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Based on Tonya's post at
I tried to email the address she specified, but my email came back with this error:
Delivery to the following recipient failed permanently:
Technical details of permanent failure:
The error that the other server returned was:
I'm looking for people to play with! I'd love to get together with some of the people I've talked to here on the forums over the years, so who wants to pre-plan some tables together? This isn't just a thread for me, though. If the rest of you want to plan other sessions without me, feel free to post here to coordinate, just so we have one big thread to work from.
We probably should have started this a week ago, since event tickets go on sale tomorrow. Here's a link to see the PFS events. I finally figured out how to make that work - search for PFS in their event finder, then click the "Start Time" at the top of the list to sort it by date and time. Hopefully, my link already does that, but in case it doesn't, now you know.
So as for my own schedule, I'll be GMing 7-21 The Sun Orchid Scheme (1-5) all 4 morning sessions. The group I normally go to GenCon with isn't going this year, so I don't have much in the way of plans otherwise. I'd like to leave at least one afternoon open to wander the vendor hall, and I might still do a True Dungeon run without my normal group, especially since I know some people who GM that. But other than that, I'm fairly flexible.
So who wants to plan to play together? What event tickets should I buy for PFS sessions? I was thinking of maybe just buying tickets to the specials and using generic tickets for other PFS tables, so I can play whatever's available without planning too much in advance. That worked pretty well last year. But for the Friday night special, I don't even know what sub-tier to buy a ticket for, since I have PC's at every level 1-9 I could play.
Since the discussion thread about this is well over 240 posts, I thought I'd start a separate thread with a poll. If you have anything to add to the debate, go back to that other thread. Only post your final opinions in this thread.
To summarize the matter we're debating, the question is whether to make a rules change in PFS to allow PC's to "pay back" those who use consumable items on them.
For example, player A and player B go on an adventure. Player A brings a scroll of Breathe of Life, and player B doesn't. Player B dies. The party cleric uses player A's scroll to bring back player B. Under the current rules, player A just lost money, because he no longer has his scroll, and player B can't pay him back. Under the proposed rules change, player B would be able to buy a replacement scroll to give player A.
In all of these proposals, it's assumed that we're replacing the expended item only, NOT paying money for it. So no money will ever directly change hands between PC's.
For each of the following possible ways of making this rules change, tell us if you'd be strongly in favor of the change, somewhat in favor, neutral, somewhat opposed, or strongly opposed.
1. Make the change for scrolls of Breathe of Life only. Only the person who benefited from the scroll can replace that scroll for the person who provided it.
2. Make the change for scrolls of Breathe of Life only. The entire party can chip in to buy the replacement.
3. Make the change only for condition removal items (including death, so BOL still counts). Only the person who benefited can replace that item for the person who provided it.
4. Make the change only for condition removal items (including death, so BOL still counts). The entire party can chip in to buy the replacement.
5. Make the change for any single use, single target consumable item. Only the target of the consumable item can replace that item for the person who provided it.
6. Make the change for any single use, single target consumable item. The entire party can chip in to buy the replacement.
7. Make the change for any single use item, regardless of targets. The entire party can chip in to buy the replacement.
8. Make the change for any consumable item that goes from new to full expended during the adventure. This would have to be regardless of targets, since it could be used on more than one target, even if it's only one at a time. The entire party can chip in to buy the replacement.
9. Make the change for ANY consumable item, including those with multiple uses that aren't fully expended. I have no idea how this would work in practice without coins changing hands instead of just items, so this seems like the least realistic possibility.
So this has come up a few times before, most recently here.
We all know that this is technically against the current rules of PFS. You can't buy items for other PCs. So if someone gives you their consumable, and you use it, you can't buy them a replacement.
How would everyone feel about requesting a PFS rules change to make an exception to the "no buying items for other PCs" to allow for consumable replacement this way?
The door to the Scarab Sages' research room in the Grand Lodge shakes a little, as if someone is trying to open it without turning the handle. After a moment, the handle turns, and surprisingly, the creature opening it turns out to be a two legged reptilian creature with feathers, slightly shorter than a halfling, but twice as long, thanks to its long tail. The creature has a large mouth full of sharp teeth, and is wearing what appears to be leather barding and an animal training harness.
It's taloned feet click on the stone floor as it enters and looks around menacingly. It makes a curious "Rawr?" noise several times as it wanders around the room.
This is for Pathfinder Society, so RAW answers only, and please let me know where you found the answers.
Stupid question about animal companions: Assuming you give them a feat (or two or three) for armor proficiency, do they always use the barding costs for mounts or would a biped use armor costs for humanoids?
And if it is barding, since barding cost is only provided in the Core Rulebook and Ultimate Equipment for medium and large mounts, what about a small animal companion before it grows up to medium?
