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Gunner

Sammy T's page

FullStarFullStar Pathfinder Society GM. 661 posts (889 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters. 1 alias.


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Shadow Lodge

Zen Archer 8/Inquisitor 2

Buffs on: Mage Armor (wand), Barkskin (Qiggong)
Feats/Abilities on: Flurry, Deadly Aim, Point Blank

AC 31
+16/+16/+16/+11/+11 1d8+10 (+2d6 vs evil)

I haven't played this guy in a while, so if something's slightly off, I just haven't got around to adjusting it.

Spoiler:
Cyrus Sevenfingers
Male dwarf inquisitor (infiltrator) of Irori 2/monk (zen archer, qinggong monk) 8
LN Medium humanoid (dwarf)
Init +17; Senses darkvision 60 ft.; Perception +21

--------------------
Defense
--------------------

AC 31, touch 23, flat-footed 29 (+4 armor, +2 Dex, +4 natural, +1 deflection, +10 untyped)
hp 83 (10d8+30)
Fort +13, Ref +10, Will +19; +4 vs. spells and spell-like abilities, +2 vs. abilities that detect lies or force the truth, +4 and one size larger to resist effects of wind, +2 vs. poison
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

--------------------
Offense
--------------------

Speed 40 ft.
Melee unarmed strike +10/+5 (1d10+2)
Ranged +1 adaptive holy composite longbow +17/+12 (1d8+10/×3 plus 2d6 vs. evil+2 flurry)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, judgment 1/day, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, magic, zen archery
Spell-Like Abilities (CL 10th; concentration +7)
. . At will—detect alignment
. . —barkskin (self only, 1 ki)
. . —restoration (self only, 2 ki)
. . —true strike (self only, 1 ki)
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +10):
. . 1st (4/day)—divine favor, litany of sloth, protection from evil
. . 0 (at will)—brand (DC 18), detect magic, guidance, resistance, sift
. . Domain Conversion Inquisition

--------------------
Statistics
--------------------

Str 14, Dex 14, Con 14, Int 10, Wis 26, Cha 5
Base Atk +7; CMB +10; CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Clustered Shots[UC], Deadly Aim, Improved Initiative, Improved Precise Shot, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-blank Shot, Precise Shot, Steel Soul[APG], Toughness, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits reactionary, wisdom in the flesh
Skills Acrobatics +10, Bluff +24, Climb +6, Diplomacy +25, Disable Device +23, Heal +12, Intimidate +12, Perception +21 (+23 to notice unusual stonework), Sense Motive +17, Survival +17
Languages Common, Dwarven
SQ fast movement, forbidden lore, ki archery, ki arrows, ki defense, ki pool, misdirection, necessary lies, unarmed strike
Combat Gear +1 dwarf-bane arrows (50), +1 elf-bane arrows (50), +1 human-bane arrows (50), cold iron arrows (50), oil of bless weapon, potion of air bubble, potion of cure serious wounds, potion of daylight, potion of fly, potion of remove blindness/deafness, potion of remove curse, potion of restoration, lesser (2), scroll of invisibility, greater, silver arrows (50), wand of cure light wounds, wand of inflict light wounds (50 charges), wand of mage armor (50 charges), alchemist's fire, antiplague, antitoxin, holy water, liquid ice (2); Other Gear +1 adaptive holy composite longbow, blunt arrows (40), cloak of resistance +1, goz mask, handy haversack, headband of inspired wisdom +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), lenses of situational sight, ring of protection +1, sleeves of many garments, backpack, bedroll, belt pouch, canteen, dwarven trail rations, elixir of spirit sight (worth 1,000 gp), grappling arrow, grappling hook, ioun stone (pale green prism, cracked), silk rope (100 ft.), smoked goggles, spell component pouch, thieves' tools, masterwork, 23,620 gp, 5 sp

