-working GMs that make all of this possible. Pick your GM spots on our warhorn, then signup at the Owlcon main website to claim your badge and pick player seats.

GM 8 total hours of RPG or PACG to claim your GM badge.

Player signups open early December.

Grand Lodge

2 people marked this as a favorite.
Grumbaki wrote:
Anyone else have this hangup when making a character? And what is it that you do to ensure that you aren't one item dependent?

Carry spares. At high levels, you're often wanting to carry a silver, cold iron, and adamantine version of your weapon so you can switch it out as needed to overcome DR.

This admittedly still leaves you in a bad place in a no-weapons-allowed situation. A called weapon may help there, if you can leave it within 100' without attracting suspicion. Other options include gloves of storing, and, of course, using sleight of hand to conceal a weapon.

Grand Lodge ***** Venture-Lieutenant aka Arutema

MadScientistWorking wrote:
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.

The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.

Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".

Grand Lodge

Johnnycat93 wrote:
Post-errata Pistolero and Musket Master both suck. Avoid.

Though musket master remains the only way to reload a musket as a free action.

Grand Lodge

Slashing Grace and Fencing Grace don't work with spell combat, so consider an archetype that trades out spell combat.

Grand Lodge ***** Venture-Lieutenant aka Arutema

Fromper wrote:
Quote:
Emotion Component: If a spell has listed that it requires a somatic component, for a psychic spellcaster that instead means that is has an emotion component. All this component really does is restrict when a psychic spellcaster can cast spells. If the psychic spellcaster is under any kind of non-harmless effect with the emotion or fear descriptors, then the psychic spellcaster cannot cast a spell with an emotion component at all as the effect interferes with spellcasting. Yes, this includes having the shaken condition from an intimidate check to demoralize.
And this is why all psychics, spiritualists, occultists, and mediums that focus on casting should walk around with potions of Remove Fear (50 gp). Mesmerists have a class ability to deal with this, I think starting at level 3.

Mediums who focus on casting are likely to have a few arcane or divine spells as backup, as the archmage and heirophant spirits add spells of those types.

However, this means you will likely need a spell component pouch and a holy symbol as a medium, as the arcane/divine spells added don't say anything about removing material or focus components.

Grand Lodge ***** Venture-Lieutenant aka Arutema

Pat Lowinger wrote:
Paul Jackson wrote:
John Lance wrote:
Just to satisfy my own curiosity, how many psychics, mesmerists, spiritualists, etc... are you seeing in your PFS sessions? Not that many? A lot? I was just wondering, I'm leveling a spiritualist right now, but haven't seen too many others lately, just one or two in the past few months...

Far, far, far too many :-(. And I only have the vaguest idea of what they can do.

I don't own the book and don't feel like spending the huge amounts of time to learn the completely new systems in the book.

I came very close to leaving PFS because of this book, and because of its overuse in Season 7 Scenarios.

I tend to agree with these sentiments. I just hate dealing with players who grab a new book, make up a new character and really don't know the rules for their newly created 'Min-Max.'

I can sympathize there, I've had to explain how taking butn works to at least one other kineticist player locally.

Speaking of which, I have attention deficit character disorder, so my personal count is at 2 kineticsts, 2 mediums, a mesmerist, and a blob that may become a medium when I apply a rebuild boon, though I'm also pondering vigilante there.

Grand Lodge ***** Venture-Lieutenant aka Arutema

Join us Saturday morning for Black Waters:

The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?

Then, come back in the evening for the sequel, School of Spirits!

Sign up on the Aethercon site

Reminder, these are core campaign games, characters should be built with core rulebook only with certain exceptions as outlined in the roleplaying guild guide.

Grand Lodge

Klorox wrote:
Actually, it states that you have to have the proper mystery to use the revelation that's in the ring

An oracle has a mystery from level 1, even if he has no revelations from that mystery yet (or ever).

Grand Lodge

Then don't play a mysterious stranger, or buy a lot of 2 prestige coat pistols as backups.

If cha based grit is what you want, also check out the spellscar drifter cavalier archetype.

Grand Lodge

MasterZelgadis wrote:
What concerns me even more is the collector in the reactor room together with Meyanda. I really don't see a reason, why the epic "end fight" should take place in any other location that that cool reactor room. But the players will be level 3, maybe 4, facing Meyanda (CR 5) AND a collector (CR 3) in the same room

Away from books presently, but there is a way to shutdown her collector remotely prior to the fight.

Grand Lodge

Be mindful that the champion's sudden attack power explicitly says it doesn't stack with flurry of blows.

I'd consider taking one level of brawler, enough Dex to qualify for TWF, then TWF your unarmed strike and your other unarmed strike, since TWF does stack with sudden attack.

Grand Lodge

Two humans walk into a bar.

The slip walks under it.

