You want "Wheeling Charge" halfling knights all across golarian swear by it. It allows you to make a 90 degree turn while charging and charge through friendlies. It will be less important once you get Dragon Style but will still add options.
For this hypothetical street performer you should also apply the boon that extends the day roll chart when you start the character with the 5-9 chronicle.
My friends and I finally switched our DM position to another one of us and he said he would start doing a lot of one-off campaigns (Since we can't meet every week). He later told us that he and his GF wanted to start running some PFS games and were looking into how to run something like that. I personally don't like going to Cons (Smell, unhealthy food, smell), but since my friends were interested in starting a PFS campaign, I went along.
My friends knew that when we started the campaign, I wanted to be a Wayang Cavalier for the longest time (talking about it for weeks), since I had never played Cavalier and didn't want to be a halfling or human. I had told my friend I had never done PFS before. When I found out today that Boons are keeping me from a Wayang, even though I own the Advanced Race Guide, I was pissed.
I feel it's pretty hypocritical that there are PFS staff who are against selling boons on Ebay, yet I am pay walled from using content I already paid for in a game. What moral dilemma would I have if I owned a boon that I won selling it? The boon is my product. If races are allowed in a type of game, they should be open to everyone. I don't mind that people aren't allowed equality in skill boost boons, but if they already own the Paizo products, keeping them from their paid product is double pay to win and have fun.
Sure, I could play a non-legal character and not get any credit from Paizo, but that would just hurt my rule-loving friend. Now, either I'm the jerk that leaves the group because he won't play within the rules or my friend is a jerk for pushing PFS rules that don't work for us. That's not ok. It's ruining Pathfinder for me. I've never been so disappointed since trying 4E DnD.
I understand your frustration and your points. There are many things in the campagin that I do not agree with as well (not claming race access is or is not one of them). I just want to have fun with friends in an organized setting while being as inclusive as possible. In that spirit PM me and I will send you one of my Wayang boons somone mentioned upthread.
Am I the only one who thinks that his pose doesn't look natural?
When I lift my screen to reveal it I plan on standing behind tapping my fingers together like an evil mastermind while giving his monolouge. The pose sorta works for that.
Here is one I just did for my upcoming Return of the Slarecian Lords game RotRL conversion set off the blood bayou
format got messed up during copy paste
Dawn Spear Adept:
Dawn Spear Adept Monk Archetype
Alignment, Skill and weapon proficiencies: Replace Intimidate with Heal. Replace Temple sword proficiency with Longspear proficiency. A Dawn Spear Adept must be Lawful good.
Touch of Serenity (SU)
At 1st level, the Dawn Spear Adept gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies.
Touch of Serenity (Combat)
With a single touch you can reduce the threat of even the most savage of foes.
Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the Prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
This ability replaces stunning fist
Spear Flurry of Blows (Ex)
Starting at 1st level, a Dawn Spear Adept can make a flurry of blows as a full-attack action, but only when using a Longspear. She may not make a flurry of blows with his unarmed attacks or any other weapons. A Dawn Spear Adept may perform a flurry of blows on undead, constructs and evil outsiders for normal damage against any other opponents. A Dawn Spear Adept may only perform a flurry of blows for nonlethal damage. The redeemer values all life and expects her chosen order to do so as well.
A Dawn Spear Adept flurry of blows otherwise functions as normal for a monk of her level.
Dawn Spear Technique (Ex)
At 1st level Dawn Spear Adept gains Dawn Spear Technique as a bonus feat, even if she does not meet the prerequisites. Also a Dawn Spear Adept may use their Longspear in conjunction with any feat or effect normally requiring an unarmed strike.
DAWN SPEAR TECHNIQUE [MARTIAL ARTS]
Innovated by the Dawn Spear, an order of monks dedicated to the Angel of Mercy, Madriel, the Dawn Spear teaches its members how to use the spear to peacefully end conflict. The meditative techniques taught by this style are honed through practicing the healing arts.
Prerequisites: Martial Weapons Proficiency (longspear), Heal 3 ranks.
Benefit: A practitioner of the Dawn Spear style can inflict nonlethal damage with the longspear without suffering the normal –4 attack penalty. Such nonlethal attacks inflict +1 nonlethal damage. You get a +2 bonus on all Heal skill checks. If you have 10 or more ranks the bonus increases to +4.
