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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

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

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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

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

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

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

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

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

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

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

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

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

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

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

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

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

Grand Lodge

So I checked the various sources Chaldira is printed in. She's neutral good, so she should be a valid pick for paladins. However, I couldn't find a paladin's code in any of the sources that mention her. Does she have a specific code?

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

Owlcon is back for another year, bringing the best in Texas gaming to Rice University.

On the PFS side, we have plenty to offer this year. Bring your strongest character and coffee for Bonekeep level 3: The Wakening Tomb Saturday morning. Watch the past and future of factions unfold Saturday night in The Paths We Choose. Then join us Sunday morning for an extended slot for Legacy of the Stonelords or instead take on Krune himself in The Waking Rune.

Also on tap are the firs half of season 6, The Emerald Spire and for you Seekers; Eyes of the Ten.

GM signups are now open, with a Warhorn site here to coordinate GM schedules. Do not sign up there as a player, though. Player signups will be through once signups open.

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

So I'm planning yet another convention, and figuring that I'll need to give 'Legacy of the Stonelords' and extra-long slot based on my last experience running it.

I've also seen 'The Waking Rune' take a good 6 hours.

'Halls of Dwarven Lore' is maybe another, but has the disadvantage of being part 1 of 3.

What about low tiers? What 1-5 and 3-7 scenarios have you seen take well over 4 hours to run?

On the flip-side, what sanctioned modules or AP sections run short enough to finish in a 6-hour slot? I often see 'Murder's Mark' wrap up in about 6 hours. Have you seen others?

What content do you think is best slotted into a 6-hour slot?

Grand Lodge

So I'm playing a strengh-based magus as one of my PFS characters. She has the Eldritch Scion archetype from ACG, which makes her casting spontaneous and Cha-based, and will be going into Dragon Disciple at 6th level.

I've just hit 3rd level, and I'm wondering what to take as my sole magus arcana. I had considered Close Range so I could channel snowballs through my blade, but re-reading them, this does not seem to be a valid combo as Snowball is not a ray.

If I do go with close Range, what are good valid rays to use this with? Otherwise, what ere generally good arcana to pick up at 3rd level?

Grand Lodge

Say you are playing a swashbuckler who's not going to have the 13 Str needed for power attack, most likely due to playing a Str penalty race.

Which of these would you use to boost your damage:

Piranha Strike, which functions as power attack, but only with light weapons.
Slashing Grace, which gives Dex to damage, but only with one-handed weapons.

Slashing Grace seems more front-loaded, giving you Dex to damage as soon as you take it, while Pirana Strike only gives +2 damage till BAB 4. However, Piranha Strike comes with an ever-increasing penalty to attack rolls. Is it worth taking that penalty?

Which do you think wins out on damage in the end after factoring in reduced chance to hit (and confirm crits)?

Grand Lodge

I just realized that the Sacred Fist archetype for the Warpriest is the only way to qualify for Crusader's Flurry as a single-classed character. The archetype doesn't give you proficiency with your deity's favored weapon, but that can be made up with by being a half-elf with Ancestral Arms.

What are some good deities to use this trick with? Of the core 20 I was looking closest at Shelyn to get a reach weapon. Sarenrae could be nice for dervish dance shenanigans if sacred fists weren't so feat-starved to begin with.

What are good deities to look at for this? Am I overlooking anything massively good?

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

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

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

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

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

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

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

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

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

6-02: The Silver Mount Collection

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

6-03: The Technic Siege

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


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


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

Grand Lodge

So I'm working on a concept of an agile, katana-fighting samurai who follows a strict code of honor.

This will not involve levels in the samurai class. This will instead be a swashbuckler/paladin multiclass.

The keystone of this build is the Slashing Grace feat, which allows you to finesse a one-handed slashing weapon and use it for swashbuckler class features. A katana is such a weapon. On the paladin side, I will be worshiping Shiziru, Tien goddess of ancestors, honor, sun and swordplay.

Race is likely to be half-elf, both for katana proficiency from ancestral arms, and for dual favored classes.

What would you say the ideal balance of swashbuckler vs. paladin levels is. I plan on at least 2 paladin levels for save bonuses, and at least 5 swashbuckler levels for weapon training. Any thoughts on how to mix the remaining 5 levels for a PFS build?

Finally, samurai don't use bucklers. What's a good use for my free off-hand aside from laying on hands?

Grand Lodge

Can a Warpriest with natural attacks select these attacks as his sacred and focus weapons?

Grand Lodge

So I'm currently using an old nook color to read my PF rulebooks, but it's not great in the speed department, and chokes entirely on some of the more image-heavy pages.

So I'm looking to upgrade. I've had good luck reading said PDFs on my Android phone, but the screen is too small for comfortable viewing.

