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Just a bit of theorycrafting here: What's the best way to build a character specializing in the Inflict Wounds spells?
Human Inquisitor (Sanctified Slayer)
I'm not really sure where to go from there. Precise Strike and sneak attack keep damage up if you can get flanking, and studied target boosts your touch attack, damage, and save DC.
Any other ideas?
So I have a level 10 Monk of the Four Winds/Qinggong Monk in PFS, and I'm looking at using the free rebuild to make him Unchained. The big problem is that I would lose my Elemental Fist stuff (sure, I could take it as a regular feat, but that wouldn't scale like the archetype does). Between Elemental Fist + Shaitan Style, a shocking amulet of mighty fists, scorching ray and hydraulic push as ki powers, he had a very elementalist flavor to him that I hate to lose.
The Elemental Fury ki power is nice, but I don't like how the type is locked in permanently. Picking up the dragon's breath ki power will be really nice, but I'm looking for a little more. I'm consiering picking up Elemental Fury for something like cold damage, then deliquescent gloves for acid damage, so I'd have 2 or 3 d6's of different energy damages on all my unarmed strikes. Is there anything else I can do to get more elemental-style powers?
This is just a bit of theorycrafting I've been playing around with lately, and I'm wondering if the wisdom of the Internet can make it a little more viable. The idea is to stack buffs to make a full-classed Witch into a decent melee fighter.
Half-elf Witch (Bonded Witch)
The combination of divine favor/power, heroism, and Arcane Strike keep the attack and damage bonuses adequate, and hex selection is still wide open for utility stuff like Flight. Choosing a quarterstaff (or more powerful double-weapon using Ancestral Arms) as a bonded item allows both ends to be enchanted for cheap, plus a free greater magic weapon every day.
The main downside is the lack of good defensive buffs. Witches get mage armor, false life, and ironskin, but miss out on barkskin, shield, mirror image, blur, etc. Are there any other tricks we could use to keep her physical defenses up?
Any other suggestions?
I'll be taking this character to a convention this weekend, and I want to make sure I've got the build worked out. He's sitting at 3.0 right now (so the 3rd level is still completely mutable).
Human Paladin of Shelyn 2 | Kata Master/Master of Many Styles 1 | Paladin X
The goal here is to tank with high AC and saves, plus parry and riposte for extra attacks. He fights with a heavy shield and a morningstar (which will eventually pick up the answering enchantment).
The Fate's Favored trait lets me prebuff with a wand of divine favor for +2 attack and damage. I'm skipping Power Attack, because the penalties work against my parrying, and instead relying on divine favor, an answering morningstar, and smites for damage boosts. Snake Style boosts Sense Motive for diplomatic encounters, plus gives me a 1/round defense when someone targets my abyssmal touch AC.
Are there any other tweaks I can make to improve?
I'm playing my first Core PFS game this weekend, and I'm looking for a character idea I like. I'd like to play a spellcaster, because it seems the local Core population is heavily weighted toward melee, and I'm leaning toward illusion. I've never played a Gnome, so this looks like a perfect opportunity for that. I'm not quite sure whether to build him as a wizard or sorcerer, though:
They've each got their advantages...
So I'm torn. Anyone have tie-breaker points to pitch in? Or tweaks to consider in the builds? Or general advice on how to use illusions effectively?
I just picked up Eldritch Heritage (arcane) on my level 7 bard, and for the bonded item, I'd like to do a wand, and enchant it as a wand of heroism. Since I'm crafting it myself, does that mean I bypass the usual requirement of getting it as a Wizard spell, and can get it as a 2nd-level spell at CL4? That would be a huge discount, letting me craft it for only 3000 gp, so I wanted to double-check to make sure that's how it would work. Am I missing anything?
I've got a Paladin character who I haven't played in a couple of years, but his last adventure got him to level 3. I was brainstorming what I could do with him to make him a little more interesting to play (he was built as a sword and board tank), and I'm looking at multi-classing into Swashbuckler from here.
Calomel the Mercurial
Right now he's sitting at 24 AC with +1 full plate and a heavy wooden shield (I'll switch out to a buckler before I get precise strike, the only class feature that forbids a heavier shield), and has +7 on all his saves. Pretty solid.
