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?
So I picked up a couple of these boons at a convention*, and I want to make sure I put it to good use. What +1 or +2 enchantments are worth putting on some ammunition?
-Evil Outsider Bane (Seems like the most obvious. Demons and devils are some of the toughest opponents you'll face.)
Anything else I'm overlooking?
Also, could you apply 2 of these boons to a single character?
*You can choose one +1 or +2 enchantment, and buy ammunition with that enchantment in lots of 10 instead of 50. If you pay 4 PP, you can change the enchantment.
This is an idea I've been toying around with, possibly for a future PFS character.
Human Fighter 1/Witch X
Fighter 1: Power Attack, Toughness, (Dual Talent: +2 Str, +2 Int)
He would be decked out in full plate, wielding a greatsword. Since hexes don't have components, I can rely on those for magical attacks, and Still Spell lets me cast my patron's buff spells (Divine Favor, Divine Power) with no failure chance.
He's still missing a feat, and I'm considering swapping Weapon Focus and Improved Initiative. The familiar would probably be one that grants +4 initiative, to make sure I can either drop a hex or a buff spell right out of the gate.
Any thoughts or suggestions?
Anyone else participating this year?
I've decided it's high time that I try to whip my short novel (40k words) into shape, so rather than writing a new novel, I'm spending the month overhauling an existing one. I just finished revising the first chapter (of 15), and added 500 words, fleshed out the descriptions, and really tightened up some of the characterization.
How's yours going?
Lore Warden wrote:
All Intelligence-based skills are class skills for lore wardens.
Pragmatic Activator wrote:
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
If a trait or other affect allows a character to use their Intelligence modifier for skills that ordinarily use a different ability modifier (such as Pragmatic Activator for UMD, or Precise Treatment for Heal), does it count as an Intelligence-based skill, and therefore become a class skill if he takes a level in Lore Warden?
If so, would this also apply for something like Student of Philosophy, which allows the use of Intelligence for certain kinds of Diplomacy or Bluff checks (Diplomacy to persuade, and Bluff to lie)? Would they be considered class skills only for those specific kinds of checks?
After a particularly harrowing experience in "The Hellknight's Feast," I'm considering starting to use the spell suppress charms and compulsions.
Suppress Charms and Compulsions wrote:
As remove fear, except the targets gain a +4 morale bonus on saves against charm and compulsion effects, and charms and compulsions in effect on the targets are suppressed for the duration of the spell.
It's marked as "Will negates (harmless)", which ususally means you don't have to worry about saving throws. But if you're casting it on a charmed or dominated ally, are they required to attempt to save against it?
I'm trying to get my PFS characters ready to go for CharCon this weekend, and that includes planning out their next level, in case I have to work it out quickly between slots.
My melee Nature Oracle is about to level up to 7 (including a 1-level dip into Cavalier), and I'm looking for my first 3rd-level spell. Since I plan on casting divine favor at the start of every fight, I'm not really looking for another buff. Here's what I'm looking at so far:
Daylight - Always good to have handy (and oils are expensive), but I could easily go multiple scenarios without needing it.
Any other ideas?
So I've played some PFS scenarios lately that had some brutal swarms. They were at high enough level that carrying a few alchemist's fire just didn't cut it anymore. Obviously this isn't an issue for arcane casters, but what about martials and divine casters? What other options exist for dealing with higher-level swarms? Here's what I can think of:
Anything else I should know about?
This is a build idea I've been toying with for my next GM credit baby. I wouldn't be playing it until 5th or 6th level (whenever I get my +1 agile wakizashi), but I'm unsure of what to take at higher levels.
1: Weapon Focus (wakizashi), Weapon Finesse
That's what I have so far. So he's going to have great initiative, AC (including touch), and damage will be solid with an agile weapon and piranha strike, even before spells.
I've never played a Magus before, so I'm not sure what arcana would be best to take. Since Kensai lose Spell Recall, I'll probably have more arcane pool points than I know what to do with, so something that will spend those would be nice. And if it uses up my swift action, I can drop Arcane Strike from the build.
I've got a few traits I'd like; taking one to use Intelligence for one or two social skills would make up for my abyssmal Charisma. Magical Lineage would help me get great damage on shocking grasp, but with reduced spellcasting and no Spell Recall, I feel like this build shouldn't invest that heavily into it.
