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So the maximum age for a PC in Pathfinder Society is 349 (elf in the old, but not venerable, age category). I'm about to play an elf close to that age for the first time, and I want to play up the borderline senile elder aspect for personality.
When such a character starts rambling about "Back when I was young...", how would that sentence end?
Obviously, Aroden was still around, and most people didn't know who Iomedae was. Naderi is the only deity I can think of who is that young, though I wouldn't be surprised if there are others I don't know about. Some nations have changed, especially around the World Wound and Eye of Abadengo. Much of Tian Xia was ruled by the Lung Wa dynasty, which has since fallen.
What has been everyone's experience with this spell in PFS play? I haven't really seen it used much at all. I suspect that's because many players, including myself, avoid it for fear of wild table variation in how the judge will let them use it.
I found this thread, where the big debate was whether or not you could use it to convince bad guys to attack their friends. But that's not really what I'm looking for here.
I'm actually making a casting/skill/support occultist, and dumping charisma, so that's the only type of skills she won't be able to do. I was thinking of taking this just as a substitute for diplomacy in asking a bartender for information or talking my way past a guard, but I'd never even consider using it in a combat encounter. That's what more powerful enchantments are for. :P
Bear in mind that as an psychic caster, my spells won't have verbal, somatic, or material components, though she has an implement as a focus (she clutches her necklace when casting enchantment spells), so nobody will know she's casting a spell.
This seems like the type of thing the spell was actually designed for, so I'm hoping not to run into too much table variation from GMs. What do the rest of you think?
So all the discussion on the forums seems to agree that if you're going to build a PC using the medium class from Occult Adventures, you pretty much have to focus on the champion spirit. That's really the only spirit that's useful for a normal adventuring day. And it's mostly strength based two handed weapon builds, since mediums don't get any bonus feats to help them pull off more feat intensive combat styles.
So has anyone come up with any sort of viable adventuring medium that doesn't focus mostly on the champion spirit? Or even if they do focus on that spirit, can you pull off any combat style effectively other than a big, two handed weapon and Power Attack?
I guess archery could work with the champion spirit, but it's slow going to get the many feats necessary to be good at it. If you're not human, you won't even get Precise Shot until level 3. I suppose the champion spirit bonus and seance bonus could make Deadly Aim somewhat unnecessary, which is good since a 3/4 BAB class can't really afford the penalty to hit. So this will always be a sub-par archer compared to classes with bonus feats to be great at it (ranger, fighter, zen archer), but I guess you could be passable.
Any other suggestions for medium builds that don't just try to impersonate a barbarian with a great sword?
Ultimate Combat wrote:
Katana: Specifically constructed for samurai, katanas employ multiple types of steel combined in a distinctive forging process. The result are swords noted for their wickedly sharp yet slender, gently curved blades, designed to make graceful hacking strokes capable of severing opponents' heads and limbs. Though finely balanced, these blades are difficult to master. Characters can use a katana two-handed as a martial weapon, but must take the Exotic Weapon Proficiency (katana) feat to use it one-handed.
Looking at the bolded sentence at the end, anyone with martial weapon proficiency is considered proficient to use a katana with both hands. Is that good enough for weapon feats like Weapon Focus and Improved Critical that require you to be proficient with the weapon to take the feat?
My paladin of Shizuru, who only uses the katana with both hands due to lack of proficiency with her goddess's favored weapon (which is still a sore point for me) really wants to know.
So I've been looking at the occult classes, trying to come up with my next PFS character idea. The mesmerist class seems interesting, but I'm trying to figure out how it plays at low levels, before you have enough spells per day to cast all day long.
Because I already have a few low level front line PCs, I'm trying to avoid doing a martial themed mesmerist, and stick to mostly casting and other class abilities. Against things with minds, I can do hypnotic stare + Daze all day long, and pull out more potent spells as necessary. At higher levels, trade out Daze, and by then, I should have enough spells per day to cast better stuff more often.