This ability replaces the 1st level Bonus Feat
Dance the Dawn (Ex)
The Dawn Spear Adepts have discovered that they must often defend themselves from opponents who are determined to end their lives. These adversaries are usually not content with being held at bay by the adept’s spear and will often charge forward into close combat. To adjust to this, the adepts have developed a fighting style that allows them to defend themselves equally at reach and up close while striking with the Madriel’s chosen weapon in multiple ways.
At 3rd level, the Dawn Spear Adept learns to Dance the Dawn: As long as she is wearing no armor, the adept may use her longspear against adjacent foes and continue to make use of the weapon’s reach, effectively threatening those areas adjacent to her position and eliminating the weapon’s drawback. The Dawn Spear Adept may also use the tip of the spear or haft of the weapon to apply slashing or bludgeoning damage as desired. Neither of these abilities extend to other weapons to any other weapons the Dawn Spear Adept loses this ability when wearing armor
This ability replaces Still Mind
Lay on Hands (Su)
Beginning at 4th level, a Dawn Spear Adept can heal wounds (her own or those of others) by touch. This functions as the Palain’s Lay on Hands ability except the DAWN SPEAR ADEPT uses Wis instead of CHA and the Dawn Spear Adept may not chose to use the positive energy to damage undead. If the sun is not visible the Dawn Spear Adept’s effective Paladin level ½ the Dawn Spear Adept’s level otherwise it is equal to the Dawn Spear Adept’s level. The Dawn Spear Adept may select one mercy from the 3rd level Paladin list at this time, an additional mercy may be selected at levels 10 and 16.
Special: A Dawn Spear Adept may select Extra Lay on Hands and Extra Mercy as Monk bonus feats.
This ability replaces the 4th level unarmed damage increase, Ki Pool and all advancements to Ki Pool.
Leathered Skin (Ex)
Dawn Spear Adepts spend as much time as possible in the sunlight, and all training and meditation take place under the sun’s warmth. By 4th level, adepts are filled with the energies released from Madriel’s Citadel and develop a tanned, leathered skin that reduces the severity of injuries they suffer.
Beginning at 4th level, The first two points of damage that the Dawn Spear Adept suffers from each separate attack in a round changes to nonlethal damage. This ability affects damage as it is applied. The amount thus transformed increases by one point for every two levels the advances until a Max of 10 points at 20th level is achieved.
This ability replaces Slow Fall and all advancements to it
Glimpse the Morning Light (Ex)
Dawn Spear Adepts take great care of their spears, polishing the heads to a mirror-like shine. The reflective blades are then used to distract and confuse the adept’s opponents
At 5th level, the Dawn Spear Adept gains the Solar Scarab Technique martial arts feat even if she does not meet the prerequisites for it.
SOLAR SCARAB TECHNIQUE [MARTIAL ARTS]
This innovative style was conceived of by those who encountered the solar scarabs of the desert (see Creature Collection Revised). Originally practiced by binding the gleaming shells of the scarabs to bracers, the Solar Scarab style is now used with either polished, coin-sized pieces of metal attached to bracers, or with polished metal weapons.
Prerequisites: Dexterity 13.
Benefit: The practitioner may use one of his attacks to deliver a quick, blinding strike to a single opponent. The martial artist makes a ranged attack roll, the total of which is opposed by the enemy’s Reflex save. If the practitioner wins, the enemy is dazzled for one round per point that the attacker scored over the defender's saving throw roll. If the opponent has a successful Reflex save, that
target is immune to this attack for the rest of the encounter.
Special: This technique cannot be used if the sun or other bright light source is not available.
This ability replaces High Jump.
Touch of Gentle Sunlight (Su)
At 5th level the Dawn Spear Adept learns to infuse her blade with part of Madriel’s power ephemeral and gentle, but strong nonetheless. Anytime a Dawn Spear Adept strikes to inflict nonlethal damage
with her longspear, she need only make a melee touch attack.
This ability replaces Wholeness of Body.