For the record, the only Swashbuckler class features that don't work for him are swashbuckler's finesse (who cares? He's got Strength), dodging panache (he's got good AC in full plate), nimble (again, don't need the AC boost), and charmed life (because the Cha bonus won't stack with divine grace). The Mysterious Avenger archetype trades out nimble, and lets me use charmed life on AC (in addition to giving me 3 more uses). That's pretty good, but I do also lose my bonus feat and free Improved Critical.
My current plan is to go with a morningstar as my main weapon, just to be weird. That means I don't miss the lack of Improved Critical as much, and the d8 damage die puts me at a sweet spot for enlarge person if I so choose.
Here's what I'm still mulling over:
1) Is the Mysterious Avenger archetype worth it for me? Is the loss of a bonus feat and a weaker Swashbuckler Weapon Training too much to make Greater Charmed Life worth it?
2) What should my third-level feat be? I'm considering Power Attack, but it may not be necessary with precise strike and eventually an answering weapon. Since I won't be getting as many crits, would Extra Panache be better? Or something else entirely (like Shield Focus)?
So I have a Paladin that I haven't played in a couple of years, because I kind of got bored with him. He was intended to be a tank, but that playstyle wore out quickly for me, and right now he's sitting at level 3.0. I'm looking for ways to breathe new life into him with retraining. Here's what I have right now:
Human Paladin of Shelyn
I'm not sure whether I want to build from those 2 levels of Paladin and then go into something else, or just retrain entirely. My two ideas so far are:
1) Go into Bloodrager at 3 (Steelblooded to keep the full plate, Destined bloodline for extra AC and saves) and be a tank but with more tricks.
2) Continue into Swashbuckler at 3 (Mysterious Avenger to trade out Nimble, leaving me with only one deed unusable in full plate, and giving me something to do with my Charmed Life besides a non-stacking Cha to saves)
Any other ideas or suggestions?
I'll be debuting this character, sitting at level 2 right now with GM credit, this Saturday, and I'm looking for any last tweaks to get him in tip-top shape:
BR1: Power Attack, staggering strike, indomitable stance
The schtick is to use Accelerated Drinker to get enlarge person and long arm off in the opening round, then get ready for AoOs. Weapon will be a Tepoztopilli for the reach, threat range, and two damage types. If I get both buffs off, I'll threaten in the 15'-25' range now, and 15'-30' when I hit level 4. Bull Rush will let me knock anyone who closes with me back into the gauntlet to provoke again. Anything else I should consider?
I'm getting ready to pick up Eldritch Heritage (Arcane) on my bard, and I'm trying to decide what bonded item to take. I really want to take advantage of the 1/2 price discount on enchanting it, so I'm looking for the best amulet, ring, or staff (not interested in a wand, and he doesn't use weapons).
Here's what I'm looking at so far:
I know there are some great staves with 4th-level spells on them, but I don't want to wait until level 10 before I can recharge my own staff. Is there anything I'm missing?
I'm playing around with ideas for a Kitsune archer build (I have a boon that would get me proficiency with bows), and I'm interested in the Eldritch Scrapper archetype for sorcerers. It gets me martial flexibility like a brawler, which would make up for the lack of combat bonus feats, while allowing full arcane casting (for buffs like heroism and haste). But I'm not sure if that will make up for the loss of BAB compared to something like an Oracle or Ranger, especially at early levels. So here's where I need some crowdsourcing:
1) What low-level (1st or 2nd level) spells would buff my archery?
2) What bloodline would fit best, in terms of bloodline arcana and powers, and bonus feats?
Imperious bloodline would be best, but this has to be a Kitsune, not a human, so it's out. Any thoughts?
I've got a monk, my very first PFS character, whom I haven't played in almost two years since his third death in a TPK at Con of the North 2013. In the meantime, I've put some GM credit on him to get him up to level 9, and I'm stuck on what feat to give him. His stats are something like this:
Ki Powers: Scorching Ray, Barkskin, Hydraulic Push
Key Gear: Shocking Amulet of Mighty Fists, +2 Wis headband, +2 Str belt, Bracers of Armor +2
My ideas for feats so far are:
-Arcane Strike: It's a damage boost on a character who has lackluster damage, but the swift action cost conflicts with my ki abilities.
-Toughness: Because he's died 3 times already. Come on!
Any other thoughts?