So what's a good tablet for this? As I've enjoyed using the Android OS on my phone, I'd prefer a tablet which runs the same. I'd also like to avoid spending more than $200 on one.

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

Scenario: Kobold Quarterly 23 Quest: The Urge to Evolve (Level 3-7)

Date/Time: Saturday, August 30th, 2014 @ 2:00 AM EDT US [-4 UTC]

GM: Kelly Youngblood

Game Client: Google Plus Hangout and the VTT


A Pathfinder Society Quest for levels 3-7

"I’m in Ordellia, in a warehouse off Rivermark Street at the docks. It’s dark inside and the windows are greased to restrict the view.

I hope this message isn’t for nothing. They plan to sacrifice me to a... No! I was just... please, no! Not again! Let me get my...

They speak of me being consumed, and soon. Please, if you’re hearing this, you have to help me! Time is running out!"

Written by Adam Daigle.


Free account required:

This game is a part of VTT Game Day 4. For more games and info check out the official game list.


Please sign up here: SIGN-UP HERE


Join us for a midnight game and spend an hour playing through this nigh-forgotten quest. No XP or gold to be had, but a useful boon to be claimed.

Grand Lodge

Ultimate Equipment wrote:

These weapons fit snugly around the knuckles and allow you to deal lethal
damage with an unarmed strike. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a
somatic component while wearing brass knuckles if you make a successful concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles. Brass knuckles can’t be disarmed.

This doesn't say anything about the attack with brass knuckles not provoking. Do I still need the Improved Unarmed Strike feat to avoid AoOs when attacking with brass knuckles?

Also, say I'm suddenly fighting a demon and want to swap out the knuckles I'm wearing for a cold iron set. What action types is is to remove a set and put another on? I assume it defaults to the same rules as drawing or sheathing a weapon?

Grand Lodge

So a picture has inspired me to use one of my Undine boons for PFS to create an Undine that fights using a rapier and wearing as little as possible, which means no armor.

There's a decent bit of support out there for light armor fighters, especially the swashbuckler playtest class, but no so much for unarmored fighters. With the Undine's Str penalty it seems a dervish dance build would be ideal, but that's limited to scimitars.

How can I make this work? BTW, shields are allowed. Also, I would prefer to be CN and worship Besmara, but that's not required.

Grand Lodge

Am I correct in thinking that I can take my first level as a Spellscar Drifter Cavalier, taking Quick Clear as my deed, then multiclass to Mysterious Stranger to have Cha to damage while keeping Quick Clear?

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

An urban mystery adventure for 1st-level characters.

Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?

Unfortunately for both the town and the circus, however, entertainment isn’t the only opportunity the carnival presents. Hidden within Ilsurian, a guild of thieves and scoundrels has been waiting for just such an occasion to launch a campaign of theft and murder—leaving the strangers from the circus to take the blame. With tensions mounting between locals and performers, and the body count rising on both sides, it’s up to the PCs to uncover what’s really going on and clear the circus’s name before the entire town erupts in a firestorm of ethnic violence.

Written by Jim Groves

Signups on Warhorn.

Be warned, we may go later than advertised.

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

On the edge of life and death, between winter and spring, there is a holiday of hallowed halls held here. To some it is known as the Day of Bones, the time when those looked upon by Pharasma celebrate their profession and the transitory nature of life. Join us Saturday, March 1st, 2014 for Online VTT Gameday 3 – Day of Bones, and see if you can keep one foot out of the grave and delay your travels upon the Infinite Staircase.

Ever seeking long-lost secrets, the Pathfinder Society sends a team of agents to explore a reportedly haunted house in the Dragon Empires nation of Minkai, hoping they can uncover the secret behind the legendary location's tormented past.

Written by Jim Groves.

The time is not a typo. We do indeed run at 2:00 AM EST. That's 7:00 GMT and 18:00 Australian Eastern. Signups are on the Midnight Misadventures Warhorn.

Grand Lodge

So I'm thinking of building a summoner with a turtle-like eidolon. I have a small-sized turtle from one of Reaper's familiar packs, but does anyone know of one suitable for a medium one that will (mostly) fill a 25mm base?

Metal, plastic, painted or not are all OK.

Grand Lodge

Some races have spell-like abilities with a caster level equal to their character level.

If I'm reading the recent ruling on SLAs correctly, that means that a creature with an arcane spell as a SLA qualifies for the Arcane Strike feat and calculates the extra damage from it based on their character level. Is this correct?

Grand Lodge

So i got myself an undine boon for PFS, and was considerign buildign a sorcerer, watersinger bard, or possibly shaman using this feat to get a little extra utility from my low-level spells. First, its rules text:


Prerequisites: Hydraulic push spell-like ability, undine.

Benefit: You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle), or trip combat maneuver. Each time you use hydraulic push, you must decide which of the allowed combat maneuvers you want to perform. You may use this feat with your hydraulic push racial spell-like ability, your class-granted use of hydraulic push, or any hydraulic push spells you cast, but not with magic items or other external sources that use that spell.