Sun Spear Maneuver (Ex)
At 8th level, the adept has become a master of using her spear to incapacitate opponents without inflicting bodily harm. She can render opponents helpless or unconscious by striking them in areas of the body where rejuvenating and healing energies reside. When striking with her spear to inflict nonlethal damage, the Dawn Spear Adept may add an extra +1d6 to her weapon’s nonlethal damage.
The sun spear maneuver inflicts +2d6 nonlethal damage at 12th level and +3d6 nonlethal damage at 16th level.
This ability replaces the unarmed strike damage increase at 8th, 12th and 16th levels.
Aolib’s Grace (Sp)
By 12th level, Dawn Spear Adepts have reached a spiritual connectedness that few others experience. Adepts learn to disengage from combat by harnessing the spiritual power inside of themselves, to momentarily step out of the Material Plane and through the gates of Aolib, Madriel’s planer domain. As mortal creatures, the adepts cannot remain there for more than a few moments before they must return to the mortal world. When they reappear on the material plane, they may re-emerge anywhere within 60 feet of their original position. To their opponents, it seems that the adept simply winked
out of existence and reappeared nearby. In game terms, by spending two lay on hands uses the Dawn Spear Adept may use dimension door as a spell-like ability. She must be standing in sunlight when she activates this ability, however, and she always returns to a place where the sun strikes, even if it is only a narrow beam of light filtering through a thick forest canopy. Because of the healing power
of Aolib, each time this power is used, the Dawn Spear Adept also heals her level in hit points, one point of ability damage or one negative level (adept’s choice). This power only functions on the Dawn Spear Adept.
This ability replaces Abundant Step.
Ultimate Mercy (Sp)
At 15th level, the Dawn Spear Adept gains Ultimate Mercy as a bonus feat, even if she does not meet the prerequisites.
Ultimate Mercy
By using lay on hands, you can bring the dead back to life.
Prerequisites: Cha 19, Greater Mercy, lay on hands, mercy class feature.
Benefit: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
This ability replaces Quivering Palm
Aolib’s Sanctuary (Sp)
By 19th level, Dawn Spear Adepts have learned to share their spiritual connectedness others. Adepts learn to transport themselves and others through the gates of Aolib, Mardriel’s planer domain
In game terms, by spending four lay on hands uses the Dawn Spear Adept may use Plane Shift as a spell-like ability to transport herself and others to Aolib. She must be standing in sunlight when she activates this ability. She may return to the prime material plane without spending any lay on hands uses however she always returns to a place where the sun strikes, even if it is only a narrow beam of light filtering through a thick forest canopy. The Dawn Spear Adept may now also bring others along using Aolib’s Grace.
This ability replaces Empty Body.
Child of the Heavens
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/Evil, which allows him to ignore the first 10 points of damage from any attack made by a nonevil weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
This replaces Perfect Self.
I had a very old witch with an advanced troll chained through his body to keep him in place each week she cut off his hands to use as base materials for her Giant regenrating crawling claws. The encounter happened otside her house in waist high grass the party was freaking out as "something" was making the grass move all arond them then bam a very party member is tripped. Where did he go? When they killed a claw (I gave the claws low hitpoints) no one noticed the regen. It was awesome particularly when they realized burning might not be the best idea since they were in the middle of waist high grasslands. The whole encounter came to me from seeing some halloween cupcakes that had green plastic zombie hand toppers. I used the toppers as the claws minis.
Plenty, most of them however involve incorrect usage of the build rules.
Really there is a way to make an ineffective Eidolon?
Probably, but it takes more system mastery to make that ineffective eidolon then it does to make an overpowered monk/rogue multiclass and you know how often that overpowered combo is complained about. ;)
My NPC's play their int. And animals, being none too inteligent, just go for the tastiest guy. Metal isn't tasty, so its usually the lightly armored ones they go for. Now, if someone gets in the way, they'll fight it. I usually have animals run from magic ("Do I know what is hurting me? No? I should run then...").
And this is the reason my witch will be running around in full plate armor with a huge holy symbol of a lawful good deity on his chest with a greatsword that shoots bolts of holy death.
Disguise hex/Hat of Disguise is a beautiful thing, no one expects the paladin to be casting spells or throwing Hexes in the middle of combat.
There is a "fake full plate" disguise in UE that is designed for casters to pretend to be fighters. Don't remember the name off hand.