Everyone who has voted in previous RPG Superstar competitions knows that there are some item concepts that keep showing up, no matter how many times they've been done before, or how many times people are warned against them. But with the switch to other types of magic items, how might those cliches change? Here are my predictions:
On the way out:
Here to stay:
The new cliches:
What are your predictions?
I've been looking over these new classes, and I'm not seeing any good options for making martial characters that can keep up with existing full-BAB classes. None of the new classes have full BAB, and if I'm not mistaken, the only bonus combat feat in the whole playtest document is Weapon Finesse for one of the Medium spirits (and since it can be swapped out on a day-to-day basis, it can't be used as a prerequisite).
The classes as they are seem to focus too heavily on utility. They're loaded up with situational abilities that are nice to have, but at the expense of bread-and-butter boosts to combat or spellcasting that can make them excel at any role.
Or am I missing something?
I'm leveling up a PFS bard to level 5, but I'm not quite sure where to take him. I play him exclusively alongside my wife's Fighter (Elf with Weapon Finesse/Power Attack on an Elven Curve Blade), and right now he looks like this:
Emberkin Aasimar Bard 4
1: Lingering Performance
Until now, I've been spending my turns in combat juggling a Lingering Inspire Courage and taking pot shots with a crossbow, but now I'm looking to kick it up a notch. I need a new feat (and now that I have more rounds of performance, I'm open to retraining Lingering Performance), and another 2nd-level spell (and I get a free spell swap on top of that), but I don't know what to take. Some ideas I've considered are:
1) Retrain Lingering Performance to Skill Focus, then take Eldritch Heritage to pick up a familiar.
2) Retrain Lingering Performance to Spell Focus (evocation), pick up Spell Specialization with Ear-Piercing Scream, and add a little blasting to my toolbox (Thundering Drums looks like fun when I get to level 7).
3) Pick up a more broadly useful Spell Focus, such as Enchantment.
Any other ideas on where I can take this? I'm not terribly interested in using a whip or focusing on Intimidate (I don't have any ranks in it yet) for Dazzling Display or anything like that, but I'm open to suggestions.
I'm trying to develop a character build to go alongside my fiancee, and I wanted to get it down on (virtual) paper. We'll both be playing Kitsune archers, and hers will be a Hooded Champion/Trapper. Here's an oracle that I'm considering playing with her:
Kitsune oracle (Warsighted, Wood mystery, lame curse)
1: Point-Blank Shot, martial flexibility
...and so on and so forth, picking up the various archery feats.
Martial flexibility from the Warsighted archetype helps make up for the lack of bonus feats, and Wood Bond and divine favor make up for low BAB and Strength.
Any thoughts or suggestions? Are there any good group buffs before prayer that I can use to help out my fiancee's archer?
So my fiancee wants to make a pair of Kitsune archers for PFS. She's going to go with a pretty simple Ranger build since she's still learning the game, but that's not good enough for me. I want something with a little more oomph to it, so I'm soliciting suggestions for an archer to play alongside her. I'm looking for versatility, lots of tinkering under the hood, and a combination of archery and support. Here's what I've thought of so far:
-Bard (bog standard archer build)
-Summoner (archer eidolon with support/archer summoner)
-Swashbuckler (flying blade archetype)
-Oracle (warsighted + maybe psychic searcher + wood mystery)
Any other suggestions?
I had an idea for a build that I probably won't get to play, but I thought I'd post it anyway. The idea is to make good use of Combat Patrol, so the focus is on mobility and AoOs.
Elf Bloodrager (Aberrant)/Fighter
BR1: Power Attack, fast movement
So at level 5, while raging and in Combat Patrol, he has 15 feet of reach, 4 AoOs, and 45 feet of movement to maneuver in between attacks. Investing in UMD for a wand of longstrider wouldn't be a bad idea either. His main weapon is something with an 18-20 range to take advantage of the staggering strike ability from the bloodline.
I'm planning a new PFS character, and I'm intrigued by the new Investigator class. I'd like to try a half-orc for a few reasons: because I still haven't played one in PFS, to take advantage of the racial weapon proficiency, and to subvert the stereotype of the big dumb half-orc fighter. Here's what I have so far:
With the favored class bonus, this gives me 10 skills/level, which is nice. But since all of his extracts are essentially buffs, I'm looking for more tricks to have up my sleeve in combat. What should my feats focus on at 5 and past? And what other Investigator Talents would be worthwhile for a Str-based build like this?
