Lens-Keeper Tiluatchek

Bearded Ben's page

Goblin Squad Member. Organized Play Member. 1,063 posts (2,205 including aliases). No reviews. 6 lists. No wishlists. 13 Organized Play characters. 23 aliases.


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There's also the Goz Mask

Silver Crusade

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This spiel was somewhat more important when we had faction missions.

"I'd like to make something perfectly clear. I have sworn oaths guaranteeing the safety of any prisoners I take with the flat of my glaive, and I will fulfill those oaths, even if it means opposing one of you. If any of you plan on killing slavers for Andoran, or putting an ex-lover of the Paracountess out of their misery, or revenging the death of a friend at the hands of Aspis agents, or what not, I'd like to know. I don't need, or even want to know, the full details. All I want to know is this: how can I tell who they are so I can avoid taking them prisoner in the first place?"


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There's two "end of campaign" items that give a flat caster level bonus, the Crown of the Kobold King and the Robes of Xin-Shalast. Here's quite a few ways to get caster level boosts some of the time or to some spells:

Items:

Orange Prism Ioun Stone: +1 caster level
Anointing Oil: +1 CL for one "harmless divine spell with a range of touch"
Conduit Rod: +1 CL for electricity spells
Shadow Spike: +1 CL for shadow or darkness spells in area
Stormcaller: +1 CL for electricity spells (does not stack)
Shifter's Headband: +1 CL for polymorph spells
Strand of Prayer Beads (Bead of karma): +4 CL for 10 minutes. One-shot item.
Bastion Banner (Sarenrae): +1 CL for fire or light in area
Blazing Robe: +1 CL for fire spells
Candle Of Abaddon: +1 CL for evil spells in area
Crown of Heaven: +1 CL for good spells
Crown of the Kobold King: "If you are a sorcerer you cast spells at +1 caster level."
Hollywreath Band: +1 CL for plant spells
Orb of Foul Abaddon: +1 CL for evil spells
Prophetic Paraphernalia: +1 CL for divination spells. Takes 10 minutes.
Robes of Xin-Shalast: +1 CL
Shocking Robe: +1 CL for electricity spells
The Lymirin Discourses (Fourth Act): +1 CL for cure spells
Tome of Living Runes: +1 CL. 20 uses.

Classes/Archetypes:

Druid (Menhir Savant) 2: +1 CL for 3+Wis rounds/day
Witch (Dimensional Occultist) 2: +1 CL 1/2*level times/day. Greatly increases casting time.
Cleric (Forgemaster) 1: +1 CL to any "spell that targets a weapon, shield, or armor". Also reduces metamagic cost for those spells.
Paladin (Sacred Servant) 5: +1 CL for several minutes a day
Sorcerer (Wishcrafter) 1: +1 CL when granting wishes, once per person per day
Sorcerer (Accursed Bloodline) 1: can use aid another to grant another Accursed Bloodline Sorcerer or witch with the coven hex +1 CL for a round
Sorcerer (Aquatic Bloodline) 1: +1 CL for water spells
Sorcerer (Daemon Bloodline) 1: +1 CL per creature killed by your magic the previous round
Sorcerer (Maestro Bloodline) 1: +1 CL for spells "with a verbal component and no somatic or material component"
Sorcerer (Martyred Bloodline) 1: +1 CL after you take damage the previous round
Sorcerer (Starsoul Bloodline) 15: +3 CL for "spells of the teleportation subschool"
Sorcerer (Arial Wildblooded) 1: +2 CL when "outdoors during any form of precipitation"
Sorcerer (Sanguine Wildblooded) 1: +1 CL for necromancy spells
Sorcerer (Seaborn Wildblooded) 1: +1 CL when in "a body of water large enough to float in"
Sorcerer (Umbral Wildblooded) 1: +1 CL when in dim light or darkness
Oracle (Ancestor Mystery) 20: +4 CL for all divination spells
Coven Hex: can use aid another to grant another witch with the coven hex +1 CL for a round
Yuelral's Blessing (Wizard arcane discovery): +1 CL for "spells that appear on both the wizard and druid spell lists"

