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Actually, what it sounds like is that the Lich was playing for time. It has to know the truth will come out sooner or later due to all the witnesses.
I am running a Dwarf Arsenal Chaplain archetype, Warpirest using a Dorn Dergar through the later parts of Giants right now.
Overall, I see my job as being more of a stopper where I try and hold back one big nasty guy or a bunch of his enforcements for a couple of rounds while the party deals with the rest of the enemies.
If you're looking for something like a Dungeon Crawl, I suggest Emerald Spire.
This is a BIG dungeon with lots of floors. Each floor takes around 3-5 hours to clear and there is a 'loose' plot linking them together.
Roleplaying opportunities: The PDF gives some suggested "plot lines" for events around and leading into the Spire. These plot lines are more up to the GM and the Players if they want to be used. There's also couple of different floors in the dungeon with different factions allowing some role play in the dungeon...or the players can be pure murder hobos and kill everything :)
What's bad -
I've found that if you request skill checks and then provide clues leading into the direction you want them to go works.
Something like "You spot smoke raising up above the jungle." "Found a trail leading into the jungle." Traps and possible guards blocking the way you want the party heading usually works wonders for getting them to head the correct way.
Not sure where your skills are at but if you have a high stealth check, think about grabbing the feat: Hellcat Stealth. Allows you to make a stealth check at -10 while being observed.
Then use a Elixir of Hiding (+10 stealth for a hour) and you can try hiding in plain sight.
0 level spells (Cantrips)
1 level spells
Color Spray works wonders for your second spell. You'll be able to trade it out for Shocking Grasp when it's use starts falling off.
The issue with Chill Touch is that it is not Burst damage. Which is where a Magus can excel at.
A Magus using the Arcane Mark with Spell Combat trick has the potential to do more damage then with Chill Touch while using a high crit weapon.
This is the paragraph in the monster rules about Whirlwind that I'm wondering about -
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
According to this, it kind of looks like a Air Elemental can "suck" up the swarm and do damage to it. As the swarms size is smaller.
At low levels -
When not in melee, cast Shocking Grasp, move, attack.
When in melee, Use Arcane Mark while casting defensively. If you succeed, Great. If you flub it, Oh Well, next round.
As you level up, you can start casting Shocking Grasp in melee with little worry.
Higher level spells, I usually pick mostly for Utility, Range, or AoE.
If you grab the Wand Arcana. Using Wands do not trigger AO.
Couple rules you need to figure out if you allow.
1) what weapon type would this use?
2) Range and accuracy?
3) Casting Shocking Grasp, before or after firing the crossbow?
4) Cost for the modified crossbow, shock bolts, & metal coil?
5) Is damage modified any from normal crossbow bolts & shocking grasp?
These questions all need answers if you allow this to be legal in your game.
How set are you to having Ragathiel as your Deity?
If you plan on using a weapon with a good damage die, Arsenal Chaplain in my opinion, is straight up better. As it gives you more accuracy with weapon training. Being able to hit is always better.
Requesting assistance in a side-by-side comparison of gunslinger / inquisitor vs. gunslinger / warpriest (PFS)
I'd suggest not multi-classing as a Warpriest, because -
For PFS, have you thought about going with the Savage Technologist (Barbarain Archetype)? Does face the problem of being a expensive gear wise build.
For Flavor, suggest maybe picking up the Tricks Steal. Allowing him to steal stuff in combat.
Feats Skill Focus Stealth and Hellcat Stealth. Gives him a chance to hide in combat.
This is a Goblin. You need fireworks and lots of them. They can provide distractions for your activities...if you're not distracted by the pretty fire flowers in the sky.
Wand of Mage Armor & Long Strider for the more serious, utility stuff.
I'm a fan of the Magus but with your limitations I'd suggest passing on it.
Need at least 3 levels in Magus to pick up the Wand Arcane. Using the Wand of True Strike combo with the Wand Arcana, Spell Strike, & your Greater Trip makes lots of Vicious Stomp happiness.
Otherwise with out that wand, the amount of times you're able to do this is limited.
Another reason to use a Wand for your Spell Combat is the lack of requiring to make a Defensive casting check. As is, you'll probably be failing this check at least 25% of the time starting out if you have to cast a spell in combat.
Question: Would your GM allow the Arcane Mark from the Magus cheese?
Trying to find out how to figure out the Hit Points on Weapons made of Adamantine & Mithral.
Mainly for a -
While I can find their Hardness, no idea on how to factor their Hit Points.
Where do Rangers get their divine spells from?
Rangers Spells are of the divine type. Can this mean they get their spells from a Deity?
Question is more from a mechanic prospective as there's certain game mechanics (both good & bad) if the question can be answered as a yes.
Last minute add -
If going with the Weapon of the Chosen/Vital Strike Feat line, I like using Oversized Weapons with a decent crit range. Think rolling 2D20 to hit with and the extra damage dice size more then make up for the -2 to hit penalty when using oversized weapon.
might face the problem of access to oversized weapons depending on the game your gm is running. So check on that before making a decision.
Couple feats (most have already been mentioned) -
Toughness (You'll need the health)
Opitional, strongly suggested
That's 8 Feats there that'll take you to 9th level warpriest, if you go this way.
This topic came up in a PFS meeting and PFS is by RAW.
Question just came up because of the number of ways PFS players used RAW to avoid or reduce the Fatigued condition when using Furious Finish and Rage cycling.
So we started parsing the RAW of everything and this is some of the stuff we came up with.
What happens, by RAW, when you use Furious Finish?