Grand Lodge ***** Venture-Lieutenant aka Arutema

Halfling 7
Gnome 3
Human 3
Tiefling 3
Dwarf 2
Aasimar 2
Undine 2
Kitsune 2
Elf 1
Tengu 1
Dhampir 1
Wayang 1
GM protoplasm 1

I certainly seem to be favoring the small size category.

Grand Lodge

Consider using a double weapon to get the benefits of TWF, but still have the ability to take a hand off your weapon to lay on hands.

Grand Lodge ***** Venture-Lieutenant aka Arutema

It missed #16: To Scale The Dragon then.

Grand Lodge ***** Venture-Lieutenant aka Arutema

Rosc wrote:
Considering your level, magic weapons aren't a huge deal. If you're even dedicated to hitting stuff with weapons, just make sure to fill a golf bag that covers bashing/slashing and silver/cold iron along with a backup ranged.

And pack a 50GP oil of magic weapon for when magic weapons suddenly do turn out to be a big deal.

Grand Lodge

Berselius wrote:
Finally, how would an female Ulfen barbarian find her way into such a setting?

Housecarl to a noble house, dishonored when her young ward was kidnapped away by Lamm's miscreants. (Missing son or daughter lightly re-flavored.)

Grand Lodge

It's gone well so far. Our monk had to drop, but we were able to pick up a replacement member out of a wrecked ship on the road to Scrapwall.

They're just about to break into Hellion's domain under Scrapwall now.

But I have a new question for those who have run the AP. I want to start hinting at the possibility of a way home buried in Silver Mount. Any ideas to hint at that without giving away the full potential of the Divinity Drive too early?

Grand Lodge

Alexander Augunas wrote:
Alex Mack wrote:
technarken wrote:
If only the additional feats needed to make a Charisma focused Starknifer viable didn't require either some Str/Dex investment or an ability to ignore prerequisites...

If you build a thrower all you need is DEX 13. Those 3 points in point buy investment should be affordable for most and unless you dip Oracle will also aid your AC and REF save. The DEX requirements of TWF are far more restrictive however. But two weapon fighting isn't great for throwers anyhow as it requires you to enhance more than one weapon and multiple to hit penalties really hurt.

You also need a modicum of STR in order to wear Armor but Power Attack is rarely a good feat for builds using one handed weapons.

You could also take Piranha Strike, but that requires a now-defunct Weapon Finesse.

I think the point that is being made is that the Cha to Atk and Dmg isn't as bonkers as people are making it out to be. Flying Bade with a dip in oracle is good, but it isn't going to unseat Dex to Damage or Strength to Damage. It is a fun, flavorful way to use Desna's favored weapon in a radiacally different way that happens to be a viable mechanical option. And in the long run, we should be able to add new options to the game without knee-jerking about their supposed brokenness.

Yeah, Cha to attack and damage with your choice of weapon would be OP. Starknives are a weapon most builds would not otherwise even consider, due to small damage die and low crit threat range.

And, as already pointed out, it's not available for the optimal users of Cha in melee, paladins.

Grand Lodge ***** Venture-Lieutenant aka Arutema

To follow up on the thought of cross-table buffing/healing mentioned upthread, could this be worked into the 'aid token' mechanic we've seen in some previous scenarios?

After an encounter, a table could choose to expend healing resources (channels/wand charges/potions) to pass out a healing token, spell slots or magic item charges to pass out a buff token, or leave behind X GP worth of consumables to generate a supply token. The power of a given token would be abstracted between tiers.

Say a 10-11 table must give up 5000Ggp in consumables to generate a supply token, which then becomes 3 potions of cure light wounds when opened by a tier 1-2 table. Conversely, a tier 3-4 table spends 500GP to make a supply token, which the tier 10-11 table opens and gets a scroll of raise dead.

For healing tokens, you could have a 7th-level cleric spend a channel, which becomes a 1st-level cleric's channel when a tier 1-2 table receives it, or a level 3 paladin spends 2 lay on hands, which becomes an 11th-level cleric's channel at the 10-11 table.

For buff tokens, likewise a blessing of fervor might turn into a haste, or bless depending on who activates the token.

Grand Lodge

Have you considered Str-based TWF? Where you take just enough Dex to quality for the TWF feats, but otherwise use Str as your attack and damage stat.

On my Rakshasa-spawn boon medium, I went with
Str 15, Dex 16, Con 14, Int 10, Wis 8, Cha 15 starting stats. With level boosts going to Str, then probably Dex (to get ITWF), then last Cha for heirophant casting.

Feats by level 5 are Two-Weapon Fighting, Spirit Focus Champion, and Double Slice. I fight with a quarterstaff or two daggers, depending on enemy DR.

