|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
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?
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.
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?
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.
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.
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?
After much planning, I'm ready to announce:
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.
If you just want to buy a badge and play, don't worry, general signups begin Friday evening, in fact.
[Roll20 / G+] Skull & Shackles book 4: Island of Empty Eyes (9-11) Mon, Aug 31, 1 PM US Central (GMT-5)
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
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.
Open to feedback and comments here.
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 http://www.teamspeak.com/ installed and ready to go at game time.
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
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.
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 comicpaloozagames.com 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!
I'm surprised we don't have this thread yet. What characters are you looking forward to playing in the core campaign?
Cori (Last name TBD)
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.
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?
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?
Character build process and commentary:
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
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.
Now I'm ready for game time (continues next post)
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.
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?
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?
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 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)?
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?
Saturday, September 13 at Ettin Games, Humble TX
10 AM – 2:30 PM:
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:
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:
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.
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?
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.
VTT Gameday 4:[Roll20 / G+Hangout]KQ 23: The Urge to Evolve (Level 3-7): Saturday, August 30th, 2014 @ 2:00 AM EDT US [-4 UTC]
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 Roll20.net 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 Roll20.net account required: http://roll20.net/
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.
Ultimate Equipment wrote:
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?
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.