Feats:

Varisian Tattoo: +1 CL for "a school of magic (other than divination) in which you have Spell Focus"
Spell Specialization: +2 CL for "one spell of a school for which you have taken the Spell Focus feat". Spell can be changed at even levels, feat can be taken multiple times.
Allied Spellcaster (Teamwork): +1 CL if you are next to a caster with this feat and the same spell known or prepared
Angelic Flesh: +1 CL for spells from the "illusion (pattern) subschool or have the light descriptor"
Arisen (Story): "the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone"
Atheist Abjurations: "You gain a +2 bonus to your caster level whenever you use an abjuration spell to dispel or counter a divine spell, or send an extraplanar outsider summoned or called by a divine caster back to its home plane."
Bloatmage Initiate: +1 CL for a single school of magic
Earthtouched: +1 CL for "sorcerer spells with the earth descriptor"
Eldritch Researcher (Story): "When casting a spell you’ve created, add 1 to your caster level."
Eye of the Arclord: +1 CL for divination spells. 1 minute per day
Familiar Focus: "Whenever your master targets you with a harmless spell or spell-like ability, your master’s effective caster level for the effect is increased by 1."
Flame Heart: +1 CL for fire spells
Fortune Teller: +1 CL for divination spells
Green Faith Acolyte: "whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or plant growth), you cast the spell at +1 caster level"
Irrisen Icemage: +1 CL cold spells, -1 CL other energies
Shadow Caster: increased duration for "spells of the shadow subschool or spells with the darkness descriptor"
Scaled Disciple: +1 CL for "spells included in the dragon domain or subdomains"
Outer Planes Traveler: +1 CL for spells with one of nine listed descriptors
Tapestry Traveler: +2 CL for "spells of the teleportation subschool"
Tenebrous Spell (Metamagic): +1 CL when cast in dim light or darkness
Theurgy: Sacrifice an arcane spell as a swift for +1 CL to a divine spell
True Love (Story): +1 CL for spells with the emotion descriptor
Whispered Knowledge (Faction): +1 CL after damaging something with a melee attack

Traits:

Beacon of Faith: +2 CL for a domain spell once per day
Boarded in Varisia (campaign): +1 CL for mind-affecting spells cast against creatures and natives of the jungle
Cross-Knowledge: +1 CL once per day for an extract that is also on the wizard spell list
Distance Aptitude: +1 CL for determining the maximum range of spells
Eldritch Delver: +1 CL for teleportation spells
Force for Good (faction): +1 CL for good spells
Genie-Caller: +1 CL for a summoning spell once per day
Gifted Adept: +1 CL to one spell
Harrow Chosen: +2 CL for divination spells
Inspired by Greatness: +1 CL to one spell
Magical Knack: +2 CL (up to hit dice)
Master of Pentacles (faction): "Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the duration of the spell."
Medic (faction: Shadow Lodge): +1 CL "when casting spells of the healing subschool with remove in the spell’s name"
Mother's Rage: +1 CL for summoning spells
Nidalese Shadowcaster: +1 CL to one shadow spell
Outlander (campaign): +1 CL to three spells
Precocious Spellcaster: +1 CL to a cantrip and a 1st-level spell
Priest-Blessed: "Three times per day when you are the target of a harmless divine spell, you may increase its caster level by 1 for purposes of its effect on you alone."
Second Tongue: "Any summoning or divination spell you cast to summon or contact a Great Old One or one of their minions is cast at +1 caster level."
Secret of the Impossible Kingdom: +1 CL to one spell
Star Reader: "While under starlight, the caster level of all your divination spells is increased by 1. If the target of your spell is a demon, the caster level is increased by 2."
Student of Faith (campaign): +1 CL for cure spells
Telekinetic Dependence: +1 CL for "spells that move objects through sheer will"
Transmuter of Korada: +1 CL for transmutation spells
Trickster: +1 CL for illusion spells