Grand Lodge

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The softcover lines seldom get full errata, but they may get fixes in PFS campaign clarifications for obvious glitches. Such as

Quote:
The dragonheir scion gains fearful might at 2nd level. She gains draconic strike and draconic presence at 4th level and 6th level, respectively, replacing the fighter bonus feats she would normally gain at these levels.

Grand Lodge

Swashbuckler parry and mage armor works wonders, even if it's just a swashbuckler with max ranks in UMD and a wand.

My swashbuckler made it to 11th level in PFS with buckler, wand of mage armor, max ranks in UMD, and no body armor.

Grand Lodge

I'm currently playing a characters whose natural talents are that of a chaokineticist.

Duty and family honor, however, demand that she join the Hellknights.

The end result so far is an armored warrior swinging a longsword, but occasionally launching bolts of pure darkness from her free hand.

People at PFS tables end up constantly asking "what classes are you again?", especially since my Warhorn signups say "Level 2 Hellknight"

Grand Lodge

Grandlounge wrote:
Don't forget you can pick up shield master. This allows you to use the shields enchantment bonus as an attack and damage enchantment bonus.

With a BAB +11 pre-req, that comes online a little late for a lot of campaigns, PFS included.

Grand Lodge

Ryzoken wrote:
Other ways of closing the gap? I'm all ears, as it's a thing I've been struggling with.

Medium champion spirit, previously mentioned for its damage bonus, gives a form of pounce at 11th level.

Grand Lodge

It would help if the derail regarding spear dancer and unchained rogues was brought to the rules questions forum, where we could politely request an official dev answer.

Grand Lodge

So I'm considering making a character who fights exclusively with a heavy shield.

All the PRD has to say about shields as magic weapons is:

Quote:
An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

So what would be the pricing of a shield that is both a +1 shield and +1 weapon?

For heavy steel shield, I assume it would be:

20gp (heavy steel shield) + 150gp (masterwork armor) + 300gp (masterwork weapon) + 1000gp (+1 armor) + 2000gp (+1 weapon) = 3470gp.

Is this right?

Grand Lodge

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His additional resources entry for Dwarves of Golarion says

Quote:
"(note that all gods with favored weapons listed as "hammer" should read "warhammer")"

Grand Lodge ***** Venture-Lieutenant aka Arutema

I've a boon undine pirate and swashbuckler who fights just as well underwater as above 1.5 XP away from level 12 now.

Her protege/long lost sister is likely to be an unchained rogue/unchained monk multiclass who specializes in getting foes to drop their guard, then precisely striking pressure points.

Grand Lodge

Look for sources of bonus damage that aren't halved for off-hand attacks.

Fighter's weapon specialization and weapon training.
Medium's champion spirit bonus and seance boon.

Ranger's favored enemy, Paladin's smite, Cavalier's challenge offer larger, but more situational bonus damage.

Also, remember you can use a double weapon as a two-handed weapon should you be limited to one attack in a given round.

I'm doing quite well in PFS with a quarterstaff-wielding medium. Decent str + spirit bonuses + monk weapon skill trait give a lot of bonus damage that isn't halved for my off-hand attack.

Grand Lodge

Mercurial wrote:
Yes, that's why I'm wondering about the usefulness of Menacing Swordplay... figure most of my swift/immediate actions will be used for Charmed Life or Parry & Riposte.

It's been my experience playing a swashbuckler that menacing swordplay is useless. You will always be using your swift or immediate action for better things.

Grand Lodge

captain yesterday wrote:
I absolutely 100% disagree that technology is hard for new players to understand, they're literally no different than magic items. :-)>

I'd avoid Iron Gods for new players for other reasons though, the low-level encounters are absolutely brutal.

A certain 4-armed zombie very nearly TPKed a well-optimized party of experienced players in our first session.

Grand Lodge

Ammon Knight of Ragathiel wrote:

So simple question listed above, i checked the d20 psrd before this and it didn't seem have an answer. not really looking for sarcasm or meanness as i've seen can be common from some. just a simple quick answer if there is one.

If there's not or no clear cut answer then i'll assume it's a no.

It's probably the best bloodline to pick if you go Bloodrager/DD either way, because DD will then keep advancing the bloodline.

Grand Lodge ***** Venture-Lieutenant aka Arutema

Matthew Morris wrote:

You're assuming that one of the identities is 'masked'.

Why not have Bret Maverick, gambler and gad about and Bart Maverick, loyal son of Cheliax?

Or Bruce Wayne and Matches Malone without Batman?

Or Lord Greystoke/Lord Passmore

So true. I'm kicking around an idea for a halfling vigilante whose vigilante identity is the famous up-and-coming adventurer archaeologist Pathfinder, with the social identity of a random slave/servant girl.

Grand Lodge

Serisan wrote:
Every barbarian is a tired build for either 1 minute or twice the duration of their Rage until they get immunity to the Fatigued condition.

unless theyve been cursed by the gods with a bad leg, which is a different kind of tired.