Let me start by putting this in context. The level 1 power of the Magic (Divine) subdomain says "Whenever you are the target of a divine spell". This obviously only applies to targeted spells, not AOE's, since it doesn't have wording about "or within its area" like the Persistent Metamagic feat, which intentionally covers both.
But what about area spells that only affect specific creatures in their area? The obvious example is Bless, which affects all allies within 50 feet of the caster. Somehow, the spell knows allies and non-allies apart, and targets only the allies. But does that count as being the "target" of a spell in game terms that doesn't have a "target" line in its spell description? Would that qualify for that subdomain power?
So I know there something in Mummy's Mask about the ancient Egyptian deities being worshiped in ancient Osirion. I don't have the adventure path, and haven't played it, so I have no idea what the full story is.
But they're legal for worship in Pathfinder Society, so apparantly, they're still alive and still deities, even though most of Golarion has forgotten about them.
Can someone fill me in on what the story is on them? If they're really still gods with enough influence to be patrons to divine casters on Golarion, then how are they completely forgotten? And if they don't really still exist as gods of Golarion, then how can they be legal for PFS play?
This subdomain's 1st level power is SO much better than Hand of the Acolyte. I'm surprised I never noticed it before, and have never seen anyone use it.
Advanced Players Guide wrote:
1. "Whenever you are the target of a divine spell": Does this only mean when a divine spell is first cast on you, or do ongoing spell effects count?
For instance, if you cast Bless and include yourself as a target, you can obviously spend a swift action to do this in the same turn. But what about the following round, when you still have Bless as an ongoing spell affecting you? Could you use another swift action to use this power again, assuming you have enough uses per day left?
2. "grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.": Obviously, you get this boon on yourself, since you always count as your own ally. How long does it last?
Since it says "before the end of their next turn", it seems like this actually works as a self-buff that you can use on your own next turn, unlike most domain buffs like the 1st level powers of the Good and Luck domains. Am I reading that correctly?
I'm looking to make a Hunter or Huntmaster Inquisitor as my next Pathfinder Society PC. I haven't decided which yet.
Mechanically, both get an animal companion, bonus teamwork feats every 3 levels, and the ability to share those teamwork feats with their pet. It looks like Huntmaster has better class features in general, though their spell lists are different enough that some types of Hunters could still be better. I just want to do a typical melee pair, nothing fancy like a small humanoid riding his pet, or an archer and melee pet pair.
But rather than mechanical strength, I'm likely to pick between the two based on flavor. Which brings me to the purpose of this thread: I need to decide on things like PC race, animal race, back story, personality, reason for being in the Society, which faction to join, etc. I'm looking for fluff ideas, and then I'll see how they pair with the mechanical ideas.
If I go with a more "outdoorsy" theme, then it'll be a Hunter. If I come up with a deity to follow and good story to go with it, then it'll probably be a Huntmaster Inquisitor. I'm really not married to either right now, though I will say I've enjoyed reading about the Golarion gods and coming up with character ideas that go with them.
For this PC, I think I'm leaning towards a good alignment. Neutrals are allowed in Society, and I have a few of those PCs already. But I just feel like making this one more heroic. I'm not sure why, but I'm going with it.
Another thread asking about day jobs got me wondering if others have creative day jobs. So list the day jobs for your PCs here.
Here they are for my 21 PCs:
1 - Profession: Tax Collector - barbarian realized how dangerous this profession could be after seeing a tax collector die during one of his adventures, so took up the task... badly
So I actually only have day jobs on 9 of my 21 PCs, which is lower than I expected now that I look at it. I like the idea of day jobs to give more personality to PCs, so I thought I'd done them on at least half of mine.
Advanced Players Guide wrote:
So a question came up at the table today, and I wanted to see what others thought. If you use this on a spell like Glitterdust or Hold Person, obviously the affected targets need to roll twice and use the worse roll on the initial saving throw. But what about the rolls in subsequent rounds to try to overcome the effect? Are those also persistent, or do they just roll once?
I thought it affected all saving throws against the spell with the metamagic on it, regardless of when, how many targets, etc. But someone at my table thought it was just the initial save. Is there a consensus on this?
My infiltrator inquisitor, focused on skills first and archery second, just hit level 4 in Pathfinder Society. I need some help picking out a pair of 2nd level spells for him right now, as well as planning good spells for later.
His known 1st level spells are Divine Favor, True Strike, Heightened Awareness, and Command. He's also got wands and scrolls of other 1st level defaults like Cure Light Wounds, Protection from Evil, Comprehend Languages, Bless, Expeditious Retreat, and Magic Weapon.
