Harsk

Grumph Bronzebeard's page

51 posts. Organized Play character for ilovelamp1985.



Liberty's Edge 2/5

2 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

One of my local players asked if his cat animal companion could have Rhino Hide barding. For those unaware of what Rhino Hide armor is, it is a named magical item:

Rhino Hide

Aura moderate transmutation; CL 9th
Slot armor; Price 5,165 gp; Weight 25 lbs.

DESCRIPTION
This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, bull's strength; Cost 2,665 gp.

I looked for this answer in the forums and only found an inconclusive disagreement, so I told the player that I would repost the question in hopes of an official answer.

I'm of the opinion that it would not be allowed as it would essentially be altering a "named" magic armor (i.e. crafting) and crafting is not allowed by PFS rules.

Thoughts?

Liberty's Edge 2/5

Hello all, I am attempting to expand my region's pathfinder society presence to new locales. We are well established in Akron, but I'm looking to build up interest closer to Cleveland.

If you live near Cleveland and are interested in attending some PFS games at the Warzone Matrix please head to the thread that I have started on the Warzone Matrix website. You'll need to set-up a username and password on their website to view and contribute to the message thread. You can also contact me directly at clevelandvc@gamil.com or visit our gamer website.

Sovereign Court

Hello all, I'm building a Gnome Barbarian for my local PFS gaming group. Now I'm restricting myself in a lot of ways to sort of self-nerf. I'm a pretty good character builder, and commonly referred to (I think mostly as a compliment) as the group's rules lawyer.

I'm following a blog post by Dennis Baker (https://plus.google.com/115022859420675980618/posts/8ZGscC9Suog) for increase difficulty in PFS. I'm going with the "Ultra Violence" difficult setting by playing a Gnome martial character with the added restrictions of no dump stats and no starting stat can be over a 16 after racials. I'm going to try and focus on the strengths of the gnome's racial stat gains as best I can. Also I already bought a sweet mini off of reaper minis that has a longsword and a wooden shield, so that is set in stone as well.

I know that's a whole mess of restrictions, but mostly I want to get thoughts on options for Rage powers and feats, things to focus on as the character levels, things people might do differently with stats given the above restrictions.

Gulliver the Gnome Barbarian
Stats after Racials (cost of the point-buy in parentheses)
STR 14 (10)
DEX 13 (3)
CON 16 (5)
INT 10
WIS 10
CHA 14 (2)

Feat: Power Attack

Weaponry: Longsword (Lucerne Hammer as a back-up weapon)
Armor: Scale and Heavy Wooden Shield

Archetype considerations: I'm planning on using the Invulnerable Rager archetype as I plan to maximize the benefit of only putting levels in Barbarian and off-set the low dex score and therefore low AC with DR from the archetype. Also could go with the armored hulk archetype to get into heavy armor (this doesn't fit the miniature, but I do probably have to make some allowances to make the character playable). Any other ideas that people think would work well?

Rage powers: I like the idea of the Spirit Totem powers to utilize the Gnomish bonus to Charisma, and I think a Gnome Barbarian haunted by evil fey spirits has so much delicious roleplaying flavor. Increased DR rage powers may be important as well. Also figure I'll be bumping intimidate pretty high, so the intimidating rage powers are options (though I find them underwhelming from a mechanical standpoint).

I'd like to avoid multiclassing: As part of the difficulty restriction is playing a "gnome martial class" no dipping into Oracle to get Charisma mod to AC (I find this cheesy anyways). Dips into Fighter or Ranger would be appropriate, though I don't think they would make the character better than straight Barbarian. If you can convince me otherwise, great!

Faction will be Grand Lodge, as he's joined the society so that they can help him determine the origin of these fey spirits that seem to drive him mad (i.e. into a rage).

Ideas, comments, and whatnot, please share...

Sovereign Court

I'm building a negative channeling cleric for PFS and as I don't want to hurt my fellow pathfinders, I'll be taking advantage of the channel smite feat (see below). Does anyone know if the variant channeling effects can be applied to a channeled smite? I can't seem to find an answer on here anywhere.

Channel Smite (Combat)

You can channel your divine energy through a melee weapon you wield.

Prerequisite: Channel energy class feature.

Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Sovereign Court 2/5

Hi all, I spent yesterday evening making a new alchemist gnome character for my weekly Monday night PFS game. With my first character hitting 4th level and some n00bs still occasionally joining the group, I wanted a new 1st level character in case we run the 1-2 tier for a scenario. I'm very excited to see that alchemist can use craft(alchemy) now in PFS. The character will be sort of a jack of all trades, but his primary offensive option will involve splash weapons and bombs. So I was hoping to get some clarifications on the rules.

Since time is not a measurable commodity in PFS, it would seem to me that the alchemist could make as many alchemist's fires, acids, etc. as his little gnomish heart desires. Is this correct?

Also can I "take ten" on these rolls? I would assume so by the core rules which gives me a result of 20 so I should be able to make anything up to that difficulty without a roll.

If I try something more difficult and fail, what are the consequences? Normally a failure of 4 or less just results in no progress on the crafting for that week, however in PFS that has no bearing. Can I simply try again, or do I need to move on without that product until I complete another scenario. A failure of 5 or more costs some resources, but I would think I could just mark that off and try again.

Not sure there's been any sort of official ruling on this, unless my search-fu has failed me. I know this isn't clarified directly in the FAQs.

Any insight that people can provide would be much appreciated.