But before picking up psychic inception at level 3, to use mind affecting stuff on monsters that are usually immune, what does a mesmerist do in combat against undead, oozes, vermin, constructs, etc? This is pretty much the same question I had when I made a bard who specializes in debuffing things with minds, but at least bards always have Inspire Courage and wands of Cure Light Wounds to fall back on.
Even after level 3, until you get enough spells per day to cast every round (probably level 7+), I'm still trying to wrap my head around how the class should play.
So I've decided to do a gnome illusionist for my next PFS PC, just because it's an old trope that I've never done before. I know with their charisma bonus, they make better sorcerers than wizards. But I've already done a couple of sorcerers, bards, and other spontaneous casters, and I kinda got bored of casting the same spells over and over. I want to do a prepared caster just for the wider variety of spells.
So I'm thinking of doing an actual illusionist, even though there are schools with better powers, just because I'm more interested in being unusual than uber-optimized. The powers are actually pretty good, even if they aren't the best of the best. But there's also the shadow subschool, which also has good powers, so I'm a little torn between the two.
So I've been looking over the spells, trying to decide on opposition schools.
I know the obvious is enchantment, because single target save or suck spells tend to be worthless if the enemy saves, so that's an easily skippable school. But for an ADHD Golarion gnome that wants to use a wide variety of spells throughout his career, enchantment does actually have some fun options. I just wouldn't make it my primary offense, but I could see mixing one or two enchantment spells into my prep once I have a lot of spell slots per day.
I keep looking at divination for an opposition school. Especially in PFS, where the adventures are short, and you don't need to use heavy duty divination to find the plot, this does seem like an easily skippable school, except for screwing up Read Magic and Detect Magic. But magic items are easily accessible in PFS, so wands could easily compensate for those. So I think this could work.
I was actually considering abjuration for an opposition school. That one has a lot more spells I'll want, but most of them are still pretty good as scrolls and wands. This would mean giving up on Dispel Magic, though.
Another possible opp school is necromancy. I see this guy as a fairly silly character, so while this school has a few decent spells, it might be too dark for him. And really, other than maybe Blindness/Deafness, what would I miss?
For feats, I obviously want Spell Focus and Greater in illusions, and I'll need Spell Penetration and Greater eventually. I may also want more Spell Focus feats for other schools that I use a lot, but I'll have to decide which those will be.
I'm also looking at some gnome and/or illusion related feats that could work well for him like Effortless Trickery, Shadow Gambit, and Threatening Illusion. All 3 of those look like they'd occasionally be useful, but aren't good enough to build a PC around, especially if I'm going for spell variety, rather than a sorcerer casting the same illusions over and over.
To go along with the silly gnome theme, I'm taking a trait to get bluff as a class skill with a +1 trait bonus, not dumping charisma, and getting a familiar with the Decoy archetype. So the skunk will also have bluff as a class skill, and be able to speak all my languages (mimicking my voice perfectly) starting at level 5.
That could be fun to play with. And yeah, skunks look like cool familiars, so I'm definitely going there. It's worth it for the +2 fortitude and a twice per day stink spray that can nauseate (or at least sicken, even if they make the fort save) an enemy.
I haven't decided on a second trait. I'm trying to decide if there's a spell I want to specialize in enough to take Magical Lineage. I was thinking maybe Major Image, and using that to put Threatening on it for free, but I just don't think it's worth that big an investment. I might just end up with a generic trait for +2 initiative or +2 concentration.
So, anyone have feat suggestions? Traits? Ideas about the oppositions schools, and spells worth using a lot, or making sure to avoid in opposition schools so I can always cast them?
Oh yeah, and I need a recommendation for good, silly names for a gnome and a skunk. And suggestions for random ADHD, bluff-addicted silliness to throw at the table. I'm going for VERY chaotic neutral on this one. I'm actually tempted to have him change his name before every adventure, and change the skunk's name every time, too, until the skunk can speak for itself at level 5.
