Silver Dragon

Selvaxri's page

*** Pathfinder Society GM. 1,374 posts. No reviews. No lists. No wishlists. 30 Organized Play characters. 1 alias.



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Grand Lodge

Greetings all, I know the dichotomy of gear has changed from 1e to 2e and Monks are the perpetual underdogs of the martial classes in the game. Still, I have a lvl 4 monk in society play, plenty of achievement points and gold to afford her some new gear. She already has some +1 Striking Handwraps, so my question is- What kind of equipment should I look into investing my achievement points to unlock those "curated lists from [Book X]" categories; or just normally available gear?

Also, would that aeon stone that gives characters the Shield spell be worthwhile, if i also use a Bo staff/Tonfas for the Parry ability?

Grand Lodge

With Rage of Elements and the return of the Kineticist, i thought about building another character for society play. Got the goofy idea to make a Leshy Phytokin, and the novelty quickly wore off as i thought of players asking "Is his name Groot?" Still seems like a good flavor character, still trying to understand most of the kinecticist's abilities.

So, now i'm having second thoughts on building this character; maybe even try a Leshy Summoner.

What im asking, is for some help deciding if such a build would be worth the effort, namely the effectiveness of Phytokinesis perhaps at later levels, or what kind of archetypes may help this build.

On a random note, i had thought to make a Druid with a crocodile named Logg- but i kind of want to rebuild my halfling saurian shaman from 1e... I know i'm being vague.

Grand Lodge

So, a few players have dropped from my local group's Age of Ashes AP and another is unsatisfied with his character. We're at the end of book 2- so a good time to bring in some new characters.
Currently the party is Barbarian/Druid, Rogue/Wizard, Druid, Ranger, Cleric, & Bard. The ranger and bard players have dropped out, and the rogue/wizard wants to play a cleric. I'm playing the cleric, and he's little more than a healbot. So, i've no complaints trying a new build.
So, to go along with with new Cleric, who's a lizardfolk who worships Apsu- i'm having the idea of building a Kobold Sorcerer to accompany him; but with some quirks...

I'm debating between the Genie/Efreeti bloodline and play it off as he believes he is a red dragon descendant; or Shadow bloodline and play it off as him being a "shadow dragon" descendant.
Another issue im having is wrapping my head around heightened spells and how sorcerer gain new spells and their 'signature' spells allotment . So, trying to build a spell list, for a 8th lvl character- especially from scratch... ya, i had a time trying to set up daily spells for my cleric with the heighten shenanigans.

so, looking for advice on possible builds for a 8th kobold sorcerer. Genie bloodline gives me arcane spells, Shadow give me Occult spells... i could attempt to go control/debuff with Shadow bloodline.

Thanks.

Grand Lodge

Greetings all, I've been playing a Cleric in a local Ages of Ashes campaign and he took the Alchemist dedication to supplement his healing by handing out Elixirs of Life and antitoxin/plagues to the frontliners.

That said, since taking the primary "Alchemist Dedication" feat- he has not learned any new Formulas, we're lvl 7 now [nearing the end of Book 2], and has not taken any other feats in the Dedication chain... So, my question is- would he still have learned formulas as he leveled up, like an alchemist?

If the case is yes, then i may need to consider taking more feats in the dedication. Thanks

Grand Lodge

Greetings all, I'm running the Strange Aeons AP for a group and i'll be vague to avoid spoilers.

The PC's have assaulted the stronghold of a cult, they've fled twice from the battlefield but have whittled down the cultists that occupy the fortress. The cult leader is a 7th lvl cleric of an evil deity, who in the book said used her powers to raise some dead merc's as jujuzombies.

So, my question is- how long it take to raise said zombies? i am unclear on the rules for applying templates to Animate Dead and like spells.
i'm looking to hamper the party.

Let's see about how many a lvl 7 cleric could create in a ten-hour time frame. Thanks much.

Grand Lodge

Greetings all, I'm playing a cleric in a local age of ashes campaign and took the Alchemist dedication to supplement my Heal spells.
The dedication says i get the Alchemical Crafting feat... does that replace the Skill Feat i normally get at level two, or do i get my per-level skill feat?

Thanks.

Grand Lodge

So, to preface- I'm running this AP for a group of players, of which two have dropped out. They recently cleared Fort Hailcourse, with the exception that they never encountered Tilsitari [the Soulsilver], who is now at Iris Hill.