I just leveled up my ninja, and I'm looking for my new Ninja Trick. Here's what I have so far:
Halfling Ninja 4/Fighter (Lore Warden) 2
Feats: Weapon Finesse, Combat Expertise, Dervish Dance, Improved Feint, Deceitful, Skill Focus (Bluff)
He focuses on Bluff and Disguise (+27 Bluff with the mask on, and +24 Disguise with my hat on), and is eventually going into the Master Spy prestige class. His combat ability is weak, only attacking for 1d4+6 plus 2d6 sneak attack. Here's what I'm considering for his level 4 Ninja Trick:
-Honeyed Words (once or twice per day, roll twice on Bluff and take the better result.) Good, but maybe overkill, since I'll eventually invest in UMD and use scrolls of glibness).
-Hard to Fool (once or twice per day, roll twice on Sense Motive and take the better result.) I'll already be investing in Sense Motive for the sake of the prestige class, and this would take it from a mediocre skill to good)
-Risky Striker (You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.) This, plus some potions of reduce person so I can use it on medium creatures, could help crank up my damage. However it might not be worth it.
Any thoughts? Any other options I've overlooked? Thanks for any suggestions.
I've been considering the possibility of using making a Magus with the Kensai archetype, using the Dagger Pistol as his chosen weapon (since it's also a dagger, it qualifies as a melee weapon). But it seems a bit feat-hungry, and without the Gunslinger's gun training, I'm afraid the damage will never be worthwhile. Can it work? Here's what I have so far:
I'm not sure what arcanas would work well with this. And even if I'm always using my arcane pool to stick elemental enchantments on it, at 5th level, I'm still only doing about 1d4+2d6+4 damage (13.5 on average). Any ideas on how to make this more viable?
I've got an alchemist at level 6, focusing on bombs, and I'm trying to figure out what to do with him at higher levels. He's great with bombs, but I only get so many per day, and I'm getting to the point that poking with a masterwork longspear and 14 Str just isn't cutting it. Since there are no must-have feats for me at level 7, I'm thinking of how to keep him useful for more than a dozen rounds per day. Here's what I'm thinking:
1. Pick up Focused Shot at level 7, spend 5000 gp on Lesser Bracers of Archery and 2600 on a +1 Composite Longbow, and attack at +11 for 1d8+8. This would let me use a buckler for better AC, and maybe even pick up Deadly Aim at level 9 for more damage.
2. Pick up Focused Shot at level 7, and get a crossbow instead. This would save money, but I'd be doing slightly less damage, couldn't use a buckler, and it would take a big chunk out of my action economy.
3. Pick up some other feat (Extra Bombs? Toughness? Some other bomb discovery?) at level 7, and carry tons of alchemical weapons in a Handy Haversack. This would be the cheapest, and free up a feat, but then I'm only hitting for 1d6+5 damage.
Human Alchemist (Trap Breaker)
Feats: Point Blank Shot, Precise Shot, Splash Weapon Mastery
Discoveries: Acid Bomb, Frost Bomb, Wings, Precise Bombs
I recently leveled up my Cavalier/Oracle, and my mount gets another feat. I already have Power Attack and Weapon Focus, and now I'm trying to figure out where to go from here. I'm leaning toward Step Up, and getting that entire chain by level 9. Any other suggestions?
For the record, this is an Axe Beak mount, with the celestial template, and I'm using the Aasimar Oracle favored class bonus to raise my effective Druid level. (I'm level 6, my mount is now level 8)
What is the spell level of a Spell-Like Ability that acts as an existing spell, but with some changes?
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
With the new FAQ on SLAs qualifying for spellcasting prerequisites, I'm looking at making my newest character an Eldritch Knight by level 3. Here's what I have so far, through level 5:
Fighter1: Weapon Finesse, Weapon Focus (Elven Curved Blade)
I'd either rely on mage armor for my AC, or focus on non-somatic spells and wear regular armor. Which would be better?
What school should I put my Spell Focus into?
*With the Divination (scryer) subschool, I gain the following Spell-Like Ability:
Send Senses (Sp): As a standard action, you place a scrying sensor at a point within medium range (100 feet + 10 feet/wizard level) that you can see and have line of effect to. You can see or hear (not both) through this sensor for number of rounds equal to 1/2 your wizard level (minimum 1). The sensor otherwise functions as a clairaudience/clairovoyance spell with a caster level equal to your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Since it's based on a 3rd-level arcane spell, it should qualify me. If anyone knows of any specific rules language confirming or denying this, by all means, show me where.