--------------------
Special Abilities
--------------------
Antitoxin
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +7/+7/+7/+2/+2 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor (Infiltrator) Domain (Conversion Inquisition): You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Misdirection (True Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +2 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Perfect Strike (2d20, 8/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of air bubble Add this item to create a potion of a chosen spell.
Potion of daylight Add this item to create a potion of a chosen spell.
Potion of fly Add this item to create a potion of a chosen spell.
Potion of remove blindness/deafness Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Scroll of invisibility, greater Add this item to create a scroll with spells on it.
Sleeves of many garments Transform current clothes into any non-magical new form.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
True Strike (self only, 1 Ki) (Sp) Costs 1 ki point to activate.
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wand of inflict light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wisdom in the Flesh (Disable Device) Disable Device becomes a Wisdom-based, class skill.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Shadow Lodge

I'm at work so can't post full builds right now, but:

Zen Archer (ranged damage, option: dip Inquisitor for WIS-SAD synergy)

STR-based Tetori/Qiggong (control/damage)

DEX-based Tetori/Qiggong (AC tank/control)

Sensei/Ki Mystic/Lotus/Qiggong (buff/knowledge/control)

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Optimized to do what?

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15 people marked this as a favorite.

Meanwhile, in the lobby of the Grand Lodge:

<LFG><Tootsweet>LF3M Blackros Matrimony, Min Diplo +12, No PreGens, link char sheet

<general><Bardtarded>HAHAHA I SAW SUM1 W/ A L4 ROGUE WAT A NOOB

<LFG><DrFunkenstein>LFG Aas Life Oracle ChannSpecced, any 7-11, NO HARD MOAD PLZ

<general><GetAGrippli>What do I spend PP on?

<trade><KitKatsune>Why is there even a trade channel, isn't crafting banned in PFS?

<LFG><MysticSurge>LF2Melee subtier 4-5, 20 DPR or GTFO

<general><GetAGrippli>What do I spend PP on?

<trade><Sexysaurus>@kitkatsune, people trade PFS boons in trade

<trade><KitKatsune>oh

<trade><KitKatsune>WTB PFS BOON

<LFG><AsmodeusExMachina>LF2M for Hard Mode Kyle Baird speedrun. Chat specs for invite

<general><GetAGrippli>Anyone? Plz?

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I learned proc from WoW.

Proc on WowWiki, with general history and specific WoW usage

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Yes, you will get 3 tables of credit towards GM stars.

No, you will not get 3 GM chronicle sheets. You only get a chronicle sheet the first time you run this scenario. Only tier 1 scenarios and level 1 modules are eligible for reruns for credit (this is a tier 1-5 scenario, not tier 1 like First Steps).

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Fictional or non-fictional, who is the creative inspiration for your character(s) mechanics/thematics/roleplay?

Dagvaar Inkalde, Mystic Theurge of Asmodeus: Al Pacino from the Devil's Advocate...but really Al Pacino from Scent of a Woman. HOOAH!

Konraeus, Barbarian in service to Zarta's Dark Archive: Doctore (Oenomaus) from Spartacus--especially his dialogue styling.

Bruno Breakbone, a beautiful and handsome Tetori: Bruno Sammartino (and old school wrasslers)

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Lots of varying origin stories, but I definitely buy the "graphics made your characters look cartoon-y and 'toon' became shorthand for character in MMO chat in the mid/late 90s" version.

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trollbill is just the worst.

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Yes.

Advancing Your Character, Core Rule Book wrote:
A character advances in level as soon as he earns enough experience points to do so—typically, this occurs at the end of a game session, when your GM hands out that session's experience point awards.

Shadow Lodge **

2 people marked this as a favorite.

Just to save everyone time rehashing this topic (bringing your own healing), may I suggest this 591-post thread, "I bought a Gosh Darn cure wand" for your perusal?

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@Finlanderboy, I'm sorry for the lack of players in your area. I posted an inquiry for my FLGS this past week to gauge interest in post L12+ play. Between that post's response and folks I know, we have 20ish folks with 30ish characters about to hit 12 or are 12+.

@David_Bross, yeah, I was hoping for newer info than that older posting.

While EoTT is a great series, it's growing less relevant as more and more seasons pass (especially for players who may not have played early season scenarios).

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Has there been any updates about the retirement arc to replace the aging EoTT?

Shadow Lodge

Nefreet wrote:

I'll have done PFS for two years next month. I've GMed exactly 150 games, have been to Conventions all across the West Coast, and have 5 retired characters.