The Party- gnome blood kineticist, human investigator (steel hound), Changeling Rogue (Eldritch Scoundrel), human Fighter, half-orc Barbarian.
The two that dropped out were a human alchemist [was to be the party's weapon/armor crafter, and wanted to create golems] and a half-elf druid [came late, decided to change characters after the disaster that was the assault at Ft. Hailcourse. Was replacing druid with Spellslinger before family matters interfered.]

The druid before she left, did the party a big favor and befriended Daridela.

That said, with a bit of pushing from Cesadia (Sleepless Agency) to investigate Iris Hill, the party infiltrated Iris Hill by hacking through the hedge with Cesadia in tow. I told the players she'd help if they asked, but she isn't a combat/Stealth rogue.

Sneaking onto the premises, they got the attention of Living Topiaries [Daridela didn't tell them about her 'gifts' to the estate], of which the fight got the attention of the gate guards. The guards went to get their comrades, which turned the fight into more than the party could handle- especially after the barbarian took two crits from the Kuru barbarians.

With a timely Web to hinder the cultists and kuru, the party opted to flee.

HERE'S WHERE I'M ASKING IF I SHOULD BE MEAN-
The party already made themselves known to Melisenn who told them to leave and never return; they were again warned to leave Asa and Daelene [the two visiting nobles] and the blood kineticist has drawn the attention of Rumatari.
They have opted to flee back into town to the Sleepless Agency HQ, which give me ample opportunity for an ambush.

Option 1> Tilsitari return to Ft. Hailcourse, torches it, and in the ensuing chaos pegs blame on the party for killing the magistrate and remaining soldiers and sacking the fortress. Asa and Daelene [with Risi and a few cultists at the ready] attempt to convince the party to leave. Several cultists hidden in the crowd as rabble-rousers to stir the crowd into a frenzy.

Option 2> Rumatari and her Mangannala(?) and several cultists, with Risi hidden in the shadows ambush the party.

Option 1 may give the party time to rest; where option 2 they haven't had a chance to rest. The party has indicated they may want to recruit Daridela to help them.

Which route to you all think i should take? This is obviously a more murder-hobo oriented party, but with no support- Winter has been their only source of healing.

Grand Lodge

So, i'm running Strange Aeons and i have a player who has a Promethean Alchemist and wants to be the party crafter- namely making Golems. Until then, he wants to craft weapons and armor for the party. [We just started book 2]

Is there any rules i should be aware of, in regards to crafting such items. my main concern is the Alchemist's formulae book counting as a "source of spell x" when/if he wants to craft wondrous items- like belts and headbands, et al.

he's already crunched numbers in regards to the cost and time.

Thanks

Grand Lodge

So, my local group is starting up the Mummy's Mask AP and i'm contemplating running an Alchemist- using Crypt Breaker archetype.

The thing is, the Crypt Breaker archetype alters bombs- but has the "This ability otherwise functions as and replaces the standard alchemist bomb class feature." clause; so implies you can take bomb discoveries.

so, can someone confirm that i could take various bomb discoveries with this archetype?

Grand Lodge 3/5

I ran this twice at PaizoCon, and both tables seemed to have fun. None got the "boon" weapon that was available if one play #38 No Plunder, No Pay on the character; but even then- i think it was a waste of a boon item, noting the length of time between the scenario's and tier difference. Needing a 7-11 chronicle, to play in a 5-9, for an item. poor planning.

The mechanic of "crew alertness" was interesting, and it deals with an aspect of the game people rarely deal with- getting ready for a fight.

Table 1-

Spoiler:
Full table, playing up.
Talking to Corvius, only the Oread Fighter and Kitsune Arcane Trickster were offered his "deal" of a month of indentured servitude; the others [mostly mundane races and classes] were offered the 'favor to be owed later' but could take the indentured servitude as a bodyguards or enforcers. Talking to Khanuur, they didn't want to free the djinni; and most took the offer.

Approaching the Island, the party realized that the pirate ship out in the harbor wasn't on high alert, decided to take the ship. After doing so, they opted to swap crew with the other ship so they secured the ship for themselves.

Landing in the island, they scoped out the various game trials, learned that there were dogs on the island, and found the stash of stone discs.

At the manor house, the team opted not to scout the location. They only heard the ruckus of the crew in the other room, but they opted for a frontal attack. The trickster detected the trap, failed in disarming it the first time- thus triggering the alarm, but was able to deactivate it the second time. At this time, they learned that the crew was getting ready.
Then the shadow mastiff's bayed. The poor fighter was panicked for several rounds, and ran back to the docks [due to unspecified distance between the two locations and considering a character running full tilt], so to avoid a character death and two combat- i gave her a perception to notice the squid swimming about in the water. She saw it, and noped back to the group.
The witch, tired of being shot at through the window, ran to get the Warpriest to assist.