I'm currently planning my next PFS character, whom I'll be putting GM credit on for the first few levels. I want to go full-on blaster, using the Orc bloodline. Originally I had planned on specializing in Evocation, using Varisian Tattoo, Bloatmage Initiate, and Spell Specialization to boost my caster level and get more damage dice.
However, now I'm considering moving those feats to focus on Conjuration. While there aren't as many scaling damage spells in that school (and the gap at 3rd level is especially conspicuous), it would be more versatile.
This weekend, my lowest-level character should get to level 3, so I'm looking to get a new character started for playing in the low tier. But I'm stuck on what to play next. Here's what I have so far:
Dwarf Monk (Qinggong, Monk of the Four Winds) 9
I'm also putting GM credit on a new character who will be a blasting Sorcerer/Bloatmage
So what roles am I missing that I should try out? I'm intrigued by the idea of an inquisitor, but I haven't found a shtick that I'm excited about. Ditto on the Magus, or some kind of heavy-duty Barbarian or Fighter. I'm also interested in using an Elven Curved Blade (do any deities give the ECB as a favored weapon?).
Here are the requirements:
My cleric in PFS just got to level 7, and I'm trying to decide what gear to buy from here. I'd like to pick up something useful offensively before I start picking up all the little defensive things (like upgrading my armor and shield).
For reference, this is a casting-focused cleric. He's got Spell Focus (enchantment), and (Greater) Spell Penetration. He focuses on debuffs and control spells, and secondarily on positive channeling. He's already got a Lesser Metamagic Rod of Bouncing Spell, for things like hold person and murderous command. I was considering a Metamagic Rod of Toppling Spell (for spiritual weapon, spiritual ally, and eventually blade barrier). I also considered a Lesser Metamagic Rod of Persistent Spell.
I got one of those Kitsune/Wayang/Nagaji race boons at a con recently, but since I have not particular desire to use any of those races, I plan on using it as an incentive to get people in my local PFS group to GM. Does anyone have suggestions on how to implement this?
I was thinking either:
I'm currently brainstorming for a writing project, and I need to know what was the first set of gods for the original Dungeons & Dragons. I tried to research it on Wikipedia, but the information was kind of muddled. Note that I'm not interested in what were the most iconic, or popular, etc., but which were published first chronologically. Can anyone point me in the right direction? Thanks.
I've got a cleric who is about to hit level 7, and one of the 4th-level spells I'm looking at is divination. It seems like it could be incredibly useful, but I'm wondering how well it would really work out in an Organized Play environment. Does anyone have any experience with using spells like this?
Is anyone familiar with this system? It's a rules-light system (the entire rulebook is only about 100 pages) based on the science fiction from the 1800s. If there's interest, I might try to run a group through one of their pre-made adventures. You can check out the system HERE; it's shareware, so the whole thing is free.
I'm putting the finishing touches on my Cavalier 1/Oracle X for PFS (she's at level 5 from GM credit, and I haven't played her yet), and just discovered this line I'd previously overlooked:
The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
This puts a huge dent in my build, since I was planning on making extensive use of Divine Favor and Inheritor's Smite (which are both personal), while my mount did all the fighting. But then I had a thought: Could I circumvent this by taking a level of oracle first (with the bonded mount reveleation) to get Share Spells, then take my level of cavalier later? Would I retroactively lose the Share Spells ability? Would the levels simply not stack because they are incompatible?
You do not take penalties on your attack rolls
or to your AC for squeezing through a narrow space that
is at least half as wide as your normal space, though each
move into or through a narrow space still counts as if it
were 2 squares.
While browsing the Animal Archive, I saw this feat. I'm working on a character who will eventually become a Mammoth Rider, with a Huge-sized mount (15 feet wide). Does that mean the feat would apply when squeezing through a space at least 7 feet wide (half of 15, rounded down), or 5 feet wide (half of 3 map squares, rounded down to one 5-foot square)?
This tree sways silently in the wind, its scraggly branches swinging from side to side as if searching for prey to seize in its clutches.
