Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Arutema's page

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Lieutenant. 715 posts (1,006 including aliases). 2 reviews. No lists. 1 wishlist. 37 Pathfinder Society characters. 1 alias.

1 to 50 of 142 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

So I'm kicking around concepts for a character that uses a shield bash as her primary attack.

The Shield Master feat let you count your shield's enhancement bonus as a weapon enhancement bonus, and thus saves a fair bit of cash. The BAB +11 pre-req is a bit harsh though.

It looks like a ranger (or slayer) can take it at level 6 via the weapon and shield combat style.

Are there other ways to pick up a ranger combat style, or the Shield Master feat specifically that I'm missing?

Grand Lodge

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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:

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

So I've got a character concept I'm kicking around; A halfling medium who's vocation/background is as a Minkai shrine maiden.

I'm having trouble settling on a combat style. Champion spirit lets you grab pretty much any martial weapon and be effective, and the halfling favored class bonus helps offset the str penalty and smaller weapon die.

But what do I do if I end up in combat with trickster, heirophant, or even archmage channeled? Those spirits don't exactly dish out bonus damage or weapon proficiencies.

So what I'm ultimately looking for is something that fits the concept/flavor, without being totally dependent on the champion spirit for combat effectiveness.

By the way, this is for PFS. Probably going to be a relic channeler as well.

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

So I'm kicking around the concept of a halfling vigilante whose vigilante identity is her real name and identity. Her social identity would be that of an anonymous servant or slave.

Everyman social talent is a given, what other rules options are there to support such a character?

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

So I'd like to add a bit of a diversion on the way to Scrapwall at the start of book 2, and take some time to foreshadow 'Valley of the Brain Collectors'.

I'd like my party to come across a wreck in which the dominion has also taken an interest. What are some monsters related to the dominion that are suitable for throwing at a well-optimized level 4 party?

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

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

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


Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

I want to get crazy with races.

Really crazy.

Race-builder crazy.

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

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

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

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

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

Grand Lodge

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

After much planning, I'm ready to announce:

Owlcon 2016

Will be at Rice university in Houston on February 29-21, 2016. And we're bringing not one, but two guests from Paizo along for this campaign: designer Mark Seifter (who works on Pathfinder RPG books like Unchained and Occult Adventures) and PFS developer Linda Zayas-Palmer!

We've got plenty of special events brewing, with Serpent's Rise, True Dragons of Absalom, The Sky Key Solution, as well as The Eternal Obelisk as an out-of-retirement special.

It's not to late to volunteer or GM and claim a free badge for your trouble. PFS GM and volunteer signup is on Warhorn this year, or you can be a general con volunteer at directly.

If you just want to buy a badge and play, don't worry, general signups begin Friday evening, in fact.

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Grand Lodge

4 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads’ bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they’ve proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....

Only 4 slots to this, as there are only 4 Goblin pregens.

Sign up on Warhorn

When signing up, please indicate which pre-gen you'd prefer with your class choice: Cleric, Fighter, Rogue, Alchemist

Please have the Teamspeak client, available at installed and ready to go at game time.

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

So I've got experience to level one of my PFS characters up from 4 to 5, but I'm not quite sure what path to take her on. The problem I'm hitting is that I can deal quite good damage, but only after using at least one standard action to buff myself.

Should I consider multiclassing out of Oracle to something more martial? Rage Prophet maybe?

If I stay oracle, what are good spells to take, and are there ways to bypass the standard action bottleneck to cast them before quicken spell comes online? Are there any good spells that cast as move, swift, or immediate actions on the Cleric/Oracle list?

In either case, what would be a good PFS-legal feat for 5th level?

And since you'll need to know it, here's what she is now at 4th level, and which cannot be changed:


Female halfling oracle 4 (Pathfinder RPG Advanced Player's Guide 42)
NG Small humanoid (halfling)
Init +2; Senses Perception +4
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size)
hp 31 (4d8+8)
Fort +4, Ref +4, Will +4; +2 vs. fear
Speed 40 ft.
Melee mwk cold iron greatsword +7 (1d10+3/19-20) or
. . shortsword +6 (1d4+2/19-20)
Ranged halfling sling staff +6 (1d6+2/×3)
Oracle Spells Known (CL 4th; concentration +9)
. . 2nd (4/day)—bull's strength, cure moderate wounds, heat metal (DC 15)
. . 1st (7/day)—bless, cure light wounds, divine favor, lead blades[APG], magic weapon
. . 0 (at will)—create water, detect magic, guidance, light, mending, resistance
. . Mystery Metal
Str 15, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Extra Revelation[APG], Power Attack
Traits fate's favored, focused mind
Skills Acrobatics -1 (+3 to jump), Diplomacy +9, Knowledge (planes) +6, Knowledge (religion) +7, Perception +4, Spellcraft +6; Racial Modifiers +2 Perception
Languages Celestial, Common, Halfling
SQ oracle's curse (tongues), revelations (armor mastery, dance of the blades, skill at arms)
Combat Gear oil of bless weapon, wand of cure light wounds, alchemist's fire (2); Other Gear +1 breastplate, halfling sling staff, mwk cold iron greatsword, shortsword, sling bullets (20), canteen, masterwork backpack, silk rope (50 ft.), spell component pouch, sunrod (5), 998 gp, 8 sp
Special Abilities
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty...
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tongues (Celestial) You can only understand and speak one language in combat.

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

So the latest update to the stock Adobe reader breaks the ability to search your local library and foists in a bunch of cloud features that I can't use at half the places I take my wifi-only tablet.

So what are good alternatives for reading PDFs stored locally on an Android tablet or phone?

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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 ***** Venture-Lieutenant 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 ***** Venture-Lieutenant 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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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 ***** Venture-Lieutenant 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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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

Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

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?

1 to 50 of 142 << first < prev | 1 | 2 | 3 | next > last >>

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.