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Roy Greenhilt

Fromper's page

FullStarFullStarFullStar Pathfinder Society GM. 5,770 posts (6,408 including aliases). 4 reviews. No lists. 1 wishlist. 20 Pathfinder Society characters. 2 aliases.

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Silver Crusade

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.

Silver Crusade ***

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?

Silver Crusade

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?

Silver Crusade ***

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.

Silver Crusade

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.

Silver Crusade ***

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?

Silver Crusade

I've got a Pathfinder character who looks like a Japanese woman in armor, wielding a katana two handed. Any suggestions?

Dark Archive ***

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.

Silver Crusade

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.

Silver Crusade

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?

Silver Crusade

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?

Silver Crusade

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:

Ever get ready to start a game and you have some idea of the sort of character you want to play, but can't quite figure out a good backstory? Or how to fill in and round out their personality? Or what class or archetype would best represent the flavour you're trying to capture?


This is not a crunch thread. There are hundreds of threads on the messageboards about various ways to optimize various characters and builds. Of course, one can't remove the mechanics entirely from the character creation process, but try to keep this stuff to a minimum and pertaining to the fluff or roleplay aspects of the character.

Silver Crusade

Under the Advanced Class Guide, "Classes" chapter, if you click the link for the Slayer class, it takes you the Slayer section of the "Archetypes and Class Options" chapter instead.

Silver Crusade ***

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):


MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin

whose level equals the number of goals you have completed.

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?

Silver Crusade

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?

Silver Crusade

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.

Silver Crusade

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.

Silver Crusade

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)
Dex: 15 (7)
Con: 14 (5)
Int: 7 (-4)
Wis: 14 (5)
Cha: 7 (-4)

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.
Magical Lineage (Shillelagh): I know it sounds silly, but staff fighting is this guy's entire shtick, so applying Quicken to this at level 7 in a 4th level spell slot should be worth it.

Feat/Slayer Talent Profession:

1: Toughness
1: Two Weapon Fighting (Human Bonus)
3: Weapon Focus: Quarterstaff
4: Two Weapon Defense (Slayer Talent - Ranger Combat Style Feat)
5: Dodge or Power Attack (depending on which I think I need to boost more at that point - armor class or damage)
6: Improved Two Weapon Fighting (Slayer Talent - Ranger Combat Style Feat)
7: Quicken Spell
8: Dodge or Power Attack (Slayer Talent - Rogue Talent: Combat Trick)
9: ?
10: Two Weapon Rend (Slayer Talent - Ranger Combat Style Feat)
11: ?
12: ?

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?

Silver Crusade

We've got at least two of the season 7 adventures that use heavy amounts of stuff from Occult Adventures, and pregens based on all the new classes that can be used in PFS games. So it really bugs me that the book isn't on the PRD yet.

Silver Crusade

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?

Silver Crusade

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
1 - Toughness (human bonus feat)
1 - Weapon Focus: Glaive (warpriest bonus combat feat)
3 - Weapon Focus: Cestus
3 - Power Attack
5 - Pushing Assault
6 - Weapon Specialization: Glaive (warpriest bonus combat feat)
6 - Dodge (warpriest bonus combat feat from favored class bonuses)
7 - Improved Initiative
9 - Vital Strike
9 - Greater Weapon Focus: Glaive (warpriest bonus combat feat)
11 - Quicken Blessing
12 - Greater Weapon Specialization: Glaive (warpriest bonus combat feat)
12 - Pin Down (warpriest bonus combat feat from favored class bonuses)

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?


Silver Crusade

1 person marked this as FAQ candidate.

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?

Silver Crusade

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?

Silver Crusade

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.

Silver Crusade

This order kept acting like it was rejecting my credit card, so I kept re-entering it. The end result is that it charged my credit card 5 times before the order finally went through.

Silver Crusade

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.

Silver Crusade

If a monster spreads disease through a bite attack, can a PC with a bite attack get the disease by biting back?

Silver Crusade ***

So I know this has occasionally been a sore topic in the past. What exactly is the current PFS rule on masterwork tools? I tried searching, and didn't find anything even remotely definitive, though I may have just missed something.

I really should get some of these for some of my PCs. The only one I can think of right away is my fighter with Profession: Chef wanting some cookbooks. I'm thinking for 50 gp, it's not just a single book. He's getting the whole Time-Life series. The limitation on using them is that it requires time to look things up, so it would be useful for day job rolls, but useless for impressing people with his culinary knowledge in conversation. That would require going from memory, with no bonus for the books.

Silver Crusade ***

So when you do a level 1 rebuild, you must follow the rules of character creation at the time of the rebuild, right?