I've never seen anyone waste gold on a Dazing Metamagic Rod.

I've seen it several times.

Dazing Assault at L11+ is also popular as a hasted melee can hit a single target 4 times and force a DC 21+ FORT each time (or spread the love around to other targets in reach once the first foe is dazed). The DC doesn't have to spectacular if you force a creature to roll multiple times in a round.

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nosig wrote:
doesn't help much if I take 10 on the roll... and if I don't take 10 I roll less than 10 on both rolls, so taking 10 is normally better for me anyway.

On rolls you are confident you can take 10 on and ace, simply don't use the effect. For trickier knowledges or combat knowledge checks, this would be ideal.

Shadow Lodge **

Investigative Mind--perfect spell for a wand or a higher tier caster who can get some mileage out of it.

Shadow Lodge

From the PFS blog for this week:

Quote:


What are the warpriest's retraining synergies (as per Ultimate Campaign's retraining rules on page 190)?
In Pathfinder Society Organized Play, determine the retraining synergies for the Advanced Class Guide classes by substituting one class name for an existing class on the table. For example, an arcanist has the same retraining synergies as a wizard, and any class that lists the wizard as a retraining synergy also has the arcanist as a retraining synergy.

Substitute the term "arcanist" anywhere the term "wizard" appears.
Substitute the term "bloodrager" anywhere the term "barbarian" appears. Bloodragers have retraining synergy with sorcerers and vice versa.
Substitute the term "brawler" anywhere the term "fighter" appears.
Substitute the term "hunter" anywhere the term "ranger" appears.
Substitute the term "investigator" anywhere the term "alchemist" appears.
Substitute the term "shaman" anywhere the term "druid" appears.
Substitute the term "skald" anywhere the term "bard" appears. Skalds have retraining synergy with barbarians and vice versa.
Substitute the term "slayer" anywhere the term "ranger" appears. Slayers have retraining synergy with rogues and vice versa.
Substitute the term "swashbuckler" anywhere the term "fighter" appears.
Substitute the term "warpriest" anywhere the term "paladin" appears.

Shadow Lodge

I've been theory-noodling around with a Sensei/Ki Mystic/Lotus/Qiggong support monk. Good to see it's viable.

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Cloak of resistance +2

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PFS PREP

Also read page 32 of the guide to Pathfinder Society Organized Play.

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Wands: CLW, IH, Mage Armor, Bless

Masterwork Composite Bows +X STR

Oil/Potions: Daylight, Fly, Remove Blindness/Deafness

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@dhijka: 20% concealment still allows for AOOs

Shadow Lodge

1 person marked this as a favorite.

@eltacolibre: You can play past L12--it grows more difficult as there are fewer players and official PFS scenario support stops at 12. You play sanctioned Modules and Adventure Paths sections.

@jewelfox: Summoner's Charm would only grant 1 extra round of summoning duration. UMD can be taken with a trait. You get a bonus feat at the cost of slowing down your main spell progression to pick up a secondary spell progression that will never improve.

imho: not worth the dip.

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Why would the GM be unhappy that the party is using legal, coordinated tactics?

I tell my high level PFS players 3 things when we do a Mod or Sanctioned AP: 1) I hope we have fun, 2) If I have to look up a rule but it takes more than a minute to resolve, I'll make a decision to keep things moving and we'll look it up during a break, 3) I don't care if they omg-high-level-PC-curbstomp every encounter because it's just a game and I don't take it personally. Then I reiterate 1) I hope we have fun.

Shadow Lodge **

Giamo Casanunda wrote:
and when we all had goz masks in EotT our judge asked us to stop using them with the Eversmoking Bottle - it wasn't much fun for him...

See, I don't get this.

The entire party committed to a strategy. They should be rewarded for it. As a GM, I would find it fun--I have no personal stakes in the monsters winning, but I'd do my darndest to give a challenge (since it's EoTT). It would be up to the PCs to stop using that tactic if they found all the fights repetitious and boring.

Shadow Lodge **

I'm pretty sure after one encounter, the other 5 players will tell that one player very nicely, "hey, let's coordinate a bit because that is really bad for us" or maybe not so nicely "hey, that's really bad for the rest of us, don't be an #####."