Balanced Summoning wrote:
You maintain balance by calling on opposing forces when summoning. Whenever you cast a summon monster spell, you can summon two creatures from a single list 1 or more levels lower than the level of the spell. The two creatures must have alignments that are opposite along at least one axis (chaotic and lawful or evil and good). For example, if you cast summon monster III, you could summon a celestial wolf and a fiendish hyena from the 2nd-level list.
Superior Summoning wrote:
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
If I combine these abilities, do I get 2 of one alignment and 1 of another? Or do they simply not combine?
I recently got the boon that allows me to use the Thassilonian "sin magic" wizard schools, and I'm intrigued by the idea of focusing on Conjuration/Sloth and going into the Magaambyan Arcanist PrC to get the Aura of Good to use with Sacred Summons.
The trouble is that they only get an Aura of good, and not law or chaos, so the only monsters I can get with Sacred Summons are those with the Good subtype and NOT Law or Chaos. The Summon Good Monster feat adds a couple of options (the notable ones being Foo Dog at SM3 and Foo Lion at SM4).
Are there any other ways to expand my summon list to include more NG-aligned outsiders?
My bomb-throwing alchemist recently hit level 9, and I'm getting him ready for GenCon. He's pretty good overall, but I'm worried that I'll run into underwater combat and be totally screwed over. So now I'm looking for ideas on what he can do in combat underwater. He already has water breathing as an extract, so he can survive just fine. Here are my thoughts:
-My trap breaker archetype allows me to plant land mines with my bombs. This gets past the restriction on thrown weapons, but it would be difficult to force it to trigger.
Any other ideas?
I've seen variations on this crop up a few times, so I want to start more centralized post so we can hopefully get some clarity.
When a rule allows you to use one ability modifier in place of another for a skill check, ability check, or saving throw, does it still count as based on the original ability score, or the new one?
Example 1: A fighter with the Lore Warden archetype ("All Intelligence-based skills are class skills for lore wardens.") takes the Precise Treatment trait ("...you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier."). Is Heal a class skill for him?
Example 1b: A fighter with the Lore Warden archetype takes the Student of Philosophy trait ("You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true."). Do Diplomacy and Bluff count as class skills for him? Do they count as class skills only in those specific circumstances?
Example 2: An Inquisitor with the Conversion inquisition ("You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.") dons a circlet of persuasion ("This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks."). Does she still gain the +3 bonus on Bluff, Diplomacy, and Intimidate?
Here's another in my quest for a blasting build that I like. This one focuses on conjuration spells with acid and cold damage, to complement my fiancee's standard fire-based evocation build.
1: Spell Focus, Varisian Tattoo (conjuration)
And so on. Since the low-level spells depend on ranged touch attacks, my first purchase will probably be a wand of true strike. I'll probably round out my spells known with utility spells like glitterdust and grease, and buffs like haste.
Any suggestions for improvement? Is there a second trait that would help this build more than Reactionary (other than Wayang Spellhunter)?
So my fiancee wants to play a blaster for her next character, and I want to do the same right alongside her. She'll be playing a bog standard fire sorcerer, but I want something off the beaten path. I have a race boon that lets me play a Nagaji, so I thought I'd try the Naga Aspirant druid archetype, which lets me add a bunch of arcane blasting spells to my spell list. Here's what I have:
Sorcerer1: Spell Focus (evocation), Varisian Tattoo (evocation)
And so on. Magic Missile and Flaming Sphere will be my bread-and-butter attack spells at low levels, until I get my animal companion to fight for me, and the classic 3rd-level blasting spells.
Any recommendations for animal companions? I want something fun, not necessarily super-optimized. I kind of like the vermin companions; a beetle with trample could be fun, or a crab with claws+grab. The giant scorpion is also sweet, but doesn't advance until level 7, which is a bummer.
Any other ideas?
I'm considering the next character to play alongside my fiancee, and since I want to focus on support, I'm looking at making a Summoner whose eidolon is a master of mental skills. He would put almost all of his evolutions into either stat bumps to Int, or Skilled for the +8. Of course, he would be only mediocre in combat, but with my Summoner tossing out haste and lesser evolution surge to pick up Grab, he should still be able to hold his own. Here's what I have so far:
Oread Summoner (Shaitan Binder)
Biped Eidolon (extra +2 from archetype to Int)
...and so on. I'd probably start with Knowledge (arcana and planes) and Perception and Sense Motive at first level (+11 for the Int skills, +12 for the Wis), then expand to Knowledge (history and dungeoneering) and Linguistics, then Knowledge (religion and local).