With the crew, dogs, and warpriest dispatched- they went for the captain and Phelgos. With only one melee in the party- the oread figher, the captain only had one person to use Parry/Rispote against. Phelgos was hit with Hideous Laughter near the start, and recovering he shanked the Arcane Trickster with his poisoned shiv- who then failed her fort save against the Blue Winnis poison.
With the captain unable to fend off several ranged combatants, she was soon downed and taken prisoner. Phelgos surrendered after being roughed up a bit.
No one made their Spellcraft check to identify the Orb of Aqueous Mastery- but did notice Phelgos realizing the party didn't. So some more roughing up and intimidate checks, he coughed up the information.

At the docks, the team held off the Squid while the orb was used to free the Squid from his bounds. Everyone happy, sans the Rapier from participating in the aforementioned scenario.

Team 2

Spoiler:
Team of three, playing up with adjustment.
Talking to Corvius, only the Nagaji Bloodrager was offered the "deal" and the others offered the "favor". Talking to Khanuur, they opted not to free him.

This time, the party landed on shore, scouted out the harbor- found the save cave and did notice the ship wasn't on high alert- so they took the ship and imprisoned the crew. After discussing the sea cave, they opted not to use it. They also decided to approach the island at dawn.

This party did end up scouting the manor, and got some knowledge but didn't choose to try to infiltrate. They opted to storm into the front door- not noticing the trap.
Storming in, they took out the pistolero and the witch quickly, one of the brutes ran off after alerting the captain- who obviously already knew because of the trap and commanded the Mastiff's to Bay... all but the bloodrager went into a panick, and took off through windows. the Pregen, Hakkon, couldn't- because he was anchored in the trap.
After dealing the pirates, dogs, and warpriest- the party opted to drop out of initiative to heal up and loot. I warned them, but they knew what was going on.

Door to the captain's room was locked, but hey- Greater Chimes of Opening. Combat ensued, Phelgos rolled Sense Motive and saw a PC with the Treacherous Chains chronicle- and shanked the pirate boss... who failed her fort save against the Blue Winnis poison. It was written in the Four Player Adjustment, that Phelgos failed his daily assassination attempt against the captain- so he wouldn't have his poison and she would be sickened. Since they landed at dawn, he hadn't used his daily poisons. so... yea, timing. i was just surprised she failed her fort save.

Again, party found the orb, failed to identify it, noticed that Phelgos may have an idea, intimidated him to divulge, released the squid, and found the stone discs on the way back.
Again, no one had the chronicle for No Plunder, No Pay so no fancy Rapier.

The highlight of the scenario, was Corvius asking the party to introduce themselves- so he could identify them as something other than homicidal archeologists. a Final season nod towards Murder Hobo's.

Grand Lodge

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So, in other threads people are discussing how to fight dragons and how to overcome the massive DPR of their min/max'd PC's. That got me thinking... about how to be antithesis to what's the norm... Forget the "Big Bad Evil Guy" what about a Tiny Evil Villain? Something with Natural Invisibility, preferably.

My plan- the PC's are doing the usual stint of stopping a "bad man" from doing "bad things" while his true boss- this Tiny Evil Villain there, checking in on his lackey.

Curious to see if these interlopers will go on a quest to stop his machinations, he follows them. Why not? Tiny and Invisible; using Greater Image/Ventriloquism, et all to distract the PC's and "Undetectable Alignment/Vigilante levels" in case the PC's become suspicious and Clairvoyance/Clair-auidence and Scrying to keep track of the party when he has to be away.

I haven't designed a campaign for him... this is more of a theory crafting.
So, what are some good options for a Tiny Megalomaniac, lets set the bar at 15th Lvl. More a manipulator than a blaster.

Grand Lodge 3/5

Greetings all, I'm running a scenario at PaizoCon, that alludes to an early Pathfinder session.
The sidebar in the scenario says "if a pc played [early scenario], this enemy is equipped with [boon weapon]." and the boon weapon is listed on the chronicle sheet.

If the PC's haven't played in the earlier scenario, thus the enemy isn't equipped with the [boon weapon], do they still get access to the weapon on the chronicle sheet- or not?

Thanks. I want to clear this issue up before the convention.

Grand Lodge 3/5

So, simple question- aside from the first floor of Emerald Spire, are any of the currently sanctioned AP's are open for replayability?