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Just to tack on this rider specifically for goodies from the Advanced Race Guide:

Additional Resources wrote:
Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Shadow Lodge **

L12+ PFS LEGAL MODULES, APs & Scenarios
Level: Title (AP part if applicable), amount of xp

10-12: Emerald Spire Level 14, 3xp
10-12: Emerald Spire Level 15, 3xp
10-12: Forest of Spirits (JR4), 3xp
10-12: Secrets of the Sphinx (MM4), 3xp
10-12: Ruby Phoenix Tournament, 3xp

11-13: Ashes at Dawn (CC5), 3xp
11-13: Beyond the Doomsday Door (SS4), 3xp
11-13: Emerald Spire Level 16, 3xp
11-13: The Frozen Stars (RoW4), 3xp
11-13: The Price of Infamy (S&S5), 3xp
11-13: Tide of Honor (JR5), 3xp

12 : Eyes of the Ten, 5xp*
12+ : Race for the Runecarved Key (Special), 1xp

12-14: Academy of Secrets, 3xp
12-14: Fortress of the Stone Giants (RotR4), 3xp
12-14: The Slave Trenches of Hakotep (MM5), 3xp

12-15: Siege of the Diamond City (Special), 1xp

13-15: From Hell's Heart (S&S6), 3xp
13-15: Into the Nightmare Rift (SS5), 3xp
13-15: Rasputin Must Die (RoW5), 3xp
13-15: Shadows of Gallowspire (CC6), 3xp
13-15: Tomb of the Iron Medusa, 3xp

14-16: Empty Throne (JR6), 3xp
14-16: Sins of the Saviors (RotR5), 3xp

15-17: The Moonscar, 3xp
15-17: Pyramid of the Sky Pharoah (MM6), 3xp
15-17: The Witch Queen's Revenge (RoW6), 3xp

16-18: Spires of Xin Shalast (RotR6), 3xp
16-18: The Dead Heart of Xin (SS6), 3xp
16-18: Witchwar Legacy, 3xp

*Series of 4 scenarios

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All my mooks fight to the death.*

*because they die too fast

Shadow Lodge

Animist Shaman

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On the plus side, I would like to thank management for letting us play these classes in PFS during the playtest. On the minus side...

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I saw this in another thread, had a similar question and decided to post it here:

Pre-ACG, my Shaman was summoning focused (Spell Focus: Conjuration, Augment Summoning, Superior Summoning). The final ACG removed summoning spells from their spell list entirely--previously the Shaman had Summon Monster in playtest round 1, then Summon Nature's Ally in round 2.

Would I be eligible for free retrains on those feats as they were specifically taken to boost spells I no longer can cast?

I believe the answer would be yes, but who knows...

Shadow Lodge **

I just ask them to make the save and they can ask me for specifics (at the top of the game, I tell players don't worry about repeatedly asking "Is it a spell, spell-like ability, or supernatural ability?" and thank them for reminding me). I've never had it slow down a game because after the first instance or so, I already know what I need to know when I ask them for a save.

As for metagaming, I simply say "I trust you not to metagame" if something is a bit revealing via crunch. Almost every player I've asked that of adheres to that social contract...I've even had players voluntarily walk in to deathtraps knowing as a player it was a deathtrap because their characters didn't know any better.

As for new players, I'm more than glad to help them out the first few times in a game with reminders about their abilities before handing that responsibility back to them (or asking a tablemate to be their "table buddy" and generally help that player so I can focus on the game).

Shadow Lodge **

DM Beckett wrote:
No worries. Like I said, that wasn't meant as a "do it now" as much as I just kind of find it odd that official clarification on a lot of things has been noticeably silent across the board, PFS and PF.

I'm just surprised because ACG was finalized and sent off to the printers way back in February or so. While I understand that there are other projects requiring manpower and priority, not having transitional rules for rebuilds & training synergies ready at launch for an organized campaign is a bit disappointing. (While training synergies may fall under the purview of the developers/rules team and be something PFS organizers have to wait on like the rest of us, clear and unified rebuild rules should have been in place.)