Any thoughts or advice?
I'm trying to come up with an idea for my next PFS character, and I'd like to try some kind of blaster. But I don't want to go the same route as other people. That is, no Crossblooded Orc/Draconic sorcerer, no fire domain Theologian cleric, no Flame/Burned oracle, and no Admixture wizard, or at least not specializing in the same few spells.
Does anyone have any suggestions for thinking-outside-the-box blasters?
I'm interested in making an arcane blaster for my next PFS character, but I want something off the beaten path. I'm interested in the Magician archetype for bards, because it gives access to other arcane spells, and provides a CL boost that will stack with things like Spell Specialization. The problem is, there don't seem to be many great blasting spells before getting fireball at level 10. Any suggestions?
With the release of the new source books (Inner Sea Gods, Inner Sea Combat, Alchemy Manual, Undead Slayer's Handbook), there are a LOT of new options available for PFS.
For players, what are some cool new options worth looking at, both in terms of power and flavor?
For GMs, what are the strange new rules that we should be aware of that might come up in games this weekend?
So my girlfriend recently got her first character up to level 2, and we're going to go through the leveling up process before our next game tomorrow night. Since she's new to the game, I want to come up with a list of feats for her to pick from that will be simple enough for a new player to understand and use.
Her build is an Elf Fighter, using an Elven Curved Blade with Weapon Finesse and Power Attack. She also has the Lore Warden archetype for extra Knowledge skills.
So far, I've identified these candidates:
Any other suggestions?
So this thread got me thinking: if a pure-classed Wizard can't cut it as a martial character, could the combined power of arcane AND divine buffs bring him up to snuff?
Here's what I'm looking at so far:
-Cleric with Trickery domain (for the 2nd-level divine SLA) and Plant domain (for barkskin as a domain spell)
By 6th level, he's casting as a 5th-level wizard and 4th-level cleric (CL 6). So he's got mage armor, heroism, false life, and greater magic weapon going from wizard slots, plus barkskin from a cleric slot, and divine favor when combat starts.
Are there any other long-duration (10 minutes or 1 hour per level) buffs I'm missing? How else could we make this work?
So my cleric just got to level 11, and I'm seriously considering retraining my Spell Focus feat from enchantment to either conjuration or necromancy. Both have some great offensive spells, and I specialize in save-or-sucks. I'm still trying to work through which school would be better for my Spell Focus.
Right now, my build includes:
So the spells I'm looking at using in each school are:
I'm leaning toward Conjuration, because I can target all the saves, but I'm drooling over destruction also.
Any suggestions? I'm also open to retraining that feat to something else, if you have any other ideas.
I just got my PFS cleric to level 11, and I'm looking at level 6 spells to prepare. I enjoy using plane shift and the pit spells (from the Caves subdomain), so I'm considering retraining my Spell Focus to the conjuration school. I found this conjuration spell in Champions of Purity:
Chains of Light wrote:
Anyone have any experience with this spell? Is it worth the 6th level slot?
This is an idea I've been refining for a while, and I think I just about have it down, but I'm looking for any tweaks to make it work any better. I'm going to start playing it at level 6 with GM credit, so I don't have to worry about the early levels.
Skills: Acrobatics, Bluff, Diplomacy, Knowledge (arcana, dungeoneering, planes), Perception/Sense Motive, Spellcraft/Sleight of Hand
When I start at level 6, she should have about 27 AC, before using a wand of shield, plus good saves and decent HP (although I'm using the FCB for skills). She'll also be attacking with a +2 keen agile wakizashi with a +11 for 1d6+14/15-20.
I'm still a bit iffy on the arcana and the higher-level feats, since I've never built a magus before. I want this character to focus mostly on combat, with spells as a back-up.