For 2nd level spells, he already has scrolls of See Invisibility and Lesser Restoration. Those and other situational spells like Remove Paralysis, Tongues, and Align Weapon seem like they're better off on scrolls than known spells.
So I'm looking at stuff like Silence, Spiritual Weapon, Flames of the Faithful, Hold Person, Defending Bone, Invisibility, and Cure Moderate Wounds, though, Invis and CMW are almost as good as scrolls.
So any other good spells I should be thinking about? And what higher level spells should I be considering when I get there, mostly for archery buffs?
So a situation came up when I was GMing last night, and I want to know how I should have handled it.
In a low tier adventure, the PCs defeated a level 2 NPC alchemist, whose inventory included his formula book. Per the Advanced Players Guide, based on being level 2 and having a +3 int modifier, his book should have had a minimum of 6 spells/formulas in it (all level 1). But the adventure didn't say what formulas were in his book, other than the assumption that the 3 he had prepared would be in there.
Since I had an alchemist PC at the table, that player naturally wanted to copy his book.
Is there any sort of standard for how to handle these things when the scenario author forgets to include the spell/formula book list for an enemy NPC wizard/alchemist/magus?
In this case, I pulled out the APG, noticed that it lists 20 spells for 1st level alchemists, and rolled a d20 3 times to determine the additional formulas in his book, and let her copy those. That seemed like a fair way of dealing with it in this case. Given that we're supposed to stick to RAW in PFS, do you all think that counts as modifying the scenario too much to reward a PC?
I started looking into making a thrown weapon build, just to see if it was feasible. This was for standard PFS.
Based on the discussion in that thread, I decided to stick to regular fighter, no archetype, despite having considered brawler and warpriest along the way. There's just lots of feats and extras from the Weapon Masters Handbook that relate to thrown weapons that work well with a fighter.
I went human for the bonus feat and skills, and checked the Advanced Race Guide to see if there were any good extras that would work on this guy, and decided there aren't. I started fishing for good traits, and ended up settling on a faction trait from the PFS Guild Guide, along with a basic trait from the Advanced Players Guide, which is also in the online trait document.
That's when I realized that as long as I don't buy any non-Core equipment, this guy is Core at level 1. Sure, I plan on picking up 5 feats from the Weapon Masters Handbook eventually, but I won't take the first of those until level 4. And with only 150 gp to start, I can't think of anything other than earplugs that I'd want to buy to start that isn't Core, though I'm sure I'll quickly branch out to other non-Core equipment.
So my human fighter accidentally qualified for the Core campaign, even though I plan on him becoming non-Core by level 4, at the latest. Since I don't know exactly when/where I'll play him first, I think I'll register him as Core for now, just to keep my options open.
So I kinda like the idea of the Golarion god Kurgess, whose favored weapon is the javelin. It got me wondering if there's a way to make a viable PC that specializes in javelin throwing. This would be for Pathfinder Society, so starting at level 1, PFS legal, etc.
I'm open to pretty much any class, race, or concept that's PFS legal, as long as they worship Kurgess and specialize in javelins.
1. Is there a specific reason to play this trilogy with the same PC in all three parts? Like a special reward or something? Or doesn't it matter? You don't have to go into details, just yes or no.
2. The last part mentions the Dark Archive, but is that the only direct faction tie in? The other two parts don't have anything?
We'll be playing it at my local store the next 3 weeks. I'm one of those people who tends to bring several PCs and play whatever the party is missing, especially at low level, since I have plenty of low level PCs. Just wondering if I should make a point of bringing my only low level Dark Archive member to all 3 parts of this, or does it not matter?
I'll almost certainly bring the Dark Archive PC to the last part, but he's new and focused on the archive, not related to the nation of Cheliax, so I don't feel any special plot reason to bring him to the other parts.
The FAQ link in this forum post leads to something completely irrelevant. Searching the FAQ, I can't find an answer to that question, so I'm not sure what it's trying to link to. I may just be missing it, but it would be nice to have a proper FAQ answer.
For Pathfinder Society, I have a conjuration focused controller sorcerer, and it's time to pick my level 7 bloodline feat. He's Deep Earth bloodline (just to be different), and none of the bonus feats are particularly great.
Is there any reason to take Still Spell in PFS, or should I just go for the slightly boring, but more generically useful Skill Focus: Perception?
I'm thinking Still Spell could be useful while grappled, but I've already got Liberating Command as a known spell to deal with that. Still Spell + Dimension Door could be a good combo to get out of grapples, but that takes a level 5 spell slot, so I won't be able to do it until level 10, anyway.
So according to the Core Rulebook, swimming in stormy water requires a DC 20 swim check, and you can't take 10. That's the toughest swim DC listed there.
However, when talking about creatures with swim speeds, it says "It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard."
What special actions or hazards require swim checks? How high would those DCs be?