Iceroot devourers were once normal trees that became the final resting place of a traveler lost in the frozen wilderness. As the tree continued to grow around the corpse, it internalized the deathly cold and silence of the falling snow, and began to hunger for the warmth and life the traveler once possessed. When killed and broken open, the unfortunate traveler’s gear can usually be found intact within. The trunk is typically at least 3 feet in diameter, and the iceroot devourer can grow as tall as 40 feet. Most are formed from coniferous trees, but some deciduous versions exist, although they remain dormant during the warmer spring and summer months.
Iceroot devourers usually stay in one location, standing still while they wait for adventurers or animals to wander nearby. They can sense warm-blooded prey and other heat sources, and when that prey comes within reach, the iceroot devourer grabs it with claw-like branches to keep it from escaping, while the aura of silence keeps it from crying out to its companions.
Iceroot devourers are found mostly in the perpetual winter of Irrisen, but also in the more northerly taigas of the Lands of the Linnorm Kings and Mendev. There are even rumors that some of them were created on purpose through experiments with necromantic magic, by the servants of Baba Yaga.
So I'm using a Crypt Breaker alchemist in PFS, and I'm wondering how his bomb damage will interact with discoveries that would change it. The Crypt Breaker has special "Alkahest Bombs" like so:
Alkahest Bombs wrote:
A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level.
Unlike other archetypes, which specify that the damage die goes down by a step (d6 becomes d4, d4 becomes d3, and so on), the Crypt Breaker just says they are d4s or d8s. So if I take a discovery such as Concussive Bombs ("Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6"), do I use d4s for all targets?
Gralton Infiltrator (Alchemist)
This ability otherwise functions as and replaces the mutagen and persistent mutagen class abilities (a Gralton infiltrator cannot create mutagens unless he selects the mutagen discovery).
Shattered Mirror of the Insect Queen
The affected creature becomes a swarm with a hive mind, gaining all swarm traits, the distraction special attack, and a swarm attack dealing damage equal to 1d6 plus 1d6 per 5 Hit Dice, plus the creature’s Strength bonus, if any. The affected creature gains a –4 size penalty to Strength, a +4 size bonus to Dexterity, and loses any natural armor bonus. Its speed is reduced by 10 feet (minimum 5 feet), and it is treated as a Tiny creature (for the purpose of size and armor bonuses to AC, etc.). It can still use spells or other abilities as normal.
The affected creature coalesces into its normal form after five minutes, or when it would be dispersed, such as from damage. It can be reduced to negative hit points as normal. If reduced to 0 hit points or dispersed by other means, the affected creature returns to its normal form, prone, unconscious, and stable at 0 hit points.
So I'm leveling up my Qinggong/Monk of the Four Winds, and I'm trying to decide on my feat for level 9. Here's what I have so far:
He just hit level 8, and I'm trying to decide where to put my stat bump. The further Shaitan Style feats require 15 CON, so I need to decide now if I want to take them. Here's what I'm considering:
-Shaitan Skin/Earthblast at 11 (Shaitan Earthblast sounds like tons of fun, but Shaitan Skin seems like a pretty weak feat tax to get there.)
What do you think? Are there any other good options I'm missing?
Due to poor planning on my part, I'm soon going to have a table with an APL of 5 (level range of 3-5, weighted more toward the high end, with 7 players), but the character I'm building with GM credit is at level 3. So I'm looking for a scenario I can run at the 1-7 or 3-7 tier, which will still be challenging for a mob of characters, as high as level 5. The highest-level characters are a sword-and-board fighter and a summoner, so they don't even break a sweat in slug-fests.
Right now I'm thinking "Storming the Diamond Gate." I only played it at the 6-7 subtier, but due to the nature of the final fight
Spoiler:I think it could really give them a run for their money. Any other ideas?
a high-level wizard and archers, with difficult terrain and a long path between them and the PCs
I'm trying to put the finishing touches on my planned Mammoth Rider for Pathfinder Society, and I wanted to check if anyone had any tips for squeezing any more goodness out of it.
Traits: Gifted Adept (Divine Favor)
1-Cavalier: Mounted Combat, Power Attack
So the idea here is to ride into battle, casting buffs on my mount, my allies, and myself, then attacking like crazy. The +1 CL to Divine Favor from my trait gets me up to CL 9 for +3 to attack and damage rolls. I'm still a bit iffy on my level 11 feat, so any suggestions are welcome.