The Heretics' Necropolis
Some wealthy citizens built mausoleums for their families, even disinterring long-dead ancestors to be moved there, where altars to forbidden gods are kept behind closed doors and away from the prying eyes of the Inquisitors. These tombs often serve as secret meeting houses of underground cults to the gods of chaos, and are popular with visiting sailors who wish to make supplications to Desna or Besmara before they take to the open sea again. Just as frequently, however, they serve as laboratories of dark magic that even the devil-worshipers find abhorrent. It is generally considered polite to ignore other mourners, in case they are Hellknight spies in disguise, or necromancers looking for a fresher corpse.
One crypt in particular looms over the Necropolis in reputation, if not in size. The Bernigot family always secretly honored Calistria in recognition of their elven ancestry, however rumors emerged that their recently-deceased patriarch, Tremol Bernigot, turned his pleasure-seeking toward more gruesome hungers of the flesh. The wizard was said to dabble in necromancy and worship Urgathoa, and though a sudden illness ended his life, most in-the-know citizens were not half as scared of him in life as they are in death. In the wake of his passing, they wait with trepidation to see what horrors might emerge from his tomb.
Guarding the Gluttons (CR 6)
The rumors of Tremol's interest in undeath are true; later in life, he turned his devotion to the Pallid Princess, and began pursuing the study of necromancy. However his health failed him, and he died before he could secure his future as an eternal devotee of Urgathoa. A ghoul ally of his, a cleric of Urgathoa named Vergison, now seeks to animate his body into undeath and restore its power through a gruesome ritual.
The ghoul stares out from under its heavy hood and cloak, turning against the wind. "This should be easy money for you," he says. "You only have to guard the tomb for the next half hour or so; once the ritual is complete, Bernigot will be more than capable of defending himself." He reaches inside his pocket and produces a smooth wand of bone. "This will help you remain vigilant in the dark. You can keep it when you are finished; its power is beneath us." With a sneer, Vergison turns and retreats into the candle-lit maw of the mausoleum.
The PCs are tasked with guarding the mausoleum during the ritual (as followers of Urgathoa themselves, or simply mercenaries with no moral compass). Vergison provides them with a wand of perceive cues (Advanced Player's Guide 235) (CL 3rd, 12 charges) to assist in keeping watch. Strong winds (Core Rulebook 439) extinguish any mundane flames and impose a –2 penalty on all Perception checks, and the area is in dim light. The ritual takes 15 minutes to complete.
The doors to the mausoleum are slow to move, and require a full-round action to open. There is no lock, however the door handles allow the PCs to supply their own chain and lock if they wish. If they choose to search the perimeter, they find no windows on the crypt, and no obvious sign of structural weakness. A DC 15 Knowledge (engineering) check confirms that the building has not been tampered with, and that there is no indication of tunneling beneath it. The other mausoleums in the area are both sealed (DC 28 Strength check or DC 25 Disable Device check to open), and contain nothing of note besides 150 gp in jewelry in each.
Creatures: Two grymps received word of the rumors surrounding Tremol and chose to investigate the mausoleum. Ten minutes after the ritual begins, they arrive and begin to scout out the tomb. They use Stealth (Perception DC 26 to detect) to hide among the gravestones as they search for the best avenue of approach. Hiding from the grymps requires a DC 18 Stealth check. When they finish a circuit around the mausoleum (taking 2 minutes, which leaves 30 rounds before the ritual is complete), they identify the best opening to use Stealth to slip past the PCs, and use their meld into stone spell-like ability to pass through the wall; if discovered, they ignore the PCs and rush to get through the wall.
Grymps (2) CR 6
Once inside, the grymps begin slaughtering the human acolytes of Urgathoa to attempt to disrupt the ritual; between the two of them, they can kill one acolyte per round. When slain, an acolyte’s cries can be heard clearly by the PCs outside. Because they were willing sacrifices, they make no move to defend themselves, and their deaths do not interfere with the ritual. Once the acolytes are slain, the grymps move on to Vergison (flat-footed AC 16, hp 45, Fort save +6), who focuses all of his attention on completing the ritual. Vergison does not need to make concentration checks to maintain the ritual, but cannot move or take any actions. If Vergison is killed, the ritual abruptly ends with no effect. If he completes the ritual, any remaining acolytes are killed instantly.
The grymps rely on their spell resistance to protect them from magical attacks by the PCs, but if they are challenged with physical attacks, they retaliate and use their vanish spell-like ability to gain sneak attack damage; when these abilities are used up, they take to the air and refocus on Vergison and the acolytes with their bows (the ceiling is 15 feet high). The grymps are wholly dedicated to their cause, and fight to the death rather than flee or surrender.