I'm asking because I made a half-elf PC with the Water Child alternate racial trait from the Advanced Race Guide, which gives a +4 racial bonus to swim and lets me take 10 in all circumstances. So once I hit +10 bonus, I'll be able to take 10 to hit a DC 20 without rolling. So is there any reason to take more skill ranks in swim after I'm at +10? It just seems like I'll able to insta-succeed on any swim check, if 20 is the highest DC.
So I played (and loved!) the scenario with the intelligent sword on the chronicle sheet, and I've been wanting to GM that one for a while. I even know what PC I want to put the chronicle on, since he has the right alignment and uses that type of weapon already, anyway.
Here's my question: The weapon is broken, and I seem to recall back when this adventure was new that there was no way to ever repair it. Thus, it would be a pretty subpar choice compared to the normal progression of getting a magic sword and upgrading it as you level up. Which sucks, since it's such a flavorful choice.
Is there any way to repair and/or upgrade that sword these days? Or is it still just a broken sword that can't be fixed, making it a downgrade to the +1 sword my PC already has?
As far as I know, Paizo has only ever published official paladin codes for the major Inner Sea gods listed in the Core Rulebook.
I've seen threads around here where people come up with codes for other deities, but I just searched and didn't see one for Shizuru. My own paladin of Shizuru is a Chosen One, so she was chosen to become a paladin and magically received the powers, but received no formal training. So I haven't worried too much about the details of the code she needs to follow, just having her be generically paladin-esque.
But I would like to come up with a slightly more detailed code for her to follow, even if she's not doing it intentionally. Has anyone ever given any thought to what a paladin code for the Empress of Heaven would look like?
Clerics, inquisitors, and warpriests automatically get proficiency with their deity's favored weapon. Why not paladins?
Probably because they're proficient with all martial weapons, and the idea of a LG deity with an exotic weapon as its favored weapon didn't occur to the writers of the Core Rulebook at the time. But such deities do exist, so I'd like to ask for this to be added as a campaign specific "house rule" in Pathfinder Society.
Clerics of Irori get Improved Unarmed Strike for free, so it only makes sense that paladins of Irori would, too. And Shizuru, who is a LG leader among the Tien gods, has katana as her favored weapon, so you'd think her paladins would be able to wield them.
For now, my paladin of Shizuru just uses the katana two handed, which makes it martial. But being able to carry a shield on occasions when I want to be tankier, and wield the katana one handed, would be a nice option to have.
I'm trying to work out some details in the back stories of two of my Pathfinder Society characters from Kyonin and the neighboring River Kingdoms. I have the Inner Sea World Guide, but not Elves of Golarion, which may talk about some of this stuff. I'm not sure what other books to check.
One is an elf from Kyonin who is snobby about his heritage and looks down on other races. I put him in the Sovereign Court faction for variety, and because it seems to fit his snobby attitude. From the Inner Sea World Guide, I know that Kyonin is a monarchy ruled by a queen, but it doesn't mention nobility below that level. I'm sort of assuming there's a noble class, so I can say my guy is from a minor noble family. Can anyone clarify that?
My second PC from the area is a half-elf. How are they viewed in Kyonin, and the nearby sections of the River Kingdoms? Do the elves of Kyonin accept them?How would most Kyonin elves view those who date other races? If she started dating an elf from Kyonin as a young adult, would his family and friends mostly reject her for not being a pure elf?
Also for that second character, given Kyonin's isolationist nature, how much interaction does it have with neighboring countries? I'm leaning towards saying my character grew up in the River Kingdoms, though her elven parent was from nearby Kyonin. Would the elves engage in trade with the River Kingdoms? I need a good excuse for how her parents met, as well as for her own interactions with Kyonin elves prior to becoming an adventurer. Meeting through merchant trading along the rivers would be the easy answer, if Kyonin isn't too isolationist to trade with its neighbors that way.
We'll be running the Quest for Perfection trilogy at our local store the next couple of Sundays, and I wanted to update the intros a little to fit with the current status of everything in the Society.
Since Amara Li returned to Tian Xia and is still active with the Society, it makes sense that her role as the Venture-Captain in Goka who sends the PCs on these missions would be retained. I just need to know how to introduce her.
Is she still officially a V-C? Is she the V-C for Goka, or another specific lodge? Or does she have some greater title as the Society leader for the whole Tien continent?
A halfling dressed entirely in black, with a holy symbol of Pharasma, enters the Archive, and looks around curiously.
"Hello. My name is Julian Lightfoot, inquisitor of Pharasma. While the Lady of Graves has commanded me to travel the world, destroying undead, I am also very curious about the various magical secrets that Pathfinders frequently uncover. I'm told they're stored, catalogued, and examined here. I'd like to sign up to help with that whenever I'm back in Absalom between Pathfinder missions."