Races:

Dhampir Wizard Favored Class Bonus: +1/4 CL for necromancy spells
Half-Elf Wizard Favored Class Bonus: +1/3 CL for enchantment spells (duration only)
Halfling (Wanderlust): +1 CL for spells that provide or enhance movement"
Halfling Witch Favored Class Bonus: +1/4 CL for patron spells
Merfolk Sorcerer Favored Class Bonus: +1/2 CL for water spells (range only)
Undine (Water Affinity): +1 CL for Water domain spells
Aasimar (Heavenborn): +1 CL for good or light spells
Gnome (Pyromaniac): +1 CL for fire spells
Ifrit (Fire Affinity): +1 CL for Fire domain spells
Oread (Earth Affinity): +1 CL for Earth domain spells
Oread (Fertile Soil): +1 CL for Plant domain spells
Svirfneblin (Stoneseer): +1 CL for earth spells
Sylph (Air Affinity): +1 CL for Air domain spells
Changeling (Object of Desire): +1 CL for charm person and charm monster


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Some world-building questions that would need to be answered are: "Do gods in this world work in such a way that having one grant more domains than usual is doable? Does the number of grantable domains correlate with deific power?"

I'm not certain you would need to go as far as setting up specific, formal Clerical Orders or Aspects of the Deity to let monotheistic clerics pick from a large number of domains. It might read something like this: "For some reason, YourDeityNameHere grants his/her clerics certain combinations of domains and denies them others. Both domains must come from one of the following lists: DomainA, DomainB, DomainC, DomainD; DomainA, DomainD, DomainE, DomainF; DomainA, DomainB, DomainF, DomainG." How large the allowed lists are, how many total domains are granted, how much overlap between lists there is, etc. would depend on both world-building stuff about the deity and also game-balance considerations between pantheons.


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I don't think Sean or the OP were complaining about the tech level, instead they didn't like the intrusion of the real (albeit, somewhat fictionalized) planet Earth into their fantasy and vice versa.


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The Seven-Branched Sword, which is an exotic weapon, lets you trip people to flat-foot them rather than render them prone.


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Perhaps because having Schrödinger's Fighter fight Schrödinger's Monk is easier than building Fighters and Monks and comparing them?


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Masterwork wooden armor and bone studded leather are both all-natural +3 AC, 0 ACP armors, so it's still an option.

If you're willing to pour feats into it, Dodge and Improved Natural Armor would give the treant +1 AC per feat, but I'm not certain it's worth it.


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We could use the ISO 8601 format: yyyy-mm-dd


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Play the character you want to play.


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@kmal2t: 16 products where Liz Courts has "added to the creative of a game and it's design".


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I'm not 100% certain this is exactly what you were looking for, but it's close. It's in the CRB under the Magic chapter:

Quote:

Conjuration

Each conjuration spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

Link


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The falcata is the better choice mathematically for max DPR, but that doesn't factor in any abilities that trigger on a crit, which might swing the decision to the katana.


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@Aelryinth: The FAQ is Here

Quote:

Fabricate: Can I use this to make a masterwork item or an item with a special material?

Yes and yes. In effect, the spell is only saving you time compared to crafting the item nonmagically; you still must provide the raw materials (which costs you 1/3 of the item's price).
The spell doesn't require a Craft check if you're making an item that doesn't require a high degree of craftsmanship, such as a desk, door, club, outfit, or simple kind of armor.
Creating a desk with a secret compartment, a door that matches a wall when it is closed (i.e., a secret door), or a masterwork item count as items with a "high degree of craftsmanship," so you must succed at a appropriate Craft check against the DC to craft these sorts of items with the spell. In general, any item that has a Craft DC of 15 or higher requires you to succeed at a Craft check to fabricate the item.
If you want to create (for example) a mithral chain shirt, you need to provide the mithral and other materials needed for the chain shirt (costing 1/3 of the item's price). Because mithral items are always masterwork, you would have to succeed at a Craft check to successfully create the item.
As with the normal crafting rules, if you fail this check by 4 or less, you fail to create the item but do not ruin your materials (and could cast the spell again using those materials). If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

—Pathfinder Design Team, 06/06/13


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The previous threads were here and here.