Obviously there are other factors at play that I as a consumer don't know about--as someone who works in a public-facing position but also deals with all the corporate cogs and gears in back, I know there's only so much PFS organizers can or will share. I just hope that for any future products like the ACG that campaign leadership has transitional stuff ready at launch.

Shadow Lodge **

Slight discursion:

Spoilers about The Cultist's Kiss and 'lying':

You are not required to lie in the Cultist's Kiss. I'm not sure where that's coming from.

The investigation is so sandboxy almost any creative solution works. Also note, the cover identity from the briefing is optional, per Heidemarch's Q&A.

About the ritual:

"Serving Lissa la is not a simple task, and one must be willing
to suffer and sacrifice to attain the benefits of rule. The fire
in your heart must burn brighter than this furnace. In this
place metal is separated from dross and given new form. Who
among you is ready to be remade in the image of the divine?
To join us, to become one of the Feasters of the Heart, you
must walk through the furnace. In that hellish chamber, your
devotion will be your armor. So come and tell me: whom do
you serve above all others? At whose command would you
walk through flame?"

Indiria poses her last two questions to each initiate
in turn. The answer she expects (and that will protect
the PCs in the furnace) is "Lissala." Regardless of a
character's answer, Indiria sends each initiate into the
furnace after hearing his response.
As a character enters
the furnace, with a successful DC 20 Perception check,
he notices that the triangular doorway is surrounded
by intricate glowing runes. These runes emit a strong
abjuration aura.

Hazard: The temperature in the furnace is hot enough
to melt metal, and thus presents a significant threat to any
creatures that enter it. It has been enchanted to protect
those who declare their devotion to Lissala, however. If
an initiate answers "Lissala" to Indiria's query, the cultist
speaks the furnace's command phrase ("may it please
the goddess") in response. The next creature to pass
through the doorway into the furnace gains the benefit of
protection from energy (fire) at caster level 5th. If the initiate
fails to provide Indiria the answer she wants, the cultist
whispers something else: "so be it," or "the goddess
knows her own."

Of the party I ran through it, 1/2 gave the 'right' answer and 1/2 gave an evasive answer as not to compromise their individual morals.

Regardless of answer, they all get to go into the furnace and continue on with the adventure.

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ooooooo, good catch.

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kinevon wrote:
Dylos wrote:

I want to mention that upon further examination of the Advanced Class Guide, it is possible to get a Wizard who can channel positive energy, and such a wizard is legal in PFS.

The Spirit Whisperer wizard archetype gives the wizard a spirit and then gives them access to that spirits spirit ability at first level, and the spirit of life's spirit ability is channel positive energy 1+Cha mod times per day.

It's sad when a wizard can be a better healer then a witch simply because of available archetypes.

Better healer? When the typical wizard, unless built a bit differently than most, would get -1 channels per day

Correction: they get 1+INT channels. They lose specialty school and must take a familiar.

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2 people marked this as a favorite.

I personally play Harmonizer-type paladin...but not when I'm just playing a paladin, but any divine class that proselytizes or evangelizes about their faith.

Bodhi's Guide to the Optimized Paladin:

Roles to Play

There are a number of different ways of playing the paladin apart from the traditional “I uphold the law and fight for good, and if you don’t, I’m going to come into conflict with you, and I’m looking at you, Rogue!” attitude. We’ll look into just a few that might help shine some light on alternatives to the standard paladin-at-the-table annoyance that seems to be the popular concept.

The Eternal Optimist: A more benevolent paladin type, you could quite possibly be the most naive person in the party. You’re always cheerful and look on the bright side of everything, and this can either be very soothing to other members of the party, or it can annoy them to no end. You have a tendency to take what people say at face value, at least until they prove you wrong.

This character concept goes along quite well with the idea that Wisdom is a dump-stat for paladins, combined with their high Charisma. You’re quite likable to others most of the time, and people generally find you pleasant to be around, not a burden like some of the other paladin-personalities.

Useful Skills: Diplomacy; you have a tendency to try to convince others to play nice and fair just like you do.