Question (going strictly by RAW) -
Here's what it looks to me to do
You now have two conditions of Fatigue. Do you become exhausted?
How long does it take to recover from Furious Finish Fatigued condition?
If this is all correct for Furious Finish (by RAW) it completely destroys Vital Strike/Furious Finish builds
Need a RAW check for Shield of Darkness and if I understand this spell correctly -
Shield of Darkness (from Book of Shadows)
From my reading of the RAW, this is correct. With the way the rules for light work, I'm not sure.
Again, my reading of the RAW, you'd stay in that magical darkness. Unless the light spell is directly casted on you.
How min/MAX are the Players?
Having one or two players with OP characters can ruin the play for others.
Players also need to get together and figure out what classes they'll play and why they'd be in the same party.
What resources will be allowed.
General Info -
Question: Is there a reason for the Spymaster to fight the party?
The spell Darkness and Darkvision can be a pain for the party. Fact is, depending on if they have darkvision or no way to dispel it, can shut down the effectiveness of a lot of the party.
Slow can be a extremely nasty spell for a Arcanist with them having the ability to bump the DC up by 2 with a arcanist point.
Here's something else you can try -
Human Warpriest (Arsenal Chaplain Archetype) of Pharasma
*Does face the problem of the build being MAD and require lots of support building up your stats.
At 6th level, armed with two +1 daggers, Divine Favor with the Fate's Favor Trait, Strength of 20, power attacking, and improved TWF - this is what I should be attacking at -
Static Damage -
There's a bunch of different damage shields.
Couple different spells but an example is the Wizard: Fire Shield -
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
There's also a couple monster abilities that deal damage when someone attacks and hits them in melee range.
Lots and lots of different type. All deal damage to whoever attacks and hits them in melee range.
Do Damage Shields effect the targeted CMD for Grapple checks?
I know if you hit with a attack when someone is trying to make a grapple check you get to add the damage you do to your CMD vs that grappler. Would the damage done by a damage shield also add to that CMD check?
Your biggest problem is the line in spell combat -
...while wielding a light or one handed weapon.
Course, if you can talk your GM into allowing something else...
...all I wanted was a place I could show it, in printed form, it was legal and counted towards your GM stars for re-running scenarios.
Clearest example I've found so far was about earning the 5th star.
Thanks all for the replies.
This was one of those things I was sure on till someone new to GM was under the impression it did not work that way. So I wanted to make sure this wasn't something I was assuming and there was a clear ruling one way or another that I could show them.
Just read through the guide and this is what I found -
The stars are visible on your Pathfinder Society ID card. You can earn
it's the only thing I can find saying anything about getting credit for running the same scenario more then once.
Thanks, that's what I thought. Just had some folks that assumed it did not work that way and I wanted to double check before telling them that you still got star credit.
I've only multi-run a few scenarios. Plus, you run a couple ADP for pathfinder credit and you can earn stars fast.
Do you get GMing credit for running the same scenario multiple times?
I know you can only apply GM credit to 1 character but if you run the same scenario multiple times, do those extra times count towards your GM stars?
Did do a quick read through but couldn't find a answer in the guide.
Obscuring Mist: Used mainly as a sort of leveling field for -
These are not 1st level but can be very useful -
You sure on it only increasing by (1) if I complete (4) missions on the year 8?
As it does state it scales by the based number of goals completed. By reading that, I would then assume my (7) missions completed from year 7 would stack with the newly completed (4) missions from year 8.
The example giving, isn't that clear on this.
Question: I have a year 7 and a year 8 Silver Crusade Faction card. On the year 7 I have completed (7) faction missions. On the year 8 I've completed (2) faction missions.
I'm a little confused on how I figure out the 2nd tier reward for the Silver Crusade.
(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.
Both years have the same faction reward but confused if I only count it as (7) faction missions completed as I haven't meet the reward for year 8 yet, or as (9) faction missions completed as they stack.
I built myself a Strength based Magus with the Improved & Greater Trip feats. Picked up a Wand of True Strike and used with a the Wand Arcana he was able to trip almost everything (BAB + 20[true strike] + 4 [trip feats] + Weapon bonuses - 2 [spell combat]).
For defense, use shield, mirror image, and blur.
Gives you a hard to be attacked target while doing the same thing the monk is doing.
Another nasty trick was wearing Spell Storing Armor and having Frigid Touch stored in it. Get hit, Frigid Touch goes off and the attacker takes 4D6 Cold damage and is staggered. No more attacks that round.
Lots and lots of nasty things you can do with a magus. Worse comes to worse, Magus casts Gaseous Form and runs away.
Was going to suggest you re-train your Ninja levels to Unchained Rogue. With 4 levels in Unchained rogue you get a lot of good stuff. Problem with this is that it doesn't work too well with the Trident for a weapon.
Grab the Furious enchantment for your weapon.
Do Swashbuckler's special abilities work while you're raging?
Just some random thoughts -
Will saves: There is a Ioun Stone, that once socketed into a Wayfinder, gives a effect similar to Protection from Evil. Believe found in the *Chamber of Secrets* book.
You can also pick up a couple levels of fighter and with those extra feats grab Iron Will and Improved Iron Will.
Gear question - Quick Runner Shirt: I thought that was made illegal in PFS.
I do like your Swashbuckler idea, just not sure how it would work out. You do need some way to get DEX to damage.
Going the trip route -
Just have one problem with them porting into jail -
How will the King know they're porting back to the palace with a Troll?
If this is a home game, I usually have places of importance (like palaces) warded to prevent teleportation. Prevents those assassins from porting in, killing, then porting out.