Mark Moreland wrote:
As has been stated upthread, the Pathfinder Society Organized Play campaign is one in which we hope that players are not reading ahead (either adventures or Chronicle sheets) in order to cherry-pick adventures based on a checklist of monsters they'd like to encounter or equipment they'd like to receive. As such, we consider discussion of such spoilers to be against the spirit of the game.


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The Quick Runner's Shirt doesn't speed up the glaive, but it does answer the question "Any other thoughts on how we can get this thing going in the first round of combat that's not going to cost him his move action?". The player pulls the cord on the glaive (move action), moves toward the enemy (usually a move action, but the shirt lets you do it as a swift), and attacks (standard action) all in the same turn.


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Zog of Deadwood wrote:
Well, your basic question is a good one, but remember that you don't actually get the benefit of ANY of your magic items while wildshaped. They temporarily meld into your new form and become nonfunctional, unless you take them off before you wildshape and put them on/pick them up afterward AND they are wearable or usable in the new form, which is seldom the case. So a belt bonus would normally be a moot point.

That isn't quite true.

Polymorph wrote:
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form.


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There's already a guide to dipping into cleric and this list, which is almost a dipping guide.


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DrDeth wrote:
Scott Betts wrote:
richard develyn wrote:
I am no more a psychotically suicidal killer-for pay in the game than I am in real life (you'll be pleased to hear). All my characters are fully rounded individuals with unique personalities which are just as important, if nor more important, than their kill-monsters-take-treasure ability.
I'm skeptical. It's nearly impossible to avoid playing the part of psychotically-suicidal killer-for-pay in D&D or games like it. You habitually fight extremely dangerous monsters, throwing yourself into combat situations with many times more frequency than the most decorated and daring of military groups, and nearly every group finds itself motivated primarily by wealth for at least one of their quests in each campaign. I mean, really, really think about it. If the fantasy world of D&D were real, and you were really an adventurer, everyone would view you as insane and suicidal. There's no other way to put it. "Wait, the four of you are going to purge the catacombs of undead by yourselves just so you can get to the treasure map that might be in one of the crypts?" That's ridiculously self-destructive behavior. And even if, out of sheer determination, you've managed to never create a character who considers adventuring to be a reasonable profession, I'm certain you've had others in your party who fit the bill. But you got along fine with them, probably, because you know that it's better not to look too closely at such things. Making a tabletop fantasy game superficially "real" is fine, but past a certain point you find yourself up against the brick wall of realizing that the core conceits of the game are incredibly unrealistic.
Have you tried Bunnies & Burrows?

Or Power Kill?


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MAP

Pathfinders explore Golarion in service to lore. This widespread group of treasure hunters, thrillseekers, sages, and voyagers make it their lives’ work to uncover lost artifacts, map neglected ruins, and learn forgotten knowledge. They do these things for the sake of lore, as well as for fame. The Pathfinder Society publishes the Pathfinder Chronicles, a multi-volume series of chapbooks highlighting some of the most amazing finds by field agents.

Pathfinders are part archaeologist, part historian, and all adventurer. Many established Pathfinders make their own way in the world, following their interests or tracking down leads to greater mysteries. These established few are still subject to orders from their superiors, but the least prestigious tasks are usually reserved for those new to the organization (like yourselves). The Society is governed by the Decemvirate, 10 anonymous leaders who pull strings and guide the organization from Skyreach in the Grand Lodge of Absalom. They hand down orders from their secret posts to venture-captains, who in turn pass the orders to field agents.