Normal: Hydraulic push can only be used to make a bull rush combat maneuver.

But I'm wondering: is it worth the feat tax. Even if I use a bloodline and Varisian tattoo to scale up its CL, will it keep up with the CMD of high-level enemies?

Grand Lodge

Openhorn is an open-source PHP-driven event management system designed for gaming events, designed with the intent of giving organizers greater control over the registration process.

It requires a UNIX-like web host running PHP 5.3 or higher and MySQL or equivalent.

It is in rough beta now, with user-side functions complete, but many admin functions needing work. I'm looking for fellow PHP developers to help debug, improve and expand the code. Send me a PM with your Google account name if you'd like to help out.

Check it out on Google Code.

Grand Lodge

So I played a table of 'The Confirmation' with a level 1 Slayer today. First the build:


Alika Patin
Female Rakshasa-Spawn Tiefling Slayer 1
NG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +4
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 natural)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +0
Resist fire 5
Speed 30 ft.
Melee rapier +5 (1d6+1/18-20/×2)
Ranged shortbow +5 (1d6/×3)
Special Attacks favored target
Spell-Like Abilities
. . 1/day—detect thoughts (DC 12)
Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse
Traits empyreal cultist (magnimar), reactionary
Skills Acrobatics +7, Bluff +1, Disable Device +4, Disguise +6, Knowledge (local) +5, Perception +4, Perform (dance) +1, Sense Motive +2, Survival +4 (+5 to track)
Languages Celestial, Common, Infernal, Varisian
SQ prehensile tail, track
Combat Gear Alchemist's fire; Other Gear Studded leather armor, Arrows (20), Dagger, Rapier, Shortbow, Backpack (empty), Canteen, Silk rope, Thieves' tools, 8 GP
Special Abilities
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empyreal Cultist (Magnimar) +1 on Diplomacy checks against good-aligned humanoids.
Favored Target (+1, 1 at a time, Move) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Track +1 Add the listed bonus to survival checks made to track.

Gameplay-wise, the slayer seems competent at low levels due to good BAB and HD, but lacking options. +1 from favored target is underwhelming, and no sneak attack yet means not a lot of class features to use in combat. I was most useful when using acrobatics to provide a flank for the party ninja so he could get sneak attack for massive damage

Overall, I was left feeling like the slayer needs more at level 1. Maybe start favored target at +2. Or go ahead and give it 1d6 sneak attack at level 1 (but keep the 1d6/3 levels progression).

Overall, I'd say competent, but somewhat bland at level 1. Looking forward to higher levels.

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

So I seem to have picked up a 4th star running "Day of the Demon" for the gang at Asgard Games. I can't seem to shake it off. Hmm, doesn't look to bad though. Guess I can keep it.


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

1 person marked this as a favorite.

The owl school revolution begins again. Feb. 21 at Rice University in Houston.

We have much to offer this year:

Adam Daigle returns to give everyone his best Auntie Baltwin voice. Break the Siege of the Diamond City the morning of the 23rd. Prove your worth to be called a Seeker in Eyes of the Ten. And laugh in the face of TPK in Bonekeep's Maze to the Mind Slave.

GM signups are now open on our prototype Openhorn system.

GM two slots for a free badge and a shiny new tee-shirt.

Grand Lodge

2 people marked this as a favorite.

So my local lodge was running the infamously deadly Dalsine Affair today. I decided to turn a blob of GM credit into a playtest Swashbuckler and put it through its paces. It did not survive.

First, the character build:


Rakshasa-Spawn Tiefling Swashbuckler 3
NG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 20, touch 14, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 natural, +1 dodge)
hp 28 (3d10+6)
Fort +3, Ref +6, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1; Resist fire 5
Speed 30 ft.
Melee masterwork rapier +8 (1d6+1/18-20/×2+3 Precise Strike)
Special Attacks deed: menacing swordplay, deed: opportune parry, deed: precise strike, deed: riposte, panache
Spell-Like Abilities
. . 1/day—detect thoughts (DC 15)
Str 13, Dex 17, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 18 (18 vs. disarm, 18 vs. steal, 18 vs. sunder)
Feats Power Attack, Weapon Focus (rapier)
Traits empyreal cultist (magnimar), reactionary
Skills Acrobatics +9, Diplomacy +9, Disguise +5, Intimidate +9, Knowledge (local) +6, Perception +5, Sense Motive +1; Racial Modifiers deed: derring-do
Languages Celestial, Common, Infernal
SQ deed: recovery, deed: swashbuckler initiative, prehensile tail, swashbuckler finesse
Other Gear Mithral Chain shirt, Masterwork Buckler, Masterwork Rapier, 150 GP
Special Abilities
Bravery +1 (Ex) +1 to Will save vs. Fear
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack.
Deed: Precise Strike +3 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Recovery (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 AC vs attack.
Deed: Riposte (Ex) When parrying, spend 1 panache and AoO to atttack your attacker.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Empyreal Cultist (Magnimar) +1 on Diplomacy checks against good-aligned humanoids.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Swashbuckler Finesse At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.