I'm considering offering the sanctioned part of Book 1 as a pick-up game at PaizoCon this year...

Grand Lodge 3/5

So, a few weeks back, i was part of a very unoptimized team that ran through a nefarious season 4 t7-11 scenario- and we were TPK'd at the final fight.

Spoiler:
A swashbuckler, enchantment-focuses sorcerer, a multi-classed tank build, and an out of tier brawler in Refuge of Time. ya...

The GM awarded 1 XP for the players that opted to keep their characters, siting that we defeated two encounters; but no Prestige as we didn't complete mission.

So, i just want to get things clear- Is the GM in the right to award our PC's the 1 XP? This XP would have leveled up my character, so i want to keep my records straight.

Second- This scenario had a story-specific item, so i know we didn't get that, but do we get access to any of the other loot listed on the chronicle sheet?

Grand Lodge 3/5

*casually alludes to the "Rabbit/Duck Hunting" schtick, while gesturing with a NERF! dart gun*

Greetings all, with the advent of 2nd edition on the Horizon, i decided to plunk some ill-used con'boons on some of my last PFS characters.
One such boons, is Fighting Off Corruption: Lycanthropy. This boons requires several things to waive the negative effect for a nominal bonus effect. One of the tasks is to defeat a Lycanthrope or Creature with the Shapechanger subtype with CR greater than my character's level.
So, i made an Agathion-blooded Aasimar Lunar Oracle who's being tested by his devoted god, Ashava with Lycanthropy, and has become a Hermit (archetype) because of it; until he's befriended by a Wolf whom he sees as a portent to overcome the 'disease.'

The thing is... i've already played in a few of the scenarios I know of that have either Lycanthropes or Shapechangers-

Spoiler:
Murder on the Throaty Mermaid- wererat stowaway; Horn of Aroden- lycanthrope bandit leader; & Midnight Mauler- afflicted pathfinder; Dead Man's Debt- werebat; Oathbreaker's Die- Doppleganger

There may have been others that i never realized had what i'm hunting.

So, i'm looking for more scenarios that have lycanthropes or shapechangers; if it's mentioned in the blurb than all the better [i can't be blamed for specifically hunting scenarios ;P]. Otherwise, any scenario or module will due. The character is only lvl 2 current, so has time.

Likewise, he needs to seek the aide of a Witch or Druid to help cleanse the lycanthropy. so, that's a secondary mission.

Thanks much, this is my 20th PFS character and mostly my last.

Grand Lodge

1 person marked this as a favorite.

Greetings all, I've been contemplating a Lunar Oracle build for PFS- Primary casting with Animal companion support.
Two things! First- He's Aasimar- yes, i have enough credits to play one via GM Boon. Second- Because I wanted to, i've applied a Fighting Off Corruption: Lycantropy "boon" to this character, so he has a double Lycanthropy curse.

He just hit level 2, so i have to commit to a build direction before his next game.

Backstory: Palix is an worshiper of Ashava, and was afflicted by lycanthropy during one of his pilgrimages. During his convalescence, he was befriended by a lone wolf and he took it as a sign that this is a test. But he is still hesitant to expose himself to society, so he is somewhat reclusive.

Palix, Aasimar Oracle
Lunar Mystery/Lycanthropy Curse
Hermit archetype

10 Str/14 Dex/14 Con/13 Int/12 Wis/17 Cha

1> Extra Revelation: Primal Companion (wolf), Recluse's Stride*
2> -
3> ?, Prophetic Armor/ Moonlight Beam*
4> -
5> ?
6> -
7> ?, Fade from Memory*

Castur, Wolf
1> Toughness

since Cleric spell list doesn't have good druid companion buffs, i do plan on taking Improved Spell Sharing to try to buff up my companion.
Though, the Lycanthropy curse hinders my use of Language-dependant spells while in combat, my spell list would be a bit restricted.

So, right now- i'm still pondering a direction to take this build. I'm half tempted to give the animal companion the Totem Guide archetype to more fit the theme of this build.

Suggestions and advice welcome; i don't care for "This is the build i did!" posts or advice that aren't in line with the theme i'm trying to go with build.

Grand Lodge 3/5

Greetings all, I've been volunteering my time teaching students at a local middle school how to play tabletop RPG's, with Pathfinder as my go-to.
I've already run them through the Beginner Box and was contemplating how to proceed. I only have half an hour during their lunch breaks; was contemplating running them through the Quests- but may be on a time crunch.
Then a friend recommended run Delves- just an open-ended dungeon run where the players attempt to survive the exploration.