The Society has few rules, but all Pathfinders are expected to perform the Three Duties: explore, report, and cooperate. Idle Pathfinders are useless to the organization, and agents must seek out secrets or further their work in exploration of some kind, always growing and gathering knowledge. This exploration would be worthless if not for frequent reports. Pathfinders must send back accounts of their adventures, many of which end up published by the Decemvirate. Finally, Pathfinders are great heroes from dozens of countries and backgrounds with thousands of different motivations and allegiances, and the Decemvirate expects that individual Pathfinders will not interfere with one another, and absolutely never let a conflict between themselves come to blows.

Despite the mandate to cooperate, Pathfinders have myriad motivations and often fall in with similarly minded factions within the organization, or external groups with close ties to the Society. (You're going to meet members of some of those factions during this adventure.) As fresh new recruits, most Pathfinders know only the venture-captains who give them their training, especially Ambrus Valsin, the man in charge of daily operations in the Grand Lodge.

A new batch of Pathfinder agents has completed their training and now stand fresh and wide-eyed before the towering structure of Skyreach awaiting their first assignment for the Pathfinder Society. (That's you. Make your own decision about how "fresh and wide-eyed" you are.)

As you show up, you are shepherded into a small room with a table and some chairs and told to wait until Venture-Captain Ambrus Valsin sends for you.

Here's where you introduce your characters. Stride/walk/stumble into the room, talk amongst yourselves, examine the art on the walls, describe as much or as little of your character's appearance as you want, etc.


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Putting a 'Small' column on the 'Tiny and Large' chart (which I believe is what the OP wants) sounds reasonable to me, since it would make reducing a Small character to Tiny easier (you wouldn't have to first bump it up to Medium before referring to the chart).

There is also the side benefit of making Small to Medium and Medium to Small conversions easier. As it is, only one of the four combinations of Small/Medium and Enlarge/Reduce Person (Enlarge Person on a Medium character) has a nice, simple chart.


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Quote:

A lot of people suggest taking the archer fighter archetype is a good choice for archers.

Is it really worth it?
You lose armor training - which is a big deal in a low magic world - since full plate has a Max Dex of 1 --- and you ARE a Dex-based character.

Also - with an archers typically average (14) str - and the added -4, attempts to disarm / trip etc at range will probably fail due to your low CMB.

Am I missing anything?

By the way - I plan on being in melee range, as a level 7 character I'll have Point Blank Master - so firing while in melee provokes no AoO - and I plan on taking snap shot soon enough.


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The PFS FAQ sez:

Quote:

Can I scribe spells from another PC's spellbook into my own? What about gaining spells via scrolls found during an adventure?

Players are welcome to exchange spells with each other during an adventure. They must still follow all the normal rules as put forth in the Core Rulebook and their class descriptions (for instance, an alchemist can scribe from a wizard, but not vice-versa) and they must not bog the session down.

Similarly, scrolls found during an adventure can be used to add spells to spellbooks and similar class features (such as a witch's familiar), using the normal rules for doing so. Scrolls used in this way during an adventure do not need to be purchased, but are still consumed as normal.

With either method, the GM should sign off on the spells gained (after witnessing successful skill checks) on affected players' chronicle sheets. All other methods of gaining new spells (such as by gaining a level or purchasing access to an NPC's spellbook) function as described in the Core Rulebook and relevant class descriptions.

In the rare instance of a wizard charging a fee for the privilege of copying spells from their spellbooks, this fee is equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells do not change the fee in PFS.

On checking "whether or not someone succeeded in doing their spellcraft check", the previous GMs should have "sign[ed] off on the spells gained (after witnessing successful skill checks) on affected players' chronicle sheets."

Hope this helps.


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Skeld wrote:
North Star wrote:
I'm basically done with this thread for now, 'cause I don't have the time to correct all the wrong opinions that I have an issue with...

Lolz. If you want to correct wrong opinions, might I suggest the Off Topic forum? You'll fit in perfectly.

-Skeld

Obligatory comic.


