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FullStarFullStarFullStarFullStar RPG Venture-Captain, Texas—Houston. 412 posts (687 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

Player signups are live at Comicpalooza's Site

There's still room to GM as well. Those signups remain at

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

My experience with Snows of Summer is that the sanctioned bits typically take 8-10 hours.

However, while it is level 1 repeatable, it is quite brutal on actual level 1 characters.

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

If you'd like to GM here, don't delay. The deadline to get free scenarios as a GM is April 1.

So sign up to GM today.

Player signups should be opening by the end of the week as well. I will announce that here when it happens.

Grand Lodge

RainyDayNinja wrote:


Traits: Reactionary, Wisdom in the Flesh (Swim)

I think you will find that that trait is not in the traits web enhancement, and therefore not allowed in core.

I recommend Focused Mind, because +2 to all concentration checks never hurts.

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

Robert Hetherington wrote:
grandpoobah wrote:
Robert Hetherington wrote:
pauljathome wrote:
Pleasing all of us is a literally impossible job. We want different and opposing things. Mike does an excellent job of trying to keep us all reasonably happy.
I want a pony.


Well, once upon a time in PFS we had a Nightmare themed Synthesist called Lady Nocturne. Unfortunately she got hit with a feeblemind and we had no immediate way to resolve the condition.

I was playing Farak, the Most Powerful Mage in All Absalom, so I took Lady Nocturne as my mount and spent the rest of the adventure flying around on a "Nightmare" being extra awesome.

In other words you're right. I already have a pony and it is a Synthesist. :Þ

I think I GMed for that character back at Kubla' 2011.

I must now know how she ended up feebleminded.

Grand Lodge

My immediate thoughts were Watersinger Bard or Hydrokineticist (Occult Adventures playtest).

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

DomonKashu wrote:

Our LGS is just getting ready to run our first Core session next weekend and I am trying to get a few things cleared up. I apologize if any of these are answered further back in this thread but at nearly 1000 posts i just can't read through them all.

1. If something is in the core book but relisted elsewhere with a modified description/effect/stat which should I use?

The version from the latest printing of the Core Rulebook.


2. Just for clarification this means we don't have favored class bonuses?

Favored class bonuses are limited to 1 hit point or 1 skill point per level. (core page 31)

3. With Clerics are we allowed to choose a diety outside of the core book if the domains are both from the core book but no core deity has both?

Clerics are limited to the deities on page 43 of the core rulebook.

Grand Lodge

Looks at the source book each site gives for it.

D20PFSRD has the version which was originally printed as part of an AP.

Nethys has the updated version from Faiths & Philosophies.

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


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

Want: Tien Weapon Training

Grand Lodge

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

I'd definitely give it a look.

Edit: damn ninjas.

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

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

I've put you down for it.

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

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

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

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

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

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

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

2 people marked this as a favorite.

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

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

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

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

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

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


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

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

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

Don't forget butterknives throwing daggers.

Grand Lodge

1 person marked this as a favorite.

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

Grand Lodge

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

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

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

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


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

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

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

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

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

I hope to see you there.

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

Ruba wrote:

Shades of Ice (4-5)

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

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

The City of Strangers (5)

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

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

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

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

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

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

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

Grand Lodge

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

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

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

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

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

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

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

Dwarf Paladin of Shelyn.

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

That might do it.

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

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

Ferious Thune wrote:
Kelly Youngblood wrote:

Dwarf Paladin of Shelyn.

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

That might do it.

You know, it just might.

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

Dwarf Paladin.

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

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

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

Here's mine:

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

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

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

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

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

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

2 people marked this as a favorite.

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

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

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

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

It's all handled through

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

1 person marked this as a favorite.

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

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

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

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

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

Grand Lodge

illyume wrote:

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

Starting Stats:
STR: 5

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

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

Grand Lodge

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

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

Is that the right order of operations?

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

Grand Lodge

4 people marked this as a favorite.
MrVergee wrote:

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

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

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

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

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

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

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

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

    And *clears throat*...

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

    So come on down and play.

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

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

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

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


    Grand Lodge

    1 person marked this as a favorite.
    Kazumetsa_Raijin wrote:

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

    Nothing, because such weapons are not unarmed strikes.

    Grand Lodge

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

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

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

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

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

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

    And the best for last:

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

    Grand Lodge

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

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

    Grand Lodge

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

    Grand Lodge

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

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

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

    What do you think?

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

    Welcome aboard.

    Grand Lodge

    I buy a handy haversack and restock on alchemical weapons for

    Game the second:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Suspiciously easy...


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

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

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

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

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

    Grand Lodge

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Grand Lodge

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

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