So, I'm looking for recommended GM scenario preps with interesting beasties to throw at the players. CR 3-4 preferred, just to give them a run for their money.
Throwing basic goblins and kobolds and other things at the players seems pretty monotonous, and currently i only have the Bestiary 1.

thanks much.

Grand Lodge

Greetings all, I've been volunteering my time teaching students at a local middle school how to play tabletop RPG's, with Pathfinder as my go-to.
I've already run them through the Beginner Box and was contemplating how to proceed. I only have half an hour during their lunch breaks; was contemplating running them through the Quests- but may be on a time crunch.
Then a friend recommended run Delves- just an open-ended dungeon run where the players attempt to survive the exploration.

So, I'm looking for recommended GM scenario preps with interesting beasties to throw at the players. CR 3-4 prefered, just to give them a run for their money.
Throwing basic goblins and kobolds and other things at the players seems pretty monotonous, and currently i only have the Bestiary 1.

thanks much.

Grand Lodge

Greetings all, with the high casualty rate in my local Ironfang Invasion game [all players have lost at least 1 character since the start], we've been joking that we should all bring secondary characters in case our current characters die in the middle of a campaign.

My current character is a Hunter/Cavalier mounted-reach build on an Axe Beak. I've been joking that if this character dies, i'll just "rebuild" him as a Mounted Inquisitor on a Giant Owl. But maybe try something else...

So, i've always had eyes on making a Paladin/Shifter. Specifically, a Tortured Crusader who believes he's been cursed [Shifter multiclass].

So, help me plan out an entertaining build for a Paladin/Shifter. Would i be able to Crusader's Flurry with my Shifter claws?

Grand Lodge

Greeting all, I have a 10th Lvl Grenadier Alchemist with Targetted Bomb, Lightning Lash, and Hobbling Bomb Admixtures and the Stirge Syringe Discovery.

The Stirge can deliver bombs after it attaches, but do/can i apply the effects of any Admixtures the attack?
More on point, do i have to imbibe the Admixture extract before or after creating the Stirge?

Thanks.

Grand Lodge

Greetings All, I need some help choosing schools and spells for my first PFS wizard. The thing is.... it's a Wayang Chronomancer/Feysworn (devouted to Shyka).
<Backstory>

Spoiler:
This wizard believes that Wayangs are descendants of gnomes or a forgotten First World race that were captured and enslaved by denizens of the Shadow Plane. They hope to prove their theory true and such.

The build isn't important, i'm more looking at school and spell selection. This character is LVL 3 thanks to some boons and GM Credit, so i haven't played them yet.

Trying to choose schools and spells have left me flabbergasted. Out of all my 20 PFS characters, i have one dedicated caster [Gnome Sorcerer, fey-bloodline; enchantment focused] with my other characters with casting abilities use magic more for support and/or utility.

I don't want to be Illusion/Shadow focused [but am interested in dabbling in Shadow Conjuration], i've never played a blaster mage so that's an option. Other than that, i'm debating what other schools to use or exclude.

Thanks in advance.

Grand Lodge

Greetings all. Recently, i've lost my third character to this AP-

Spoiler:
first being an Ifrit Sword Devil (Ranger) who died twice, second being a Hobgoblin Skald with Bear animal companion who lasted all of two sessions, the last being a Human Occultist (Arcanist) that never got to craft one wand before getting smashed by a golem.

Another PC also died in the same session- the party's Suli Bloodrager, our primary frontliner. Who is now considering a full caster, possible druid. So, now we're lacking a front liner with the rest of the party being a Bard w/ Ninja cohort, a Kineticist, and the GM's Pity-PC Healbot cleric.

So, i'm thinking of resuming a front liner position, with an animal companion. Top choices being a Hunter or Sacred Huntmaster Inquisitor.
Hunters get access to nifty animal buffing Druid spells; Inquisitor has Bane.

Racewise, i'm leaning towards Dwarf or Half-Orc for flavor reasons. Maybe try to convince the GM to let me play a Skinwalker.

So, currently i'm looking to brainstorm ideas for 9th level build. I'm not against Mounted combat, though i'm unfamiliar with all the mechanics of such a build.
Lastly, i want to try to work in Scribe Scroll into the build. I do like the novelty of crafting scrolls outside of combat to not waste the spells slots.

I'll post my own ideas for such a build for critique when i get an idea of a direction.

Grand Lodge

Simple question- can i make a Mithral or Adamantine weapon with the Fire-Forged quality?