I'm making a vishkanya non-archetype medium for Pathfinder Society (yes, I have a race boon). So Paizo only sources, PFS legal, yada, yada, yada.
From looking at the medium class and discussions here, it seems that most people focus on the champion spirit, as that's the only one really good enough to be an adventurer. To me, the entire point of the class is the flexibility of switching spirits daily, doing different things depending on who you're adventuring with each time. That makes it ideal for PFS, but not a class I'd consider using in a campaign with a stable cast of PCs. But the game rewards specialization, so trying to build for ALL the spirits just seems destined to fail. So I want to specialize a little, but I don't want to specialize too much.
So I'm picking a few spirits to focus on: Champion as my primary for front line combat, Trickster on days when I want to be a skill monkey, maybe pull out Marshall once in a while for variety, or Hierophant starting at level 6 (when it gets channeling) if I'm at a table that desperately needs a healer. I've decided not to even consider the Archmage or Guardian spirits.
Here's what I've got so far:
Str: 11 (1)
Weapons: Elven curve blade using Champion spirit to get proficiency, kukri with racial proficiency on days when I'm not channeling a Champion spirit
I know dumping wisdom is always risky, but Will is a good save for mediums, and I'll take a trait to boost it. Also, I get a +2 racial bonus to perception, which is a class skill for mediums. So I won't be anywhere near as vulnerable as most front liners who dump their wisdom, even if I'm not great.
The idea is that I'll never be the heaviest hitter, but +5 to hit for 1d10+3 with an 18-20 crit range right from level 1 should be good enough while channeling the Champion. I'm tempted to drop the dex, cha, or int in order to get the str up to 13, to qualify to take Power Attack, probably at level 5.
But the high dex, int, and cha are for the skill monkey side as a Trickster, as much as the dex is also to help with AC and Weapon Finesse, and the cha is for spellcasting. And when I'm not channeling the Champion, I'm more likely to help in combat in other ways than straight damage, such as using that Sleep Venom to stagger and maybe put enemies to sleep twice per day. Poison Tattoo should help with that. But again, that's only twice per day, and I'm only doing 1d4 damage with a kukri otherwise. The 18-20 crit range will help a little with that, but it's still pathetic damage, with no significant boost coming at higher levels.
So mechanically, my big question will be what does everyone recommend to make this PC more useful in combat when I'm not channeling a Champion, since that seems to be his big weakness.
I also have non-mechanical questions, looking for suggestions on back story and personality. I kinda picture this guy as getting possessed by a Trickster spirit and forced to become a thief, who learned to control the possession and channel other spirits. I'm still working on the details.
Actually, I noticed two traits that give +2 trait bonuses to mind affecting saving throws that might provide useful direction for a back story. One is specific to the nation of Zi Ha, home of the Samsaran, so I thought maybe my guy went to them for help in controlling the spirits possessing him. But what would a vishkanya be doing in Tian Xia? It's not a race that's normal there, though exceptions can always happen. Just need to come up with a good story for it.
Then I discovered the Fortified Drinker trait that gives the same bonus, as a religion trait tied to Cayden Cailean, but only for an hour after drinking alcohol. That one could be fun to role play, and easier to fit into vishkanya fluff. The city of Daggermark in the River Kingdoms has vishkanyas in their poisoner's guild, and Cayden is one of the main deities in that region, so a back story could be easier to come up with based on that. Also, the idea of a possessed person using alcohol to numb the spirit possessing him for greater control is amusing, so I'm leaning in that direction.
As for personality, I like the idea of changing it up based on that day's channeled spirit, but making almost all his personalities seem like jerks in various ways.
No spirit: Spineless wimp with very little willpower.