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This isn't 3.5 where the distinction between "class skill" and "cross-class skill" actually mattered - it's only +3 to disable device.


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Short answer for PFS: all the core races (dwarf, elf, gnome, halfling, half-elf, half-orc, human) are always legal.
Aasimar, Teiflings, and Tengu are legal if you own a rulebook with the one you are playing of them in it (Bestiary, Advanced Race Guide, that sort of thing).
Dhampir, fetchling, goblin, ifrit, kitsune, nagaji, oread, sylph, undine, and wayang are only legal if you have what's called a 'boon' that lets you play one. Pretty much the only way to get a boon is at Cons or other similar special events.


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You could always ask the players what they want out of the game, then try to give it to them. If necessary, let someone else (some band of NPC heroes, say) save the world while the PCs focus on whatever it is that captures the attention of the players.


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Socialist Pathfinder?


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Alchemical Cartridges let you load faster, and stack with Rapid Reload.

Quote:
"Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action)"


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OCD detective. Someone's got to say it.


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Invisibility


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Mike Bramnik wrote:
RainyDayNinja a few posts up is 100% correct. If you have an issue with a VO, you bring it to Mike Brock, not a messageboard.

And if you have an issue with a GM, you bring it to a VO, not a messageboard.


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Adding weapon special abilities to an Amulet of Mighty Fists works exactly the same way as adding those abilities to a magic sword. It's no more a "custom item" than a +1 flaming katana is.


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Full list from the doc I posted

Class:
Wand mastery (Bard ACF Magician 10) charisma to Wand DC
Nature's Whisper (Oracle, nature mystery; revelation) use Charisma to AC and CMD instead of dex
Lore Keeper (oracle, lore mystery, revelation) Use Charisma to knowledge checks instead of int
Sidestep Secret (oracle, lore mystery, revelation) Use Charisma to Ac and reflex saves instead of dex
Smite evil (paladin 1,4,7,10,13,16,19, class feature) add charisma to hit/AC against evil smite target
Divine Grace (Paladin 2) Charisma to all saves
Insightful Scroll (Cyphermage, cypher lore) use Charisma to DC from scrolls
Smite Chaos (Hellknight 1, 4, 7, 10) as paladin ability against chaos aligned creatures
Wrack (Hellknight 6) Standard action touch attack 1d6+charisma dam
Final Revelation (Oracle 20, Ancestor Mystery) Add CHA to Will saves
Guiding star (Oracle, Heavens Mystery) add CHA in addition to WIS to all wisdom based checks, only while night sky visible
Knowledge of the ages (Oracle, Time Mystery) retry knowledge checks with charisma bonus, charisma times/day
Friends to animals (oracle, nature mystery) Animals within 30 feet gain your Charisma to all saves
Final revelation (Oracle 20, Enlightened Philosopher ACF) add charisma to all saves in addition to dex,constitution and wis
Smite Chaos (champion of Irori 1 and 8) as smite Evil vs chaotic creatures
Judgement; slayers brand (Inquisitor, racial ACF, Dhampir, Kinslayer 1) 1d6+charisma dam to Undeads (evil subtype and lycanthropes also possible)
Grit (Gunslinger racial ACF Mysterious Stranger 1) use charisma for grit instead of wis
Focused Aim (Gunslinger racial ACF Mysterious Stranger 1, deed) 1 grit add charisma to dam
Quivering Palm (Oracle, Racial ACF Shigenjo 15) Use Charisma for quivering Palm DC instead of wis
First into battle (Oath bound Paladin ACF sword of valor 2) Add Cha to initiative, replaces divine grace
Skilled rider (Oath bound paladin ACF Shining Knight 3) Mount gains paladins cha to saves
Bastion of Good (oathbound paladin ACF Sacred Shield 1) Cha to Ac against smite target, replaces smite evil
Loyal Oath (oathbound Paladin ACF Oath of Loyalty 1) Give target adjacent ally paladins cha to saves and AC
Pure of mind (oathbound paladin ACF Oath of Chastity 2) cha to will saves, replaces divine grace
Hordebreaker (Oathbound Paladin ACF Oath against savagery 11) add Cha to no. of AoO, stacks with combat reflexes of similar effects.
Weals Champion (paladin ACF Holy tactician 1) cha to hit, and if hit target allies gain ½ cha to hit target for 1 round, replaces smite evil
Student of Humanity (Sorcerer racial ACF Human, bloodline power) add CHA as insight bonus to diplomacy, knowledge (History, nobility, local) and linguistics checks if checks is about humans.
Knock Out (bard 5, 11, 17, ACF Buccaneer) 1/day add cha to hit against target until you have dealt non-leathal dam to target