Grand Lodge

Greeting all. I'm stumped as to what to build next, as one of my builds for PFS.
My last build i sought help on- a Occultist not dependent on the Transmutation school doesn't look like it would pan out as i hoped it would; and i haven't gotten any advice in making it functional build with the direction i hoped to take it.
So, i'm turning to the collective "community" for interesting builds.

These are my other builds in my PFS career- Selvaxri's characters. if you have any questions on specifics on the builds, you can ask- or just search for my threads.

I'm open to most builds, haven't played many dedicated casters. I had access to playing a Tiefling or Aasimir through the Regional Support program.
I typically don't like one-trick ponies, and typically like off-the-wall builds. I've wanted to build a Tortured Crusader, but never liked Paladins.

So, hit me up with some interesting builds. I hate admitting i can't think of some builds i'd enjoy.

Grand Lodge 3/5

Greeting all-
Long story short, i'm planning on building a Tiefling Occultist with the Necromancy Implement School using the Undead Servitor as an expendable meatshield/flanking buddy.

Since the Undead Servitor ability doesn't say "as Animate Dead" or such wording as the Conjuration's resonance power says, is it more or less up to table variance how players would react to such an act?

I could eventually get the Animate Dead spells later, and those might ire good aligned clerics and whatnot. but the Focus power of the Necromancy school has vague wording in that regard.

Thanks.

Grand Lodge

Greetings all, i have a wild notion of making a summoning oriented Occultist, focusing more around the Conjuration, Necromancy, & Illusion implement schools. Though, the Shadow Beast focus power is a 9th lvl ability... so, that's going to be a late-level investment.

As much as i want to stray from the norm of the transmutation implement school, i do like the idea of the Size Alteration focus power to make my summons larger.

So, Conjuration or Necromancy with Transmutation at first level, pick up the other at 4, and then Illusion at 6th.

Spell Focus (Conjuration) and Augmented Summons are my go-to feats, i would like to get Tattoo Attunement but that would involve getting Varisian Tattoo (as Magic Tattoo isn't PFS legal).

So now- i'm looking for advice on what else to include to make this build not so much dependent on it's summons, without completely dedicated this build to the Transmutation school. I was leaning towards Halfling for the FCB, but i'm open to any race that's PFS legal, of course.

One last thing- i'd like to keep with my idea as best as possible summoning-oriented Occultist. You'd be give a good argument for shifting classes. But suggesting entirely non-related builds is not allowed.

Thanks much.

Grand Lodge

Greeting all. My party finally finished book 1 of this wonderfully disturbing adventure. so, the resident part wizard, who had been hoping to find a spell book to copy from with very little luck outside some divine scrolls and the Scroll of Summon Monster III, they found after defeating Zandulus. Upon finding the Chain of Nights and reading through it- he finds the spells stored within- and asked if he could copy the spells, albeit how limited they are.

My question is- Is the Chain of Nights a spellbook that he can copy from, or non?

Grand Lodge

Greetings all. I'm in a dedicated Ironfang Invasion campaign, and we're in book 3 about ready to hit the biggest settlement yet.
I've already lost two characters in this campaign- a Ifrit Sword Devil (Ranger) and a Hobgoblin Skald. Currently playing a Human Occultist (Arcanist)- she mostly summons to create meatshields and support the party's bloodrager, while casting.

So, planning ahead for inevitable demise- the gm genuinely relishes in killing my characters, i've been ruminating over new characters. i'm turn between playing a Warlock Vigilante- the party needs a caster, or a "feral child" Shifter/Druid/Hunter.
in the best case, if she survives, retire her and use my Arcanist as a wand/scroll craft-bot.

For now, let's see if i can get a summoning-focused Warlock idea to work.
I'm thinking going halfling, as that's the only race that gets a bonus Vigilante talent after 6 lvls and Warlocks are starved for talents because of spell progression.

So- starting at lvl 9, no gear:
8 (-2r) str/16(+2r, +1@8) Dex/12 Con/18 (+1 @4) Int/12 Wis/12 (+2r) Cha.
1> Precise Shot (GM has already allowed other ranged characters to skip PBS)
3> Spell Focus (Conjuration)
5> Augmented Summoning
7> Rapid Shot/Many Shot?
9> [That feat that grants an extra summons]

As for talents, i've never been a fan of the social talents- as there's so limited use to them. I do want to take Unlife Guise as one of the talents to RP his alterego, else- i'd be taking more martial oriented talents.