Now that I'm writing this out, I'm getting an odd idea based on spirits of different races. I already wanted an elven Champion spirit. Maybe the Hierophant spirit could be a dwarven priest of Torag. Then the Trickster and Marshall could be distinct races, too: Perhaps a stereotypical halfling rogue as the Trickster, and some sort of human nobility (Taldan? Chelish?) as the Marshall.
Sorry for the wall of text. Any thoughts or suggestions?
I'm trying to get a better feel for the medium class, and how it fits in with Golarion society. It's an odd class, and I'm thinking of building one for my next PC in Pathfinder Society. I'm trying to figure out how the back story on something like that would work.
Is channeling spirits the type of thing that someone could accidentally stumble upon, or is it something that requires study to learn to do? How would someone get into it? Where would they go for training? And here's an interesting thought I had - is there any connection between mediums and samsaran, given that they both deal with the spirits of people who previously died?
I'm thinking that maybe my PC accidentally channeled spirits at first, and went to samsaran for help in dealing with it and learning control. This could work for a Tien themed character.
I'm trying to find more information about the vishkanya race on Golarion beyond what's in the Advanced Race Guide. Searching these forums, I found that they're from Vudra, but that's about it.
I have a boon that lets me play one in Pathfinder Society, and I have a general PC idea. I just need more information to help me come up with a background, personality, etc.
So I've played a few PBP games over the last year, and the GMs typically have maps prepped, with links for players to click. We can move around our icons as minis, etc. But I wasn't really paying attention to how those get set up and created.
So... how do I do that? I don't even know how to begin.
I'll be GMing in PBP Gameday V starting in 2 days, and I need to figure this out right away. I meant to get to this sooner, but life's been busy. Luckily, I'm doing an adventure I know well, so the map stuff should be the only tough part of running this thing.
So a medium has their own spell list. When they channel the archmage or hierophant spirits, they gain access to spells from the wizard/sorcerer or cleric/oracle spell lists, respectively.
But what about using those spells on scrolls or wands?
For instance, if they're channeling the archmage spirit, can they use a wand of Magic Missile as if they were a wizard, even though it's not on the medium spell list, or do they still need to UMD it? Similarly, could a medium channeling a hierophant use a wand of Cure Light Wounds without UMD? And scrolls?
So I see that there are already a couple of threads about the ambiguous wording of the channeling ability for the hierophant spirit. Most people seem to agree that it should be as a cleric of your medium level, even though that's not clearly stated in the book. I'm assuming most GMs will go with that, but a clear ruling from PFS management would be nice.
Now for the real reason I'm posting in the PFS subforum: I'm a little confused on the religious nature of this spirit.
Do you have to be a worshiper of a deity to take this spirit? Or is it assumed that the spirit is a worshiper, and you're just using their divine power, without having to be a worshiper yourself? Can you channel spirits related to different deities on different days? I could see channeling a spirit that gets its divine power from Abadar when you're in a city, and channeling a spirit related to Gozreh or Erastil while out in the wilderness.
Actually, that brings up another point about mediums, but not specific to the hierophant legend. Do you channel the same spirit every time you channel a particular type, or can they be different? ie If I channel a champion spirit in Absalom, and then channel a champion spirit weeks later in Magnimar, are they the same spirit, or two different local spirits of the champion type? That could make a big difference for how to play up the personality.
Water laps steadily at the pier as sailors, laborers, and merchants rush busily around Absalom’s port. The venture-captain’s summons called for a meeting aboard the Sixwing Drake, a sleek sailing ship.
Actual game play will begin on August 27, when PbP Gameday V begins. In the mean time, everyone can report to the ship and introduce yourself to your fellow Pathfinders, in character.
This is my first time GMing in PbP, so hopefully I'm doing this right.
This is my recruitment thread for scenario 7-10: The Consortium Compact, in standard (NOT Core) mode. This is part of PbP Gameday V, scheduled to begin on August 27, 2016, and needs to complete by November 25.
