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Rogue Elf

Sam Sturkie's page

Goblin Squad Member. FullStar Pathfinder Society GM. 18 posts (22 including aliases). No reviews. No lists. 1 wishlist. 9 Pathfinder Society characters.

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Taldor

In our game we ran with 50% cost if the party does it them selves. Though finding a suitable location for an extended period of time can be tough
.

Taldor

That is a BEAUTIFUL Knight of the Sepulcher. I have got to use her in this adventure even if I use something else to let the Paladin "Re-roll" his guy.

Taldor

I was running a Pistol wielding Inquisitor for a while. W/ rapid reload paper cartridges and a double barreled pistol I was putting out serious damage with my banes. We were doing this in skull and shackles. After speaking to my GM about it I rebuilt the character to use a heavy crossbow instead.

While I don’t know what the final numbers would be in my experience guns + bane just let you rack up the damage to ridiculous levels very quickly.

However I have not played a Gunslinger up to the same level so it’s a one sided comparison. Just my 2 cents.

Taldor

Yes sorry he is indeed a human paladin. PM sent.

Taldor

After reading through all of these proposals, the judges comments and concerns you have my vote. Good job here.

Taldor

Vow of Chains: Either out of penitence or to bring
attention to the suffering of the enslaved, the monk wears
shackles on his wrists and legs. This gives the monk a –1
penalty on attack rolls and to AC, and reduces his movement
by 10 feet. If temporarily unable to wear his chains, he may
carry rocks or some other heavy burden (including medium
or heavy armor) to simulate this suffering. A monk with
this vow increasing his ki pool by 1 ki point for every 3
monk levels (minimum +1).

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

If a Dwarf monk took the vow of chains would he still have the reduction to his moment speed?

Taldor

I believe the the body is animated by the Akata so the creature is "technically" undead

When they were stated out in Second Darkness: Children of the Void they were listed as undead as well.

Oddly enough they were some of the few undead that were vulnerable to sneak attacks and critical hits back in the day.

Taldor

Interesting group but I can see the potential of several PCs wanting to join such an organization. It doesn't seem to fit with the assigned task. Sorry not vote from me on this one.

Taldor

While I don't have a copy of the final version of my submission on this computer, I was hoping I could get some feed back on it.

please note this is a copy of my second draft of the item. Not the final version I submitted.

Sandals of the Scorched Path
Aura Minor Evocation and Transmutation CL
Slot-Feet Price 6000g Weight 1lb
Description
These tanned Sandles are made from blackned leather. Whenever the wearer casts a spell with the Fire energy type, or uses an item or ability that deals fire damage, the wearer deals one more point of Fire damage. On comand the sandles burst into flames and and the wearer is affected by the Longstrider Spell for up to 8 hours per day (Split up how the user desires). While under the effects of this spell the wearer leaves a trail of buring footprints. The Footprints create no heat and do not consume oxygen and shed light like a torch. The footprints last for 1 hour.

Construction
Requirements Craft Wondrous Items, Continual Flame, Longstrider
Cost 3000g

Taldor

Well as the final hours draw near, I just wanted to say thank you judges for putting in so much effort and thank you to everyone who entered to make this an amazing competition. *crosses fingers for the next 2 hours and 46 minutes.

Taldor *

Here in Boise we've played in coffee shops, event centers for apartment buildings, game stores, homes, and at a local Pizza Hut, we bought about 50$ worth of pizza and got a whole room for us. We ran two full tables. It was a great event, we didn't charge but had plenty of donations for the food and space from the players. We also have a donation jar at almost every event to help cover the cost of maps and supplies.

Taldor *

As said by most people, I would mention it politely, and while its not my turn open up to the rule and read up on it without interrupting game play. As this was something that rendered your character unconscious I would be a little more insistent about the issue, especially if you were later killed because of it. Unless it is something that is life or death for the character though I leave the rule discussion till after combat finishes or a break, what ever happens first.