So, a bit of help in building this character is greatly appreciated. i know as summoner- full round casting is going to eat up my action economy.
alternative would considered.

Grand Lodge

So, are the developers working on alternate tactics for starship combat?

i ask this for three reasons-
1> in Ashes of Discovery-

Spoiler:
The players fight a Besmaran Whelp that physically attacks the ship
; theoretically, a ships guns should not be able to fire at that range. Where are some means to protect against such tactics- or even weaponry for literal ship-to-ship combat- like hull spikes?

2> in the Dead Suns AP i'm in, the player with a Goblin Technomancer was the best pilot, and he decided to RAM into an opposing ship during our first combat. GM and another player had to look for makeshift ramming rules.
Is Ramming ever going to be considered a viable tactic?

3> I'll be running Into the Unknown, and the combat versus

Spoiler:
the Corpse Fleet ship
could potentially be circumvented with a daring enough pilot, and a GM willing to reward creativity.
Any possibility of in-combat Boarding rules to be brought

I'm thinking it would make for an interesting campaign to commandeer a ship before X happens- so that would require computer checks to hack the cargo bay to grant access to a pilot. granted this would have to be against larger ships.
or opposing vessels launching drill pods that harry the ship with infiltrators.

I'm mainly curious to see if the Development team is working on new rules for tactics, to make combat more interesting than just cat'n'mousing.

Grand Lodge

So, in PFS i have a grippli that likes to grapple. his schtick is- he isn't a tetori monk.
Recently there was the question of size relativity vs grappling- could a medium creature grapple a huge or larger creature; or could a large creature grapple a tiny creature. It makes sense for the former to be difficult, but grapple rules are really vague.

So to avoid any rules lawyering, i'm looking for ways for creatures to grapple other creatures they normally couldn't, due to size.

Grand Lodge

So, I've a slayer and a few people have said that i aught to get Lenses of the Predator's Gaze and honestly, i'm not seeing how they benefit a Slayer, or an archetype with Studied Target.

Quote:
If the wearer has the studied target class feature, he can instead use the magic of these lenses [of Predator's Gaze] as a free action when designating the subject of his studied target to increase his effective slayer level by 5 for the purposes of the studied target class feature.

The Lenses' +5 Levels only lasts 10 rounds, and that only equates to a +1 attack and damage increase over all [and the other bonuses, though moot in most cases].

Am i missing something in regards to the effective power of this item? it is an 8,ooo gold item- and that's a hefty price for a modest +1 Att/Dmg bonus.
someone enlighten me, please.

Grand Lodge 3/5

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So, I volunteered to run a table for my group's weekly SFS game, and the Venture-Captain wanted me to run #1-20 Duskmire Accords. This is my first foray into GM'ing Starfinder.

Doing a quick skim, i ran into a picture of one of the possible encounters.
Sparklemane... a UNICORN WITH A GRENADE LAUNCHER ON HER HEAD.

I have so many questions- most being how the unicorn managed to mount the grenade launcher on her head, others being where she found said grenade launcher.

Over all, the scenario looks quite easy to run and can be completed without any fights at all.

If i could post pictures, i would- as Sparklemane's artwork is gosh darn pretty. I want to know how the artist reacted when he was told to draw a "a unicorn with a grenade launcher on her head"

I want everyone to give the scenario writer, Brian Duckwitz, a hand for possibly creating the most unique encounter ever in Starfinder. Only in homegames would i expect something as resplendent- as a unicorn with a grenade launcher on her head raining down justice on all she sees as enemies to her realm.

I've already dug out an old GI-Joe gun, some double-sided tape, and a unicorn mini to fully embellish Sparklemane.

Good job Brian, I'd love to see Sparklemane join the society and become a Venture-Agent.

Grand Lodge

So, my playgroup has just started book 3 of Ironfang Invasion, i've already lost two characters, and my current character- an arcanist, has nearly died twice. So, now i'm ruminating a fourth character for the untimely event that my arcanist dies.

I'm thinking attempting a Shifter character, and playing off it as a feral child/wild man/survivalist- or just taking a few levels of Feral Child Druid, or Wild Child Brawler- or both, the gm said he'd count both classes towards the progression of my companion.

Stat-wise, at 8th lvl- no gear:
19[+1/+1] Str, 14 Dex, 15[+2] Con, 7 Int, 15 Wis, 7 Cha

Haven't really thought of what i want this character to do, especially since if i plan on roleplaying this character as a genuine feral child- i won't be useful in any social interactions. Sense Motive is the only way for me to understand what the other PCs want me to do.