First encounter:


We get the illegal cultists smuggled away. With no ranks in bluff I'm not very good at delaying the guards. The eidolon takes the forefront here, tripping their captain and staying behind until dismissed to hold the line against them.

Second encounter:


Giant spider. I win initiative and do rather weak damage to it. It then counters and due to poor fort I fail my poison save and take Con damage. The remaining party members kill it while i am stagger from the poison.

Third encounter:


Faceless stalker. I do weakish damage, and in the process have to block the eidolon's charge lane. I do some weak damage, the ranger then kills it.

Fourth encounter:


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

Boss encounter:


Big bad evil magus. The ranger goes first and attacks the illusion. He then takes the spell combat attack but keeps ticking. I move in and can't hit his high AC, but do give the ranger a flank. The eidolon can't hit it either. The only party members dealing damage here are the ranger with humans as favored enemy and the sorcerer who's hitting his touch AC.

After spending a turn attack the eidolon the BBEG turns to attack the ranger who's toe only one injuring him and kills him outright with an empowered shocking grasp. I still can't hit him, especially with my flanking buddy dead.

Fourth round. I'm wearing metal armor, so I get the shocking grasp spellstrike, dropping me to -4. The cleric channels me up to 3 and I try to stand up and grapple the BBEG. He crits on his AOO, dropping me to -18. Dead.

Final round. The eidolon finally gets in a hit, then the sorcerer's acid arrows finish him off. Ranger has enough prestige to get a raise dead. I have no such luxury.

Overall, I was unimpressed by the class. I was seriously outclassed in damage by the halfling ranger power attacking with his greatsword, ad of course, the eidolon. My AC was well below the eidolon's even before it got buffed, and slightly less than the ranger's.

With 3 Panache, I spent one to parry a hit, botching the parry roll. I wasted the second to improve my precise strike damage only to miss on the attack roll. I have to keep the third in reserve to use precise strike. I never finished off an enemy or even threatened a crit to regain Panache.

The class in general fails at its design goal of making an effective Dex-based melee combatant. Maybe it would have evened out with the tho-handed fighter at higher levels, but it has to somehow survive to reach them while the two-handed fighter can do its job starting at level 1.

In short: felt useless, died ignobly.

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

Signups on Warhorn

The Midnight Misadventures club opens with a classic. We run at 07:00 GMT, which is 01:00 US central or 18:00 Australian eastern.


The Decemvirate sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's former Master of Blades, Vonran Vilk, what they find will lead to exploration, diplomacy, murder, haunted pasts, and tragic love. Can the PCs stop the rampage of the Midnight Mauler before he kills again?

"The Midnight Mauler" was originally an exclusive adventure, run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year, but has been revised and updated for public release.

Written by Crystal Frasier.

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

Scenario: PFS 04-EX: Day of the Demon [3-7]

Date/Time: Saturday, December 14th, 2013 @ 2:00 AM EST US [-5 GMT]
This is not a typo, the Midnight Misadventures club does indeed run at 7:00 GMT which works out to 2:00 US Eastern.

GM: Kelly Y.

Game Client:

Google Plus Hangout and the VTT


A Pathfinder Society Scenario designed for levels 3–7 (Tier 3–7; Subtiers 3–4 and 6–7).

The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.

"Day of the Demon" is an exclusive adventure to be run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year.

Written by Larry Wilhelm.


Free account required:

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

Most of the VTT games I've seen posted here tend to be weeknight or midday weekends in US timezones.

As a night owl myself, and in answer to some requests I have seen elsewhere, I wanted to look for interest in a VTT game which would run at 07:00 GMT on Saturdays. That's 01:00 US central or 18:00 Australian eastern.

Who would be interested in playing, and more importantly GMing VTT games in that time slot.

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

A dungeon adventure for 1st and 2nd-level characters.

Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin.

This module is repeatable with a level 1 character.

With the Advanced Class Guide playtest coming soon, here is your chance to put your playtest character through a test of power and endurance.

Signups to open shortly.

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

Space City Con has flown to Galveston for the winter, but that will not stop massive PFS gaming there.

GM signups are now open on Warhorn v2.

Once you've signed up to GM at least 8 hours, be sure to email me at for instructions to claim your GM badge.

And be prepared to prove your mettle in Texas's first run of Bonekeep!

Disclaimer: GM badges are not completely free, you will need to make a small donation to the Kids Need to Read charity in order to claim your badge.

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