"And while I always hope we stay safe as Pathfinders, we all know that the missions we go on can be dangerous. If anyone here has anything they'd like to confess, any secrets you'd like to get off your chest, just in case you go on to meet Pharasma before returning from your next mission, just let me know. I'm always available to hear such confessions."
Bluff: 1d20 + 12 ⇒ (20) + 12 = 32
Sense Motive DC above:
There's something weird about the way Julian talks about his religion. He seems a bit too excited when talking about learning about the Darkive's magical secrets, or the secrets of any Pathfinder in confession. You're sure there's something he's not telling you, and fairly certain he's lying in some of what he did say.
Hmmm... Spoilers within spoilers don't work. Click his name to see his back story and get the big secret that no PC could possibly know about him.
So I'm making a divine caster of a deity whose worship is banned in most countries of the Inner Sea (Norgorber), and I'm trying to decide how to handle the issue of his unholy symbol.
Is it possible to keep a holy/unholy symbol hidden under your clothes and still use it for spellcasting? Would that require a bluff check or something?
He'll be openly wearing a holy symbol of a different deity that he claims to worship, and making bluff checks for that whenever it comes up in conversation. So I'm picturing him wearing both (un)holy symbols as necklaces, one above the clothing, and one below it, and putting his hand over that area of his chest whenever he casts a spell.
Of course, the obvious answer is the birthmark trait, but I have other traits I'd rather take, so I'd prefer not to have to give one of those up. If I can get a good answer here that won't run into too much table variation, I'll go with that. But I suspect I'll end up with the birthmark.
This is for Pathfinder Society, so raw Paizo only sources, PFS legal, etc.
I'm making an inquisitor who will be mostly focused on skills. But even skill monkeys need to contribute in combat, so I'm planning to toss some points into dexterity, give him a crossbow, and pick up some of the archery feats.
I know composite longbows are best for a dedicated archer, but this isn't a dedicated archer. He needs to be able to contribute in battle, but he will never be the heavy hitter. I won't have any strength bonus, maybe even settling for 8 str as a halfling, which would hurt bow or sling damage, which is why I'm thinking crossbow.
But what type of crossbow? Repeating crossbow looks good for lower levels, when 5 shots before reloading means 5 rounds, which is plenty for any normal combat. But it seems like it would be worth trading out for a light crossbow and Rapid Reload for full attacks later.
What feats will I need? Point Blank Shot and Precise Shot are obviously mandatory. Again, Rapid Reload will be necessary if I'm doing a crossbow and want to full attack. And then there's other obvious archery feats like Rapid Shot, Deadly Aim, and Clustered Shot.
What else should I consider?
I came up with a plot/personality idea for a Pathfinder Society character, but I have no idea what I want to do with it mechanically.
The idea's pretty simple: A priest of Norgberger, neutral evil god of secrets (among other things), who joins the Pathfinder Society to try and accumulate secrets. He'll help the Society uncover the secrets of the past, but also spy on the Society from the inside.
Evil characters aren't allowed in PFS, but neutral worshipers of evil deities are, so I could do this with a true neutral alignment. I wouldn't focus as much on the murder and poison aspects of Norgberger, though I haven't ruled out the thieving part. But, it's his role as the god of secrets that makes the whole idea work.
As I said, I have this personality concept, but no idea what I want to do mechanically.
I'd probably want him to be a divine caster. Playing a priest who has to hide what deity he really worships could be fun. Looking at Norgberger's domains, Trickery has an awesome first level power, and the warpriest blessing version does the same thing. But I've actually already done that one on another PC, so it's a little redundant. The Knowledge (Memory) subdomain is pretty obscure, but could be very useful, and thematic, given this guy's emphasis on finding things out.
Other than divine caster, I was thinking maybe unchained rogue. Back before Unchained and Advanced Class Guide were published, I tried doing a totally dex based rogue-ish melee build, and it was a weird multi-class jumble that didn't work out so well. So I've thought about trying an unchained rogue, but haven't done it yet. This could be my opportunity.
I might consider multiclassing the rogue with a divine caster class - probably going primarily one way and just having a one level dip in the other. I was thinking that Calistria offers both of those domains I was considering, so my guy could pretend to be one of her priests, and walk around with a whip, which works with Weapon Finesse. Maybe a level of cleric for the domains, and rogue the rest of the way. Or maybe rogue/inquisitor for lots of skills, mixing the classes more evenly?
But I'm not completely married to any of those mechanical ideas. Any other suggestions?
I'd say we're due for a revival of the Roleplay Character Creation Advice thread. But the last time I tried to revive it a couple of months ago, nobody answered. So I thought maybe a new thread with less reading to get to the current posts would catch on better.