But if you made an aasimar or tiefling before GenCon last year, then you can rebuild that character and keep them that race, right?

So am I allowed to have a character with options that were both PFS legal at some point, but never legal for new PCs at the same time?

No, this isn't a hypothetical question. I really do have an aasimar that got grandfathered in, because I played him before GenCon last year. He's level 2 now on GM credits, but he's still eligible for a level 1 rebuild, since he hasn't been played at level 2 or higher. And yes, I really am looking at options from a book published in 2015 to add to this character, so that would give him options that weren't legal at the same time that making an aasimar character was legal.

I'm debating if I even really want to make this change, but it's worth considering if it's legal.

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The "My Downloads" link doesn't work on my Android tablet. When I go there from my PC, it's not a problem. It gives an error about not being able to establish a secure connection, rather than prompting for my password as it should.

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So now that that factions have changed so much, I'm kinda surprised that First Steps, part 1 hasn't been retired like parts 2 and 3.

How do you deal with the faction talk in there, with the Paracountess talking about Cheliax instead of the Dark Archive, and Guaril's talk about the Sczarni? Just skip those paragraphs, or make up your own changes to adapt them?

On a related note, am I the only one who misses First Steps 2 and 3, and wishes they'd un-retire them with just some quick instructions on how to deal with the changed factions? It wouldn't take that much work, and it would give more replayable level 1 scenarios.

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So I got a boon that lets me play a sylph in PFS, and I went with the Sky Druid archetype from the Advanced Race Guide, just because it would be something I couldn't do with any other race. I built her as a pure caster, with the Weather domain instead of an animal companion, and dumped strength, so no melee capability at all, but more spells than most druids.

I've only actually played this PC twice, but I also put some GM credits on her, so I'm up to advancing her to level 3. I'm hoping to play her again this weekend, and some more in the near future, so I'm looking for advice on feats and spells that would be good for this type of druid.

My first level feat was Cloud Gazer, the sylph specific feat that lets me see through non-magic clouds, and three times as far through magic clouds. The idea is that my domain gives me Obscuring Mist and Fog Cloud as my first two domain spells, so I can hide in my clouds and cast spells at the enemies without being targeted back. Of course, this only works in large, open battlefields - in closer combat, I'll just hide behind the front liners and skip the cloud spells, since they could mess up the rest of the party.

For other feats, I'm not sure what else would be useful for this type of druid. I'm thinking Spell Focus: Conjuration with Augment Summoning, to improve my Summon Nature's Ally spells. Beyond that, maybe Spell Penetration (and Greater) and Spell Focus (possibly with Greater) for the schools I use the most? Starting at level 5, my archetype will let me fly in combat most of the time without having to wild shape, so I won't wild shape as much as most druids, so I think I can skip the usual Natural Spell. I'd also consider Combat Casting, Toughness, or Lightning Reflexes. Reflex is my lowest save, and I figure the biggest threat to me when I'm hiding in my clouds would be an area of effect blast.

I'm also wondering what offensive spells I should be looking at. Due to the PC's pacifistic personality, I'm leaning towards non-lethal damage whenever possible, but she might do lethal damage with a spell as a last resort. This is another reason Weather domain works for her - the first level blast is non-lethal, but it has a little debuff to go with it, which is nice.

I'm also really liking that most of the sylph specific spells in the ARG are castable by druids. I've already used Windy Escape as a level 1 defensive spell, and now that I can get level 2 spells, Gusting Sphere is an offensive spell that goes with her theme (non-lethal, weather/wind based). Gusting Sphere isn't as good as Flaming Sphere for damage, but it's a little non-lethal damage with some battlefield control.

Like I said, I'll consider lethal damage if absolutely necessary, but I'm more inclined to look at battlefield control spells. In the past, I've prepped Entangle and Charm Animal for outdoor adventures. I was thinking Stone Call or Flaming Sphere now that I get level 2 spells. Soften Earth and Stone is another tempting one for outdoors, but it doesn't affect worked stone, so it won't work indoors. Similarly, Entangle and Charm Animal aren't good for dungeon crawls. What are some good spells to use instead?

And of course, I'm mostly looking at level 1 and 2 spells right now, since that's all I can cast so far, but I could use suggestions for higher level offensive spells, too.

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So my group had a couple of encounters along the way, and will be arriving at Jorgenfist at the start of our Sunday session. They're approaching from the southeast (teleported back to Fort Rannick and marched northwest into the mountains from there), so they'll be across the river with a spyglass, fly, teleport, and group invisibility spells, and time to plan.