An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Natural Attacks wrote:
If a creature has only one natural attack, it is always made using the creature's full base attack bonus and adds 1-1/2 times the creature's Strength bonus on damage rolls... If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.
Does this mean that when my animal companion (who has only one natural attack) gains the multiattack ability, his Strength bonus to damage loses the 1.5 multiplier?
If I have gain a mount from the Cavalier class, it specifies that I can get a new one after a mourning period if the first one dies. But can I simply choose to release it, as a druid's animal companion? I have access to the Axe Beak boon for PFS, but because of size, I can't use it until level 7. Can I just switch out mounts at the new level?
Also, if I get a new mount, does it have all the same feats and skills as the first? Specifically, I'm interested in Weapon Focus for one of its natural attacks, which will change when I become a Mammoth Rider. Can I retrain that to use different feats when I get a different animal?
I'm currently planning a mounted character, eventually going into Mammoth Rider, and I'm looking for help. I've never played a mounted character, so I have no experience. What kind of feats are useful or necessary for mounted fighting? I had originally planned on taking Ride-by Attack and Spirited Charge, but I'm questioning the utility of investing so heavily in charging on my mount, especially in Society play. Are there any other feats for using a mount that I should be aware of?
For reference, I'm planning on going Cavalier 1/Nature Oracle 8/Mammoth Rider X, and using a lot of my actions to buff my mount.
This weekend I played a scenario
The Devil We Know: Part I
in which, through clever planning and cunning strategy, we managed to completely bypass an encounter (and the faction missions associated with it. *sigh...*).
So now I'm curious. Do you have any crazy stories of scenarios going totally off the rails? What did you do? How did the GM cope?
Alright, here's an idea I had for my PFS GM credit dump character with a race boon. I wouldn't be playing him until a high-ish level.
Nagaji (+2 STR/CHA, -2 INT)
17 STR (+1 at 4)
Barb1: Power Attack
I haven't worked out the details of my mount, but the general idea is to run around attacking for huge damage with a greatsword, while my mount does the same. I'd have up to 3rd level spells for buffing, although that means I'm losing some great 4th level buff spells by taking the barb/rage prophet levels. Any ideas or suggestions?
I got into a discussion with my brother yesterday about the best feats for a planned archer alchemist. I had planned on going for Focused Shot and Deadly Aim, since I'd have about +5 from INT, to get big damage on a single arrow. He suggested dropping Deadly Aim in favor of Rapid Shot, so I could choose between a single big arrow (for keeping my move action, or readying to disrupt spellcasters), or a full-attack for slightly higher DPR. But I figure if I go the full-attack route, I should go all out. What do you think?
Focused Shot only:
Rapid Shot only:
In my (apparently) never-ending quest to figure out how to use my race boon, I'm now considering a brutish nagaji Dragon Disciple. This would be a dumping ground for GM credit, so I won't play it at all until level 5-7. Here's the build I've sketched out:
STR 17 (+1 at 4th)
Fighter1: Power Attack, Weapon Focus (Greatsword)
I'm still in the air about whether I want to go with electricity or fire as my dragon element. With low save DCs, electricity might be better with things like Shocking Grasp and Defensive Shock, but fire would be better for groups.
I'm looking at building a Magus for Pathfinder Society, using a Wayang race boon. My plan is to use the Kensai archetype, with Dervish Dance, to focus on weapon damage, rather than metamagic'd Shocking Grasp. Here's my plan so far:
I plan on using him as my dumping ground for GM credit, so I don't plan on playing him until at least level 5. By then, he should be attacking at +10 for 1d4+10. At level 7, I'd be up to +11 for 1d4+14, and should have my scimitar Keen'd. That's before buffing with Cat's Grace, Reduce Person, etc. Any thoughts? I'm still kind of iffy on the choice of Magus Arcana.
I got a racial boon from DragonCon, which allows me to play either a Nagaji, Kitsune, or Wayang. I'd like to try a self-buffing melee caster character, but to that end I'm caught between 3 different builds:
Nagaji Battle Oracle
I'm leaning toward the Nagaji so I can go STR-based instead of DEX, because I'd really like to run around Power Attack-ing with a greatsword. But on the other hand, the Magus has a better spell list. The fighter/bard would have the best mundane damage output, but the weakest spell list. Any suggestions?