One request for everyone. Don't let this become another Apes with hammers thread. The players we lost during that dark time were not limited to those who posted on the thread.
I have only partially refused to pay for a raise once. I really like the social aspect of the game and want to see people have fun.
The one time was at a recent con. Both before and during the game the one player was very obnoxious and pushy. Including a speech that basicly came down to buy a scroll of Breath of Life now or no healing. This was immediatly followed buy ongoing arguments to play up despite having a lopsided table DM advice against and two charecters that had 3 auto fail saves boons that had to be delt with.
We played up the obnoxious cleric got his just desserts for not recognizing the situation. Then as soon as the games was over before boons were passed out he immediatly told everyone their share of his raise dead and the two restorations to go with it.
My wife and I who thought he got what was coming to him were very offended when healing was implied it might be denied because we were poor at the time but immedatly presented with an equal bill for his death.
The other charecter who died at my table (don't know if it was OP table or not) was great we would of pitched in for her in a heartbeat. She paid her own way instead.
At the end my wife and I each gave 1200 towards his raise which isis more than the cost of his BoL scroll which neither of us could of afforded before the game in the first place. I tried to be the bigger person. The DM and my wife think we should of let him rot. Between the pay off for the mod and selling some equip he could of been in fighting shape even assuming he had no PA or coin at 7th level.
Dr. Westcrown is going back into Alchemist after this little dip. His last 6 scenarios have been Tian influnced in addition to learning the laungage during RP time he spent learning his monk level which as an elf he displayed as Kirin Style.
The strike is where all the good stuff is the first feat is just an entry fee. Which is why he took his at 7th to get everything at once.
On wings i may take wings but the Doc is a bit of a generalist. If I do take wings I will probably dip back into Monk for one level to pick up crane style. Dr. Westcrown has worn the uniform of a Plague Dr. Complete with mask since lvl1. And the image of him standing "crane style" ala karate kid speaking tengu while boming is too good to pass up.
If you want to focus on bombing you need an alternate energy type. I took frost early and even though it is the other most commonly resisted element it has staggered which can be big. Lots of creatures strong against fire are weak against cold at lower levels. When outsider multi resistances come into play you can pick up force which is awesome.
You can make alkali/acid flasks cheap you should have some along with some al fire and liquid ice as backups to give you some options early on.
Holy water has to be purchased but it can be a good back up for multi resist evil outsiders or undead and it has no chance of friendly fire. With Kirin Strike I can do 2D4+19 with one.
Another good feat for a bombing type is splash weapon mastery. It gives you far shot with all splash weapons, lets you adjust the scatter roll for a miss by +-1, and you can add one square of your choice to the splash radius.
My alchmist is 7th right now and point blak shot and SWM are the only two attack helping feats I have. I think you can probably skip percise shot with a good dex small size and proper placement even -4 is still a low number to hit. Since about 5th level Dr. Westcrown has rarely needed above a 1to 4 to hit someone.
Good trait "strong arm supple wrist" adds 10ft to range increment with thrown weapons if you move 10 ft first. Very very usefull.
Take advantage of cheap alchemical weapon creation the throw anything feature helps a lot. In 8-9 scenarios I still change encounters with them.
Also as a bomber espically one with infusion playing up is much safer and you still contribute.
I would also suggest grenadier with a selection of longbow if you dont dump STR.
I just took a one level dip at 7th into Monk Master of Many Styles archtype to pick up Kirin Style and Kirin Strike. I can't wait to try it out.
What alternative ideas do you have that I can provide for convention support that will be as well received as a convention support prize as race boons are and that:
1) does not break the WBL curve
2) is not overpowered
3) would convince someone to come to a con when they otherwise would not attend?
Rebuild Chronicles (I.E. you may retrain two feats note the before and after on this chronicle) would be very popular. Probably popular enough to start threads suggesting alt ways to get them. You could have doffrent types and the limited nature would help perserve continuity.
On the subject of fridges being provided when requested:
I booked a room the same week the con block was anounced on Paizo's webite and requested a fridge since I would be staying mon-mon.
I confirmed that my room had a fridge when i called on Sun to ensure my check in would not be too late. The staff said I had a fridge and that my time was fine for check in.
When I checked in I was told (without asking) that there is a note on my account indicating i had a fridge in my room.