I'll be posting at least once per day, with very rare exceptions. Please only join if you can post daily, too. It's ok if you miss a day here or there, but I'd like to keep things moving.
If I want to buy tiny gear for a familiar, how does that work? How does it get priced? Is it different for regular gear (barding, etc) vs just smaller sized magic items (handy haversack)?
I'm just looking for the official PFS rules on this sort of thing, since I've started playing with familiars a lot more lately.
We all know that with this many sessions, there are bound to be the occasional mistakes. Actually, one of the sessions I played at last year's Gen Con never did get reported.
And since the link to report session problems isn't working for me right now, I figured I'd start a thread for this stuff, since I already have a problem with one of my sessions from this year.
Session 82,804 (were there really more than 80000 tables?) was reported as core, when we actually played standard. So my PC is flagged as ineligible for that table, and I'd assume the other players have the same issue.
My other 4 reported sessions are ok. Now I'm just waiting for one more session to be reported, but I know it'll take a bit to get everything in. That one's a GM session, though, so I do care about the credit for it.
Looking at the complaint fest of the Worst Pathfinder Feats thread got me thinking: what's the supposedly weakest feat you've ever taken? Or other character option?
I'm talking about the stuff that makes the other players at the table roll their eyes and assume you don't know what you're doing. Maybe they're right, or maybe you're just a mad genius. What's your weakest/weirdest PC option that you've actually taken for a PC?
Mine would have to be my PC in Pathfinder Society whose first feat was Skill Focus: Perform (Comedy). Sounds pretty pointless, right? But he's a gnome prankster bard who uses it for Versatile Performance, so not only does he use it for social skills, but it's actually a combat feat for him. It gives him a +3 to demoralize enemies, which was his "go to" move at low levels, before he had enough spells and performance rounds per day to have better stuff to do most of the time.
How about the rest of you?
So scenarios have clear goals, and clear rewards for completing those goals. You get a prestige point for completing the main mission, and a second prestige point for succeeding at a secondary goal.
Modules and adventure paths don't have that. They just give 3 xp and 4 prestige for playing them, with the assumption that the party will succeed. But what happens when they don't succeed at the mission? Or if there's a secondary goal that they don't complete?
So in preparing to run this at an upcoming convention, I found a few threads on various specific aspects of this sanctioned module, but no general GM discussion thread. So I'm starting this one, mostly to talk about the specifics of running this in PFS.
First, a few comments and links to previous threads:
1. GM's should note that there's a pricing error on the chronicle sheet. Let your players know to use the Core Rulebook price if they want to buy that item.
2. There is an error in the map, caused by the different elevations. That thread has suggestions for how to handle it, which I'm going with.
3. The map is huge, and rough to draw. You'll definitely want to draw it in advance, unless you're playing without a time limit and your players don't mind all the breaks.
Just to give my own comment on how to handle this, I decided to buy a pack of 100 sheets of 1 inch grid paper, with 8x10 squares per page. I'm drawing and cutting up sections of the dungeon, putting room numbers on the back (with an arrow indicating north, so I know how to lay them down), and plan to throw them down one at a time as the PC's reach each area. The exception is the central cathedral, which I drew on a standard blank flip mat, which will be in the center. This will be slightly annoying (having paper overlapping with the flip mat), but I think it'll work out.
4. The necrophidius is too powerful an enemy for a level 1 adventure. Be careful not to play it too smart, or you'll have a TPK on your hands. Yes, a level 1 module should have CR 3 final challenges, but this creature's special abilities should push it up to CR 4, or maybe even 5. I really hope I don't kill the whole party this way when I run this.
5. A few people have generated their own PFS intros for this adventure, and even some faction missions for those groups that have extra time when playing. I've got my own ideas about this, and started writing my own intro with Sheila Heidmarch sending the Pathfinders to help the church of Pharasma. I'll post what I've written later in this thread.
That's all the old stuff. I'll add my own new questions/comments in additional posts, since this is already a wall of text.
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.