The Harmoniser: This type of paladin does not wish to impose their view of the world upon others, but rather, through examples of good living and strength of faith rather than brutally imposing their view of the world upon others. They encourage rather than force, and attempt to gently chide those who may stray from the path of goodness and law. They do not tolerate genuine evil, but they prefer to remediate rather than punish whenever possible; to reform instead of destroy. If the redemption of the paladin’s foes is not possible, they will do what is necessary without hesitation, but with remorse for those who

This type of paladin is best suited to getting the group to gradually change their ways into those that are more lawful and goodly in nature. It can be difficult to justify a plan of gradual change with paladins who have low Wisdom scores, but this is a role that most players will be able to get along with.

Useful Skills: Diplomacy, for obvious reasons, and a splash of Knowledge (Religion) probably couldn’t hurt if you’re attempting to convert others to your faith.

The Holy Pain (i.e. Lawful Stupid): Unfortunately, most players seem to think that this is the way a paladin must be played. This is only one option that is available to players, and while it’s a popular option, it causes a lot of conflict with other members of your group. You essentially see every non-good, non-lawful act that your companions commit as a violation of your ethics and you attempt to force your way of acting and thinking upon them, often to disastrous results.

At their worst, the Holy Pain will issue inconvenient challenges that may spoil the element of surprise, insist upon imprisoning foes who will ultimately break free from simple jails manned by careless non-player characters, or you’ll argue with your companions over minor actions all the time, particularly those of rogues or barbarians. If you really want to play this character concept, there’s nothing that stops you, but just be warned... This is going to make your paladin quite unpopular with the other characters and create disharmony in achieving your goals.

Useful Skills: Diplomacy, ‘cause you’re going to need it a lot to get yourself out of trouble, and Sense Motive, because you’re going to be judging everyone all the time.

The Vindicator: There is a purpose in all that you do, and you will pursueyour goals with intensity that can frighten others, but that’s okay... If they can’t or won’t help you, they can get out of your way. You won’t purpose fully put others into harm’s way, and you’ll allow other members of the party to do what they feel is best, so long as your own goals are achieved.

You’re not Mr. Personality, and you don’t care about playing nice, particularly with your enemies. You ask for no quarter, and you give none. You are judge, jury and executioner when it comes to dealing with the forces of evil.

Your hard tack with your enemies can sometimes make others fearful of crossing you, worrying that you may turn your harsh judgments upon them (think Judge Dredd). You’ll take the law quite literally, but if you genuinely believe someone to be innocent, then they have nothing to fear from you. Your party members will accept you, but they’ll probably believe that you lack compassion.

Useful Skills: Intimidate will probably be your principal skill.

Shadow Lodge **

10 people marked this as a favorite.

Huh.

My Rovagug-worshipping shield basher (who constantly praises the Rough Beast and attempts to convert fellow characters) has never had any problems with any of the Lawful Good characters or paladins he's played with. In fact, he considers a Stonelord paladin of Torag his friend (which only means he'll die second-to-last when the Great Devourer arrives).

Last night, my Asmodeus-worshipping cleric just partied with a Warpriest of a good deity and a paladin of Iomedae for a 7ish hour runthrough of Crypt of the Everflame. My cleric spent half the time trying to convert the paladin. After I used my one memorized CLW, when the paladin went down (which happened several time in the last few battles), I let the player know that I couldn't heal him because all I had was wand of Infernal Healing and I didn't want him to fall...but he did enjoy when I gently cradled his body and whispered sweet Asmodean nothings until someone could hit him with cure light wounds post-battle ;)

In other instances where I played a paladin or a paladin played with me, there was no trouble. Other than the few cases with the paladin being a bit overzealous with their smites, everyone acts like an adult and we all have fun.

Shadow Lodge **

As Season Six gets going, what characters are you playing?

For low/mid-tier games, my early entry Mystic Theurge (Wizard 2/Cleric 1/MT X) will bring ALL THE MAGIC in the name of Asmodeus.

For mid/high-tier games, my Heavens Shaman (Animist) will be providing party support.

For seeker play, I'm hoping a certain beautiful and handsome tetori will get a few more adventures in at L15+ between teaching gym classes at the Acadamae.

Shadow Lodge **

1 person marked this as a favorite.