Here's the original idea behind that thread:
Lawrence DuBois wrote:
So I could swear I saw this mentioned here somewhere, but I can't find it now, and I don't remember if there was a definite answer.
If a paladin is in the Silver Crusade, and finishes 4 goals on their faction card, what does this benefit do for them (if anything):
Does it mean they get an additional use of Lay On Hands, using a different level than their actual paladin level, beyond their normal LOH ability? Or does it just not benefit paladins at all?
So I'm GMing a campaign with an oracle who has Divination as a known spell. The spell description specifically says that you know the spell failed if you don't roll high enough on the base chance of success. That's happened once or twice before, and we just say that the spell fizzles.
My question is how should I handle it if the spell is prevented from working by outside magic? ie They try to ask a question about something with extremely powerful magic that prevents divination type spells from working on it? We're getting into higher levels where such stuff does exist in this campaign.
I'm debating between giving them an answer that says that the truth is hidden, or just having the spell fizzle as if they rolled too low. What would the rest of you do as GMs?
Back by popular demand! Or not...
My party just killed Mokmurian and used the library below Jorgenfist very well (they got all the info available). Now, they're trying to decide what to do next, and they've got LOTS of leads they want to follow and questions to ask, and nothing immediate to do that would prevent them from just casting Divination over and over, since the oracle has it as a known spell. They'll make their way back to Sandpoint eventually - they already teleported back there to pick up Brodert Quink and bring him to the library to help with research, so they'll need to return him in a week or two, tops. I dropped a hint about the earthquake, but didn't go into detail yet. But once they go back there, that will be the plot hook to get them into Sins of the Savior.
But in the mean time, they're emailing back and forth about the many, MANY questions they're thinking of researching in our next session. Things like the locations of Runeforge and Xin-Shalast, details about Karzoug, etc. They even thought about the very proactive question of where else large number of people may have been marked with the Sihedron star, so their deaths will fuel Karzoug's rise.
And unfortunately, we're playing this weekend, so I don't have a ton of time to prep for all this. I'll come back here later with more specifics, but if anyone has thoughts on dealing with the most obvious questions, let me know.
So in an adventure path I'm GMing, we're up to high enough levels that they just faced a big bad with Disintegrate, and the group's oracle went from full HP to pile of dust in a single shot. He's debating if he wants to be revived or just make a new PC.
They did beat that bad guy in the end, and he had a scroll of Limited Wish. Reading the spell description, it can't duplicate a Resurrection spell to bring the disintegrated guy back, but could it be used to get him part of the way there? For instance, "I wish instead of a pile of dust, Relyn was a fully intact corpse in the same condition he was in at the time of his death (other than being dead)" in order to get his body back so they can use a Raise Dead on him?
The point is that they already had a Raise Dead scroll, and now they have a Limited Wish scroll, so do they really need to spend money on Resurrection instead of using the two scrolls they already have? Of course, they still need to hire someone to cast them, since the pile of dust was the party healer.
As mentioned elsewhere, I recently bought the Familiar Folio, and got the idea in my head of doing a Patfhinder Society PC based on Boon Sai Hong and Po Po from the old comic book series, Way of the Rat. It's a Chinese themed medieval fantasy series about a thief who accidentally steals a magic item that makes him a master of staff combat, and becomes a hero, with a talking monkey as his mentor.
Again, this is for Pathfinder Society, so RAW only, Paizo sources, PFS legal, etc.
I've decided to go Nature Fang archetype for Druid, with the Monkey domain for the familiar and other benefits. The idea will be a light armored, highly acrobatic two weapon fighting (both ends of the staff, since it's a double weapon) Shillelagh master... with a monkey.
The monkey is non-negotiable, even though there might be better domains for boosting my staff combat abilities, or grabbing an animal companion capable of flanking with me and doing some damage of its own. Actually, the Monkey Domain is pretty good in its own right. The monkey familiar gives +3 acrobatics, the 1st level power can boost my acrobatics or other skills a few times per day, domain spells include Spider Climb and Freedom of Movement, which are excellent. All in all, it's a pretty good domain that suits my theme well.
So here's what I've got so far:
Str: 18 (10 +2 racial)
Unfortunately, that loses a point in 20 point buy, but there's no way around that. I need high strength for melee, 15 dex for the TWF feats, 14 wisdom for casting (which will still need to be boosted with a headband later), and the highest possible Con for survivability, especially since it determines the familiar's HP, too. That's also why I'm taking Toughness up front.
Rice Runner: +1 acrobatics and it becomes a class skill - Goes well with the Monkey domain, and helps me get flanks, which are good for hitting more and harder, since this archetype gets a 1d6 sneak attack at level 4.