My biggest problem is the just the sheer size of the maps in this section of the adventure. I use wet erase flip mats and roll up mats, and I want to draw out things in advance to avoid wasting time during sessions, but there's just so much here, many sections of which won't ever get used.

How do I even approach this?

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Given that these races are legal for any PFS character these days, you'd think Paizo would coordinate making a variety of minis in these races available.

It's been a while since I've looked, so maybe there are some new ones, but last time I looked, there was pretty much nothing for kitsune or nagaji - I never checked the other two. There are various companies with some furry stuff or lizardmen, but not much variety that really goes well with PFS PCs of these races.

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So picking up where the earlier divination thread left off, we're about to start Fortress of the Stone Giants.

My group already knows about Mokmurian from interrogating Barl Breakbones, but Barl didn't know what M's interest in Sandpoint is. They've got one day after arriving in Sandpoint to prep for the attack, and I suspect they'll cast divination to ask about the reason for the attack. Any suggestions for an answer that meets Divination's requirement of a "useful piece of advice", without giving too much away?

Remember that I like to use rhyming couplets or quatrains, but I admit that my poetry sucks. My players get a kick out of my attempts, though. :P

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Not sure if this is a Pathfinder rules question or a Golarion specific setting question. This is a question for a Pathfinder adventure set in Golarion, so I really want to conform to the rules of both (though as the GM, I do have the option of making up my own rules, but I'd rather not).

What happens to a devil when it dies? Does it cease to exist altogether, or does its "soul" (is that the correct word when it comes to devils?) go back to the plane that it came from to get a new body? And if it does return to the Hell from whence it came, how long until it can return to Golarion to wreak vengence on the PCs that killed it?

I'm running a Paizo adventure path, and my PCs are in a position to either kill or bargain with a very powerful devil. They're overthinking the decision (they really should just kill it, because they don't need its help nearly as much as they think), and between sessions, they're emailing back and forth about the questions they plan to ask using the spell Divination to determine how they should handle this. So I'm trying to be over-prepared once they decide which Divination questions to finally ask.

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So one of my party died retaking Fort Rannick, and nobody in the party can cast Raise Dead. They've got the loot to pay for it, but I'm trying to figure out where the nearest city that would have that service available would be.

Kaer Maga's the closest big city, in straight line distance, but it'll be tough to get to. Magnimar is further than Kaer Maga or Korvosa, but it's a direct boat trip, so that's probably the fastest.

Is there a small town closer than those big cities where a scroll of Raise Dead might be available? I considered having the church in Turtleback Ferry have one available to buy, but that just seems too contrived.

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So I'm GMing a group where the party oracle took Divination as a known spell.

They just finished retaking Fort Rannick. Kaven the traitor of the Black Arrows got away, but they killed Lucrecia and all the ogres. Their top priority seems to be tracking down Kaven, and they've got clues that will lead them to Commander Bayden's fae lover, but they seem to think they should have more leads about who Lucrecia serves. They got the name Mokmurian from her, but that's all they know, not where to find him or who he is or anything.

So I'm expecting some Divination castings, and I want to be prepared with intelligent (and rhyming!) answers.

Here's what I've got so far:

1. If they ask about Kaven (where he's going, who does he serve):


No master served, Lucrecia dead,

he flees south to save his head.

2. As I mentioned in another thread, they seem to think the Brothers of the Seven are more crucial than they are. They don't realize that they already killed that entire group in their sawmill in Magnimar. So I would expect at least one question about them. Given that they didn't get my vague hint about them being "gone" in an earlier divination answer, I figured I'd be more explicit this time:


Brothers of the Seven are all dead,

in their sawmill, lost their heads.
For Father Skinsaw, they did their murderous deeds,
'til Xanesha used them, for her master's needs.

3. They found Bayden's love letters, and no sign of him in the fort itself. Plus, they heard rumors in Turtleback Ferry that he was seen heading into the woods where the fairies live. So they might ask about him, and here's what I'm thinking as a response to that, though I'm thinking this answer might be a little too detailed:


Good Commander Bayden,
ice upon his head,
lives on inside Hook Mountain,
though he's already dead.

4. And if they just ask a general "What should we do next?" type of question:


Go south to Turtleback Ferry,

a village doomed to flood,
save them from a watery grave,
before the town sinks in the mud.

Any other thoughts? I'm trying to think of what other subjects they're likely to ask about at this point. And after the flood scene in Turtleback Ferry, they're likely to try another Divination for info on Skull's Crossing, so I'll have to come up with something for that.

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So we just finished the retaking of Fort Rannick in Hook Mountain Massacre. My group entered from behind the waterfall and secret passages, and came upon Lucrecia as soon as they entered through the basement. Kaven ran away while the group was distracted fighting Lucrecia, and they discovered his treachery, though they don't know exactly how far it goes.