L12+ PFS LEGAL MODULES, APs & Scenarios
Level: Title (AP part if applicable), amount of xp

10-12: Emerald Spire Level 14, 3xp
10-12: Emerald Spire Level 15, 3xp
10-12: Forest of Spirits (JR4), 3xp
10-12: Ruby Phoenix Tournament, 3xp

11-13: Ashes at Dawn (CC5), 3xp
11-13: Beyond the Doomsday Door (SS4), 3xp
11-13: Emerald Spire Level 16, 3xp
11-13: The Frozen Stars (RoW4), 3xp
11-13: The Price of Infamy (S&S5), 3xp
11-13: Tide of Honor (JR5), 3xp

12 : Eyes of the Ten, 5xp*
12+ : Race for the Runecarved Key (Special), 1xp

12-14: Academy of Secrets, 3xp
12-14: Fortress of the Stone Giants (RotR4), 3xp

12-15: Siege of the Diamond City (Special), 1xp

13-15: From Hell's Heart (S&S6), 3xp
13-15: Into the Nightmare Rift (SS5), 3xp
13-15: Rasputin Must Die (RoW5), 3xp
13-15: Shadows of Gallowspire (CC6), 3xp
13-15: Tomb of the Iron Medusa, 3xp

14-16: Empty Throne (JR6), 3xp
14-16: Sins of the Saviors (RotR5), 3xp

15-17: The Moonscar, 3xp
15-17: The Witch Queen's Revenge (RoW6), 3xp

16-18: Spires of Xin Shalast (RotR6), 3xp
16-18: The Dead Heart of Xin (SS6), 3xp
16-18: Witchwar Legacy, 3xp

*Series of 4 scenarios

Shadow Lodge **

Humphry B ManWitch wrote:

my real Fear here is when Certain mod writers decide to attach some non associated rogue and slayer levels to some random monster then get this feat to insta slay PC's

it is going to happen.

There are many many other ways mod writers can kill you. Think of all OP or broken builds and combos that existed pre-ACG. Campaign Devs kept those out of scenarios.

At L8 and beyond, death is just a speed bump anyways.

Shadow Lodge **

Mistakes happen. I've made 'em, still make 'em and will probably still make 'em in the future. You did your best to correct it.

Everyone's going to give you a different answer. Including me.

For sub-tier 1-5, instead of going offensive with a CR13 creature, why not just have her retreat or escape?

Available escape abilities: greater invisibility (self only), greater teleport, globe of invulnerability, wall of force, obscuring mist.

The advantage these give you as a GM: you can retreat but still be within parlay range. This allows the party to explain themselves and fix the situation. While going offensive might make sense for her as a creature, going defensive makes sense as a GM as this is party's story, not hers.

Shadow Lodge

Spell Study (Su) wrote:

At 2nd level, the sage's understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes' spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell's casting time is normally 1 full round or longer, this is added to the spell sage's casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.

Wouldn't the example Cure Light Wounds spell cited only take 1 full round as it is a level 1 spell?

Shadow Lodge

You would want to train your Oracle levels to/from something with synergy (5PP/level). So, you would do your level up as a syngergestic class.

L1 Fighter/L2 Oracle/L1 (synergy class)

10PP + (x)GP to trade 2 levels of Oracle to (synergestic class levels). Then another 15PP + (x)GP to backtrack the 3 synergy class levels to Oracle levels. 25PP total.

Shadow Lodge

Bigdaddyjug wrote:
I guess technically you could retrain your oracle levels for oracle levels and switch mysteries that way.

You can retrain your current class level into ANOTHER class level, but not the same class.

Quote:
In general, it takes 7 days to retrain one level in a class into one level in another class. Some classes are more suited for this kind of retraining, as they have a similar focus or purpose—this is called retraining synergy. If your old class has retraining synergy with your new class, retraining that class level takes only 5 days instead of 7 days. Determine class retraining synergies according to the table below.

You're only option to wholesale reboot is to retrain all levels of X into Y and then back into X (with the alteration that isn't covered by normal retrains, like mysteries).

Shadow Lodge **

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Just providing a citation to back up Seth.