Feat/Slayer Talent Profession:
For those levels when I'm not sure what to take, Double Slice, Improved Initiative, and Combat Reflexes look like possibilities. Also, since I'm not entire sure if Improved TWF will work before my BAB hits +6 at level 8, I might switch those level 6 and 8 slayer talent choices.
My two big concerns are that I won't hit often enough or have high enough armor class. When I do hit, I should do plenty of damage, though. 2d6+1 for Shillelagh, 1d6 sneak attack after level 4, strength bonus, and eventually Power Attack and Two Weapon Rend. I'll be relying on sheer quantity of hits per round more than anything, though.
For the AC, I'm sticking to light armor so I can acrobatics past enemies, and there's no material druids can wear that makes medium armor into light like mithral, so I'm limited to +4 base armor bonus on my armor. I'll have some dex, and that's why I prioritized Dodge and Two Weapon Defense as feats. Mobility might even be a possibility for higher levels.
I've also decided to give Po Po the monkey the Protector archetype, so he'll start with Combat Reflexes and Bodyguard, and be able to boost my AC by +2 against 3 attacks per round while sitting on my shoulder. The only down side there is that it might make him a target, and his own AC and HP will be even worse than mine. Can he wear armor? But that's also why I want 14 constitution, Toughness, and probably most of my favored class bonuses in HP - both human and monkey really need all the HP they can get.
As for hitting in combat, I'm 3/4 BAB with -2 to hit from TWF, which is tough. Studied Attack should help with that, and it's why I'll take Weapon Focus so early. Not being able to upgrade my staff will hurt, too - Shillelagh makes the staff +1, but it only works on non-magical weapons, so I can never get a bigger enhancement bonus than that for my hit rolls. I guess that's the advantage of getting extra attacks per round from TWF and ITWF - I may miss on half of them, but I'll still do decent damage on the other half.
I'm sure I'm missing options that would work well for this guy. Any suggestions?
This is for Pathfinder Society, so Paizo sources only, RAW, etc.
I'm building a Druid with the Nature Fang archetype. So he'll be a strength based melee guy who never gets wildshape.
I'm thinking maybe 14 dex starting, a domain bonus to acrobatics, and probably a feat to get acrobatics as a class skill, so I'm looking at a decent acrobatics. I really want to be able to acrobatics around enemies to get into flanking position regularly, both for the bonus to hit, and because my archetype gives a sneak attack.
But wearing medium armor or carrying a load that slows you down prevents using acrobatics this way. So what's the best PFS legal armor a druid can wear that doesn't slow your speed?
I know a mithral breastplate doesn't slow your speed, but that's metal, so it's out for a druid. Is there a non-metal material that does the same thing? Or am I stuck settling for light armor with lower AC if I don't want to be slowed down by my armor?
This is for PFS, so RAW only, Paizo sources, etc.
I never thought this would happen, but I'm planning a build and actually get more feats than I need.
I'm going Warpriest of Shelyn, sticking to her favored weapon of glaive. I know there are better reach weapons, but this guy's personality is more dedicated to his goddess than to combat, so he'd stick to her favored weapon for flavor reasons.
I was already thinking human for the flexible stat bonus (strength), extra feat, and extra skill rank per level. Then I saw the favored class bonus that gives an extra combat bonus feat every 6 levels. So being human lets him get extra feats at levels 1, 6, and 12. Since this is for PFS, that's as far as I'm planning.
I'm not married to being human, though. I'd consider other races that can get a strength bonus, especially half-orc, taking the alternate racial trait that gets the extra skill rank per level like a human. I like skills, and this guy won't get very many ranks.
So here's the feat progression I'm thinking about, but if anyone has recommendations for changes, I'd appreciate it.
1 - Combat Reflexes
Combat Reflexes is obvious for any reach PC, and Toughness will help me survive low levels on the front lines with d8 HP and my favored class bonus going into extra feats.
I'm still debating which Weapon Focus to take first - glaive or cestus. The glaive will be my primary weapon, and the cestus will be for enemies that get inside my reach. I chose cestus for the 19-20 crit range, and by taking Weapon Focus, it'll become a sacred weapon, boosting its damage die immediately from d4 to d6, then even higher later on. I'm tempted to do that at first level, but I really do expect to use the glaive much more often, so the bonus there seems more important.
Power Attack, Pushing Assault, and Pin Down are obvious for extra damage and battlefield control with a reach weapon. I put in Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Pin Down at the earliest levels I can take them, since I only qualify to take them as bonus combat feats. If I don't go human, I won't have enough bonus feats to take all of these, which is fine. Weapon Spec and Greater are nice little numeric bonuses, but not strictly necessary.