They've since finished killing all the ogres and clearing the fort. Since there are no obvious clues to pursue as to the bad guys' plans, they're all assuming that hunting down Kaven is their top priority.

The book (anniversary edition) says that he'll try to rendevous with Lucrecia, but that's no longer an option. Where would he go at this point? Should I make it possible to track his movement once he left the fort, or would the heavy rain in the area wash away footprints?

The oracle of the group also took Divination as a known spell, so I'm assuming they'll find useful questions to ask and track him down one way or another. I'm just trying to figure out how that should play out.

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So my group is up to Hook Mountain Massacre (Anniversary Edition). Shalelu is tagging along, and I printed her page from the book to use as reference as a character sheet.

After clearing most of the ogrekin out of the farm last time, they're about to check the barn and rescue the Black Arrows next session (tomorrow).

So two questions. First (copied and pasted directly from the Community Created Stuff thread, where it didn't get any answers):


Anyone have the Anniversary Edition stats for the 3 rescued Black Arrows in an easy to print format?

I don't want to have to keep referencing that page in the AE, since they'll be participating in the adventure for a bit. But I also don't want to just print the whole pages with all the background information, and a big section header with a major spoiler in it, if I'm going to be leaving these sheets sitting on the table in front of me regularly where the players might see them.

I just know cutting and pasting stat blocks from Pathfinder adventures always takes time to reformat to make them work, so I was hoping someone else had already done it.

Second, the group will be leveling up soon, which now includes Shalelu. What do you all recommend for her advancement? The group already has an archery focused ranger, so she's kind of redundant, not to mention being nowhere near as good at archery, since the archer PC is just better built. It's probably about time for me to copy her to a real character sheet, so I can level her up easily when needed.

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So my group just beat Xanesha last session. And surprisingly, they captured her alive.

Per the tactics in the Anniversary Edition of the AP, she jumped off the roof to Feather Fall down when she knew she was beat, but looking at the spell description, I realized it would take 3 rounds for her to hit the ground. With an archer and blasting focused sorceress on the roof, it was no problem for the PCs to knock her unconscious. The group's main healer was already flying faster than Xanesha was falling, so he got to the ground and stabilized her immediately, and they took her alive.

So the big question is... now what? The published adventure doesn't take this possibility into account. Once imprisoned in Magnimar, how much will she say? They already have proof that she was involved with Justice Ironbriar and the earlier murders, as well as plotting to kill the Lord Mayor, so there's really no way the authorities will cut her a deal that would let her avoid the death penalty. And she has no nearby accomplices that might break her out of prison.

So how much information do you think the PCs should be able to get out of her? I'm actually thinking she won't talk at all, unless offered a deal for her life, which just won't happen. I wonder if my PCs would come up with the idea of using the Detect Thoughts spell to interrogate her. I doubt it - they aren't that game savvy, and I won't bring it up. That could get them too much information too early.

I'm thinking maybe she'll make a threat just before her execution, and mention some other bad guy names to put the fear of Mokmurian and/or Karzoug into the PCs before she dies.

Is it too early to mention Karzoug? I think the group already heard his name once, in Thistletop. Malfeshnekor was talkative after charming one party member and trying to entice the others into his room so he could eat them, so I think I gave them the names Karzoug and Alasnist, but without detailed context. But hearing that someone from thousands of years ago is now Xanesha's boss would likely have the desired "oh crap" effect. But I might just give them Mokmurian's name now and save the big reveal on Karzoug for later.

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So I get that Paizo wasn't prepared for the Great Golem Sale and all that, but the order's still "pending" after 18 days. This is getting kinda pathetic. Can someone check and make sure it wasn't messed up somewhere along the way?

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So the start of Hook Mountain Massacre talks about the Lord-Mayor of Magnimar being contacted from Turtleback Ferry that they haven't heard from Fort Raddick, and he sends the PCs to investigate. This is supposed to be in winter, at least a month or two after the events of the earlier chapters.

But the PCs should find the note at the end of Skinsaw Murders hinting that bad stuff's going down in Turtleback Ferry and Fort Raddick. Why would they wait to go investigate?

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So Justice Ironbrar has a wizard spellbook in his treasure. My party's only arcane caster is a sorceress, so nobody in the group can use it. I'm assuming someone else out there has done the math on how much they should be able to sell it for. Anyone want to save me the trouble and tell me what it's worth?

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Is it just me, or has all of been extra slow today? I'm not noticing this problem on other web sites, so it doesn't seem to be my internet connection.

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