Pg 38, left column, last paragraph, first sentence: "A GM may apply credit for running a scenario, module, or Adventure Path in any of the same ways a player can, and must follow the same rules as a player when applying credit to a character."

Shadow Lodge

I don't think it's been addressed anywhere as I doubt anyone has noticed until now lol

Shadow Lodge

What did you say about my Mom? The Human born-of-Hobgoblin Oracle of Battle who disarms you and then terrifies you. (only spells and skills relevant listed)

Spoiler:
Human Oracle 11
NE Medium humanoid (human)
--------------------
Offense
--------------------
Melee light flail +14/+9 (1d8+4/19-20)
Oracle Spells Known (CL 11th; concentration +18):
. . 5th (5/day)—(whatever)
. . 4th (7/day)—aura of doom (DC 21)
. . 3rd (8/day)—vision of hell (DC 20)
. . 2nd (8/day)—weapon of agony, weapon of awe (DC 19)
. . 1st (8/day)—cause fear (DC 18) (illegal for this challenge, left in as reference), doom (DC 18),

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 12, Int 7, Wis 10, Cha 24
Base Atk +8; CMB +14 (+23 disarm); CMD 25 (27 vs. disarm)
Feats Dazzling Display, Demoralizing Lash[ARG], Disheartening Display, Extra Revelation[APG], Greater Disarm, Greater Weapon Focus (light flail), Improved Critical (light flail), Improved Disarm, Racial Heritage[APG], Taskmaster[ARG], Terrorizing Display[ARG], Weapon Focus (light flail)
Traits bully, reactionary
Skills Diplomacy +21, Intimidate +22, Survival +0 (+2 to avoid becoming lost)
Languages Common
SQ defiant mind, interaction bonus, mysteries (mystery [battle]), oracle's curses (legalistic), revelations (maneuver mastery - disarm, skill at arms, surprising charge, war sight, weapon mastery), vow to self
Other Gear light flail, belt of giant strength +2, elixir of thundering voice, gauntlet of the skilled maneuver (disarm), headband of alluring charisma +4, dusty rose prism ioun stone, wayfinder, 142 gp
--------------------
Special Abilities
--------------------
Dazzling Display (Light flail) Intimidate check to demoralize can affect those within 30' who see you.
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Demoralizing Lash If you hit a demoralized foe with a whip or flail weapon, extends shaken by 1 round.
Disheartening Display (Light flail) Increase the fear of Dazzling Display by one step.
Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Maneuver Mastery - Disarm +3 (Ex) Selected maneuver uses your oracle level in place of BAB.
Racial Heritage (Hobgoblin) You count as another race for the purpose of prerequisites.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
Taskmaster Ally gains +2 atk, dmg, Will save vs mind effects, but -2 AC & skill checks.
Terrorizing Display Spur allies in 30 ft. as Taskmaster when you use Dazzling Display.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round.
Wayfinder (1 @ 0 lbs)

Take the elixir of thundering voice (+10 competence bonus to Intimidate for 1 hr), throw on weapon of agony if you want another +2 to intimidate for total of Intimidate +34

Cast Aura of Doom (which lasts 110 minutes) or plain Doom to get shaken status, then use Disheartening Display to make them frightened (using DD also triggers Terrorizing Display on allies).

You can probably tweak the feats but the central concept is shaken condition via spells and then bump that to frightened with Disheartening Display. With the crazy amount of spell slots left open, you can cherry pick your secondary role (most like buffed disarm/dps skirmisher).

Shadow Lodge

Grab: Limited to your size or smaller.

Constrict is problematical in that in the monster ability write up no size limit is stated. However, the Final Embrace says, "Normal: You can grab and constrict creatures one size smaller than you." (which is not stated in the write up)

Regardless, the reason people suggest Final Embrace to you is that using WHW's constrict ability is a swift action (1/rd) whereas the FE ability is a free with every successful grapple check in a round. This comes into play when you have multiple attacks: you attack/grapple/constrict/release the grapple (free action) and repeat with each remaining attack.

The other thing to be aware of is that if you are a creature with reach and you successfully grapple a creature, you must move it adjacent to you. This can be dangerous if you're not built for face-to-face combat.

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