Hazards: The necromantic energy of the ritual has partially animated the remains of many long-dead Bernigot ancestors in their burial niches. Anyone entering a square in location A is subject to a grapple maneuver by their mindlessly grasping hands (CMB +2, CMD 12). In addition to a combat maneuver check or Escape Artist check, creatures can break the grapple against themselves or an adjacent ally with a sunder attempt against the arms (hardness 2, hp 6).
Development: Once Vergison is slain, or the ritual is completed successfully, the grymps flee through the stone walls as they came. If captured and interrogated, the grymps begin as hostile. A DC 17 Intimidate check, or a DC 22 Diplomacy check after they have been made indifferent, persuades them to reveal that they were tipped off to the ritual by members of the Bernigot family.
If the ritual is completed successfully, Tremol Bernigot is reanimated as a wight, and he and Vergison thank the PCs for their service, promising future work in exchange for riches and power. If the grymps escape, or are captured and released, they alert the local authorities to the threat of the cult of Urgathoa.
So I have a PFS game tomorrow that will be at the 1-2 tier, so I'm playing around with the 1st level rebuild. I had an idea for a summoner build with an summoner/eidolon pair like Bunsen and Beaker from the Muppets. Here's what I'm thinking so far:
Feats: Extra Evolution, Toughness(?)
I'm still iffy on the second feat and trait. Any suggestions?
This woman may have once been beautiful, but her withered body and haggard face betray a twisted psyche.
Most common around the Verduran Forest and other areas where civilization clashes with fey territory, shattered dryads were once normal dryads, whose minds were twisted when their bonded tree was harvested for lumber. This violent separation severed much of their magical connection to the natural world, and warped what remained into a gruesome mockery of what it once was.
Shattered dryads retain a shadow of their connection to their tree, which manifests as a bond with the building constructed from its lumber. They haunt this building, some seeking revenge against its builders and owners, but others fiercely protecting it from those they consider trespassers. Because of this, they are often mistaken for ghosts or mad beggars on the nearby streets.
So I've been toying around with this idea, and wanted to see if anyone had any input. I've got a GM credit baby who's still looking for an identity, so this would probably not see play until level 5 or 6.
N Male Tengu Inquisitor of Norgorber
Traits: Fate's Favored, Clever Wordplay (Diplomacy)
1: Weapon Finesse
I'm kind of iffy on what weapon to use; Norgorber's favored weapon is the short sword, but he'd be proficient with kukris, and I like the bigger threat range (although it also has a smaller damage die).
I'd roleplay him something like Dexter. He joined the Pathfinder Society so he would have a constructive outlet for his urge to kill.
So my brother is running "The Confirmation" for myself and other family members over the Christmas holiday. He already told me that he wouldn't let me run my Sorcerer build who would hit with shocking grasp for 5d6+5 at level 1. So now I want to find something even more powerful to make him regret it. But this time, I won't make the mistake of telling him about it first.
So what are your most broken builds for level 1 (PFS legal), to antagonize Jiggy with?
I'm running a PbP of the PFS scenario "The Sarkorian Prophecy," with 6 level 10 characters:
The gameplay thread is here, if you want to follow along.
I'd like to give the new classes from the Advanced Class Guide playtest a run for their money, so I'm going to start a PbP at mid levels. A few rules:
-This is a PFS scenario, but will NOT be PFS legal, because you'll be creating new ACG characters from scratch.
I'd like to get this started over Thanksgiving weekend, so submissions will close on the night of the 27th (unless we get a solid party before then). I don't expect posts on Thanksgiving Day, but I'd prefer if you have time to post the rest of the weekend.
Any other questions, just ask!
My PFS cleric just reached 10th level, so he has quite a few spells prepared each day. Does anyone have any practical tips on how to manage his prepared spells? Currently, I keep my character sheet inside a plastic sleeve, and keep an index card with his prepared spells paper-clipped to the upper corner (along with boxes in the bottom margin for other daily use abilities), and just mark them off with a dry erase marker when I use them.
But that index card is starting to get crowded, and since I have different spell lists for different kinds of missions (and sometimes have to customize even further), I have to pull it out to make changes. Is there a better way to manage this? Any useful apps, or something else?