Feats:
Osyluth Guile (combat feat) add charisma to Ac against a single target, when using fighting defensively/total defence
Reward of Life (feat) add Charisma to lay on hands healing
Toppling Spell (metamagic) use Charisma and CL for trip with force spells
Noble Scion (feat) Charisma to initiative

Spells:
Smite Abomination (Oracle 5 [Assuming you use casting stat not just wis]): Charisma to hit single undead, +more
Pilfering hand (bard 2, oracle 2, sorc 2): use charisma + cl for disarm or steal maneuvers instead of dex/str
Chain of Perdition (Oracle 3, Sorc 3): Use Cl+charisma for dirty trick, drag, reposition and trip maneuvers, instead of bab+str/dex
Bestow Grace of the Champion (charisma to saves, smite evil once)
Battering blast (Sorc 3) cha+cl to Bull rush instead of str+bab
Strangeling Hair (Sorc 3) grapple with cha+Cl instead of str+bab
Bladed dash/bladed Dash greater (magus ⅖, bard ⅖ ) move 30 feet and make a single melee attack/attack all you pass and add cha as circumstance to hit

Item:
Bracers of the Avenging Knight 1/day smite: Charisma to hit.


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Getting X to Y: How to make a stat do other things You'll need to work out which are PFS legal, though.


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DH's Guide to Play By Post gaming

Hopefully helpful hints about pbp applications


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bookrat, there's also "does not fit the themes or aims of PFSOP or the fictional Pathfinder Society" (several evil-leaning archetypes) and "does not fit Golarion" (several gun-focused archetypes)


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Kobolds, narrow tunnels, traps, and tactics.


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Gamma radiation


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Mark Hoover wrote:
What should I have done?

Besides not have a party that isn't "overly tactical" fight two APL+3 (Epic) encounters back to back?


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Is the player interested in getting mechanical advantages from being related to a dragon? Draconic bloodline sorcerer, then dragon disciple might be an option.


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The table calls it a "Sword, short".


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Why don't you just wear one gauntlet, threaten with that hand, and cast using the other hand?


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I assume you are talking about creating a messageboard alias. Click on either of the "My Account" links near the top of any page, look for something that says "messageboard aliases", click "Create new messageboard alias".

Once you've done so, you can post as that alias using the menu underneath the box you type in.

To add the stat block and bio get to their page, either by clicking the alias's name above a post or your's and then the alias in the alias tab. Once at the alias, there should be something under the profile tab to let you create or modify the alias's profile.


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Somewhat of an obscure one, but be a ratfolk with a ratfolk cohort.

Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.


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Ask him if it still looks good when he's sober?


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The definition of "Broken".


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Angry Badger (HP 25/26, AC 21)

Grrr


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Belle Mythix wrote:
Mark Hoover wrote:

358. IN A WORLD where the land is blanketed by darkness, where villains prey upon the weak and where the people cry out for justice, ONE man has the courage to stand against the forces of evil. You ARE that man...

In an inversion.

361. IN A WORLD where the land is blanketed by darkness, where villains prey upon the weak and where the people cry out for justice, ONE man has the courage to stand against the forces of evil. You ARE NOT that man...

362. ...but you are, unfortunately, his sidekick.