As I am usually a GM for my games and I have a rather well versed rule lawyer for a friend, I;m used to being interrupted with what may or may not have been a mistake. Playing in society though has helped us both when it comes to things like these.

I've never had a GM who woudl refuse to read a rule that I located for him, especially when the result would be so drastic for a character in combat. Remember though DO NOT slow down the game for the other players period. It only takes a few seconds to read a passage like that.

Taldor

Looks like a scary beast of a half orc.
I pitty the poor creatures your going to tear limb from limb.

Taldor

Heres a quick build idea I put together, use what you feel like.

If you are starting at 4th or 5th level you can deffinetly have that.

Example:
Kensai lvl 5
(15- point build)

Race Half Elf

STR:10
DEX:15 (16 at lvl 4)
CON:14
INT:14 (16)Half Elf
WIS:8
CHA:10

Feats And Special Abilities:

Arcane Pool (Su)
Spell Combat (Ex)

Canny Defense (Ex):

When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Weapon Focus(Ex)
Spellstrike (Su)
Magus Arcana:
Close Range (Ex):

Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

Perfect Strike (Ex):

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Feats
lvl 1 Wep Finesse
lvl 3 Quick Draw
lvl 5

Aldori Dueling Mastery:

Benefit: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC—if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inflicts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.

lvl 5 Bonus (magus)Combat Expertise

Traits:

Threatening Defender:

Benefit: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Elven Reflexes (Half-Elf):

Benefit: You gain a +2 trait bonus on initiative checks

So sum it all up at lvl 5 you have
+5 Initive (+8 at lvl 7)
Base of +7 to hit with your chosen weapon
Using a +1 Agile Aldori Dueling Blade 1d8 + 4 19-20 X2 (can add extra abilities with arcane pool)
Base AC of 18 (With no magic equipment)
Using Combat Expertise puts you at 19 (No penalty cause of Trait)

Adding your spells on top of that and things can get quite fun.

Taldor

Another exotic wep you might be interested in is the Aldori Dueling Blade with the Aldori dueling mastery. The Sword is a 1d8 1 handed blade you can use weapon fineness with. the feat gives you a +2 initiative and a shield bonus to your AC (or +1 if your using the sword 2-handed also counts it as a piercing wep if you get any duelist abilities.)

As far as stats Intelligence is what almost all of your abilities are basses from. Str will be important for your damage, but if you go with a high dex build, Agile Weapon enhancement makes up for any lack of strength.

Taldor

Why did the druid have to roll on his perception. If he was just walking into the room, not under any particularly adverse conditions it should be assumed that his character is using his average perception.

As far as a different situation woudl go, no a mount cannot charge a creature that his rider is not aware of. The rider must direct the charge.

Taking 10: When your character is not in immediate
danger or distracted, you may choose to take 10. Instead of
rolling 1d20 for the skill check, calculate your result as if
you had rolled a 10. For many routine tasks, taking 10 makes
them automatically successful. Distractions or threats (such
as combat) make it impossible for a character to take 10. In
most cases, taking 10 is purely a safety measure—you know
(or expect) that an average roll will succeed but fear that a
poor roll might fail, so you elect to settle for the average roll
(a 10). Taking 10 is especially useful in situations where a
particularly high roll wouldn’t help.

Taldor

jjaamm wrote:

Alot of talk about taking power attack feat with syenthiest got me thinking. Phalacery gives you an increase of +2 to your channel burst and the rule is if you can increase something you can quailify for a feat. I think this will work, but what of Yall who know more of the rules than I.

Sounds like it would work but if something were to happen to that Phylactery you would be SOL.

Taldor

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I would actually have this vary be the experience and level of the players and guards. If your rogue is a newer player to the game, prone to foolish acts and you really don't want to turn them into a pin cushion, roll initiative and see who goes first. In a higher level campaign with decently skilled guards I would assume that if they take the time to surround a foe, they would ready an attack rather then gun him down first.
Again its all based on levels and players for me.



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