When we went upstairs and discovered no fridge I called down to ask that it be sent up. I was told no problem.
That nightit we left for dinner and brought back some claim jumpers leftovers to discover still no fridge. I called the front desk again and was told they would remind housekeeping that it should have been in there already.
Twenty minutes later front desk calls back housekeeping has told them that they are out of fridges but will get me one in the morning.
I never did get a fridge.
On a related matter at one point the front desk called me back to say that they had been informed by housekeeping that the hotel had no functioning microwaves.
The title says it all. I have 2 leftover CityPass tickets each good for entry into either the zoo or flight museum. They should remain good until the 12th. My wife and I are booked until we fly back. We saw the flight museum on free museum day and thought the tickets should go to someone who could use them. I will leave them at the front desk for whoever replies first. Include name for front desk PM name after reply if dseired.
I did not get the fridge they said I would have. On Tuesday they would store food in the hotel fridge for you. Don't know about currently. The hotel was also out of working microwaves on Wednesday morning, but expects to get some more in during the con. I will reserve any final review until I check out Monday.
Jiggy is right read the links and all the posts above explaining the secanrios. Or search Spellstrike and Spell Combat on this topic at least the rules are clear.
Sun or Mon are the days we would be able to game regardless of who ran. We have a shared campaign that everyone has taken turns running. One person would do a game or two then the next would take over. All of us would like to get back to that if you were game. We would just simply slot you into the rotation. We are open to houserules etc. If your world you have been working on is finished then we could possibly do that. If you can make the noon game on Sat we can chat face to face about it.
It is a normal Pathfinder game with some guidelines and restrictions to allow you to transport your charecter between games and GMs. All 4 of the local conventions have multiple tables scheduled over most of the slots. You can find out more by clicking the emblem on theright left for Pathfinder Society or going to the society section in the forums. Forge also does white wolf on some of their gamedays and last Sat we started a mutants and masterminds game. You shold really think about checking them out.
I ran a Pathfinder home game for a couple of years (since alpha) but have had to put it on hold due to people moving and mine and my wife's work schedule. If you could do a Sunday or Monday evening game we could possibly get something going in a couple of weeks. We have one player left in town that is also ready for another game.
Alexander, I was just saying how I would do it I think that the 15 point buy for NPC's is to weak and they need to be beefed up as Huamn NPC;s tend to suck ass and present no chalange to to PC's. There are several Classes that you won't run into as NPC's because you can not build viable NPC's for them example the Inquistor or the Magus just would completly blow as 15 point buys so would Paladins.
Also he books the GM need to have access to needs t be up dated to expand what is availble to thse who bulid senarios for PFS.
As the reason I would up the point buy to 25 is to allow better builds for MAD Character classes.
Haven't checked his point buy totals but there is at least one Taldan Magus who is doing pretty well for himself.
On topic I would like to see race options be expanded beyond core + convention boon.
The scenario was Rebel's Ransom. Guess how it ended.
In a more just world than this one it ends with a bullied 5th lvl wiz saying "screw you guys I'm going home" from 5ft outside the area of a firestom before using his scroll of teleport. Then he asks to make his Day Job roll.
They work for some groups so they should be left in. My worst 2 experiences were with 5 player tables. GM/Player conflicts, side conversations, delays in combat, inattentiveness these two games had it all (even one probable cheater). But it was due to the players and GMs not the head count. Like someone said above the more people at the table the greater the chance of a bad seed but if the GM thinks they can run it well they should be allowed to. There have been a lot of things banned or changed in this campaigns history because some of the gaming population (usually it seems to be about a 50/50 split) didn't like them. Table size should be left where it is with enough rules and guidelines to ensure fairness but with the ultimate decisions made at the local level.
Inquisitors can switch their most recent bonus teamwork feat so if you have an unkown group compostion like with PFS keep the rage feat in the new slot and replace as needed.
[QUOTE="Drakir2010"
The way I was playing it led to an escalating series of threats and follow-throughs, along with the continuing need to get creative on how we're going to threaten a guy whose family are all dead and has no arms, legs, eyes or nose and is covered head to toe with brands from a red-hot poker.
You threaten to let him live. As a side bonus you future intimidation checks in the area will get a bonus.