Improved Init, Dodge, and Vital Strike kinda feel like "filler" feats to me, along with the Weapon Specializations I mentioned above. They're useful, but I feel like maybe there are better options that I'm not thinking of. I was thinking of maybe Furious Focus. When you only get one attack after moving, or you REALLY need to hit and do serious damage, Furious Focus and Vital Strike make a nice combo on top of Power Attack.
Actually, I wish I could take Improved Trip and Greater Trip, but that requires Combat Expertise as a prerequisite, and dumped int is a large part of the character concept. Not just for min/max purposes - it's a key part of the PC's personality and back story. I know I saw someone mention that there are ways to skip that prereq now, but are those just tied to classes?
Maybe this has been pointed out before, but I'm just getting around to looking at the Advanced Class Guide for the first time. I found something that seems weird, so I'm trying to sort it out.
So the Nature's Fang gets slayer talents at 4th level and every 2 levels after that. Let's assume that our friendly druid is doing the two weapon fighting ranger combat style. He's got the Two Weapon Fighting feat already, going high strength on his Shillelagh quarterstaff, which is a double weapon, and using the ranger combat style to ignore the minimum dex requirements for TWF feats.
Here's the weird part: at 6th level, he takes Ranger Combat Style as his slayer talent, and uses its ability to ignore feat prerequisites to get Improved Two Weapon Fighting. The ITWF feat says he gets a second offhand attack - but because his BAB is only +4 at 6th level, he doesn't have a second primary hand attack yet!
Does this just mean that he gets the second offhand attack once he has high enough BAB for iterative attacks? Or does he really get 3 attacks per round at 6th level, with two of them being offhand?
All the standard familiars are basically dumb animals that got magically enhanced. But once they get that enhancement that makes them a familiar, they start with 6 int and a strong empathic link to their master. One would assume that would alter their outlook on life from back when they only had 1 or 2 int.
Do they share their master's alignment, or are they still officially true neutral?
I know it sounds like an odd question, but I somehow got the idea in my head of doing a Pathfinder PC based on the main characters from the relatively obscure comic book series, Way of the Rat. The main character is an thief and staff master with a talking monkey as a mentor.
Any suggestions for how to replicate that?
I originally thought of this while looking at the Chosen One paladin, but I think this guy would be a little too wild for a paladin. Though maybe having him be an ex-thief who is being reformed through the "guidance" of the monkey familiar (who would pretty much just smack the kid upside the head for 4 levels until he can speak at level 5) would still make that work.
Any other archetypes or things for getting a familiar on a staff wielding melee type? The staff as primary weapon thing is more optional than the monkey - I could see doing a different weapon, or maybe doing a monk with a staff, but mostly using unarmed strikes, if there's a monk archetype to get a familiar that I haven't seen yet.
This is for PFS Core campaign, so Core Rulebook ONLY.
Elves make good wizards. They've got the +2 int bonus and +2 to overcome spell resistance, among other things. They also make good archers, with their +2 dex bonus and default longbow proficiency.
Wizards kinda suck at low levels, until they have enough spells per day to cast constantly. I know I could just spend my first two prestige points on a wand of Magic Missile, but where's the fun in being normal? Besides, what do you do until you get those 2 prestige? I don't see many Core campaign tables around here, so I probably won't have the chance to skip level 1 with GM credits like I sometimes do in normal PFS.
So I was thinking of doing an elven wizard who pretends to be an archer at low levels. Use that dex bonus, longbow (which might end up being his bonded item), and spend his first feat or two on Point Blank Shot and maybe Precise Shot.
I may even wear armor to really confuse people. After all, how much actual casting does a level 1 or 2 wizard do? Will a 15% arcane failure chance from studded leather or something really matter that much to an archer? I'll dump the armor by 3rd level, when I start casting more, and stick to Mage Armor at that point, but it could be fun at low levels just to mess with people's preconceived notions.
It's 20 point buy, so I can just put 10 points in int and 5 in dex to start with 18 int and 16 dex. If I dump charisma, I may even be able to afford more. I want to save 5 points to pump up con for survivability. Using a longbow, I won't be able to dump strength like most wizards, but I won't bother increasing it, either.
By the time I hit level 5, I'll have enough spells per day not to bother with the longbow any more. So what are good (Core Rulebook ONLY) wizard spells that have ranged touch attacks, so I can take advantage of the high dex, Point Blank Shot, and Precise Shot? Scorching Ray is obvious, but I know there are some good non-damage ranged touch spells, too. I just don't remember them all, and I don't remember if they're all from the CRB, or other sources.
For that matter, spells that are based on ranged touch frequently don't have saving throws. So if I really go all out focusing on this, I might even go for higher dex than int. But that might take some research to convince me that there are enough good Core spells that I can use that way to make it worthwhile.