Grand Lodge

Got a couple concepts I'm kicking around, not sure what will see play:

The new slave girl, y'know, I don't think she ever told me her name, your grace/Azalea Pavonis, adventurer archaeologist. Uses her real name and membership in the Pathfinder Society as her "action" identity. Takes on the persona of a household slave in order to subvert that practice and advance the natural freedom of all halflings.

Also debating using the boons from a certain AP chronicle to create Name TBD/Sailor Androffa (working title). Bonded to a familiar that she says came to another world from Silver Mount, and taught her the language and technology of that world.

Grand Lodge

Favorites:

* Grit/Panache. A daily 'do cool stuff' pool that actually refreshes. Finally, we are moving beyond the 15 minute adventuring day.

* Opportune parry and riposte (Swashbuckler). Killing things off-turn is fun. Pity it's attached to such a rubbish class.

* Finesse Training (Unchained Rogue). Still doesn't catch dex up to str in damage terms, but certainly helps close the gap.

* Shared seance (Medium). All day buffs!

* 6-level spellcasting (Bard, Mesmerist, Skald). Adds a lot of utility to classes that also have worthwhile class features.

Least Favorite:

* Burn damage (Kineticist). Episode 5: The 15 minute adventuring day strikes back, and takes half your hitpoints with it.

* Charmed life (Swashbuckler). Episode 3: Revenge of the 15 minute adventuring day. Too few uses/day, prevents riposting.

* Wild empathy (Druid, Ranger, Hunter). Takes a minute, requires cha, but none of the classes that get it are likely to have cha.

* Raging song (Skald). So it's inspire courage, except it doesn't benefit archers or finesse builds.

* 9-level spellcasting (Arcanist, Wizard, Witch, CODZilla). Often a class's only redeeming feature, and breaks the game in half should you use it to full potential. Limited by our old friend the 15 minute adventuring day at low levels.

Grand Lodge ***** Venture-Lieutenant aka Arutema

1 person marked this as a favorite.

My intro to this usually goes something like:

"Shiela Heidmarch has assigned you, as unproven agents, the mind-numbling dull task of researching the histories of small towns in Varisia for follow-up by more experienced teams.

You're in the towl of Illsurian, which you've learned was established by Ilsur... [read establishing paragraph on page 3 up to] ...this racism has
rarely been a problem."

"As you're finishing up your studies for the week, the circus rolls into town. Want to go relax?"

Grand Lodge

In a CoCT campaign, the LE hellknight aspirant inquisitor of Asmodeus gave my CG Caydenite gunslinger quite the itchy trigger finger.

In the end though, I fought valiantly to keep our inquisitor from being ripped apart by tentacles, but it wasn't enough, and not enough of his body could be recovered for a raise dead.

Grand Lodge ***** Venture-Lieutenant aka Arutema

6 people marked this as a favorite.

Typo: an excuse to discard any sort of common sense regarding intended wording and pounce on literal wording. also see: rules lawyer.

Grand Lodge ***** Venture-Lieutenant aka Arutema

As for replay after X year, that leaves two problems:

1: The bookkeeping headache of determining exactly how long ago a scenario was played.

2: This encourages more play of older scenarios so people can replay. New scenarios blow away old ones in terms of quality and variety. There should be every reason to play new, better content.

Grand Lodge

Honestly, you're still probably best off just spending a feat on medium armor proficiency, and maybe eventually heavy armor proficiency.

Grand Lodge

Xelaaredn wrote:

*sigh*

A regular kinetic blast fired at creature A who is within melee range would provoke 2 AoO, one for using a spell-like ability, and one for using a ranged "weapon" in melee.

Changing the blast into a blade via Kinetic Blade is altering it from a ranged "weapon" to a melee "weapon", thus allowing you to use your kinetic blast in melee range without provoking the second AoO. However, it is still counted as a spell-like ability and thus still provokes the original AoO.

*also sigh*

You are taking the attack action, not the use spell-like ability action. The attack action does not provoke when used with a melee weapon. We've been over this since the playtest.

Grand Lodge

Xelaaredn wrote:
In the event you do get into melee... well, best bet would be a weapon even kineticists can use, that or take Kinetic Blade and either take the AoO or try to cast defensively to avoid it.

Kinetic blade does not provoke AoOs. It's called out in the talent's description.

And yes, kinetic blade plus weapon finesse is the best way to contribute in melee as a kineticist. If you're coming in at level 7, you can have point-blank shot, precise shot, and weapon finesse regardless of race. You'll also start with infusion specialization sufficient to reduce kinetic blade's burn cost to 0.

You might even consider taking water as your expanded element so you can grab shroud of water with expanded defense.

So stay single-class kineticist, use in-class options to melee.

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