Build advice/directions is welcome.

Grand Lodge

Greetings all, in my entire PFS career, none of my characters have bothered with Ioun Stones, so i have no experience dealing with them. I ask these now, as i have a character that may use an Ioun Stone to strengthen his abilities.

Baseline- I have a Grippli Cavalier that uses Distracting Cloak and Improved Feint Partner as his go-to tactics. So i need his Bluff to be as high as possible for greater success.

That said- he also has the Clever Wordplay trait, tying his Bluff modifier to his Intelligence [+1] instead of his charisma [-2].
In this case, would i need a Pink & Green cracked sphere [+1 to Cha Skill] or a Scarlet & Blue [+1 to Int Skill]?
[If i could, i'd retrain that trait into Cunning Liar as my Wis is a +2.

He already used a Cape of Bravado, so i don't think the Competence bonus stacks with the Mulberry or Magenta Ioun Stones' bonus.

Next- How many Ioun Stones can i have active at a time?
Namely, a generic Wayfinder compared to a Torc of Innocuous Gems

Grand Lodge

So, here's a question- i have an Envoy who just hit 5th lvl, and rather than using a Feat to get Long-Arm Proficiency, I've decided to dip into Soldier for a couple levels. Seems fitting as i based the character off Malcolm Reynolds from Firefly- not Hans Solo. >rolleyes<

His Stats upon hitting 5th-
16 (+2 Racial, +2 Implant) Str/17 Dex (+1 Theme, Outlaw)/14 Con/12 Int/11 Wis/16 Cha
So, as it stands, he has 5 Resolve: Charisma + half envoy level. Do i get any from my new found Soldier class?

Grand Lodge 3/5

Greetings all, my area was finally okayed for Region Support and i recently acquired a boon from said support program.
The Boon in question, Xenophile, gives the character specialization in skills if i show race boons for certain playable races.

The question arises, as many of the races that were once locked behind boons- like the foreign/Tian and elemental races, are open and playable.

Would the character i apply this boon to get the benefits from the unlocked races, or just the ones i physically have boons for?

Furthermore, if i acquire boons for other races, do those skills unlock at the same time? as opposed to "once you apply the boon, the race bonuses are locked and you can't unlock more"

Thanks.

Grand Lodge

Okay- long story short, i've lost two characters in the game, and the GM is recommending an int-based class, trying to convince me make an occultist and getting the Mage's Paraphanelia panapoly for the free-metamagic.
Consensus is discouraging, as many would say that Occultists wouldn't make good casting-oriented class. [When you have access to weapons, armor, and the transmutation school- why aren't you playing it that way? bah.]
IMO- Applying Bane to a weapon is a great ability, but strictly limits what i can effectively do as an Occultist.

Current party is-
Ranged-oriented Fighter/Slayer/Ranger
Earth/Fire Kineticist
Bloodrager
and a healbot Cleric.

We are lacking in the blasting/AoE department. The Kineticist and Ranger are good at taking down threats that assaulting the Bloodrager.

So, I'm leaning towards an Arcanist, and grabbing the metamagic based exploits, and humorously grabbing a Sage Pooka with Improved Familiar.
Or, going into Occultist archetype and assisting as much as i can with various summons.

This character would be introduced to the current party as level 8 [20pt buy, no-third party, race at GM's decision]. I'm currently open to possible build directions, with either a non-transmutation based occultist or Arcanist builds.
i will tweak the builds to my own flavor.

Grand Lodge

So, I've two characters die in this AP- first was an Ifrit Sword Devil (Ranger archetype)- who died to a Redcap crit, was revived; then died to a Tick Swarm.
So i created a Hobgoblin Skald with a bear animal companion to try to serve a dual roll. She died after failing two AoE save rolls in the same turn. Atleast she got to pop off a Haste before she died.

Now, we're on to book three and the GM is saying an Int-based character, especially a utility caster would help balance the party of currently: Aasimir support-focused Cleric, a Bloodrager, an archery-focused Hunter/Fighter/Slayer, and a Kineticist.
so the GM is trying to sell me on Occultist. I'd like to keep with Halfling, as their FCB for occultist is an extra Mental Focus per two levels, and that's kind of important to the other aspect of the Occultist my GM is laughing maniacally about- Panopolies, specifically- Mage Paraphenalia

I can take that Panoply at 6th, and get access to some free Metamagics, but be restricted to three Schools- or wait til 10th so i can have a fourth Implement, before i take the panoplies.

Statwise, without gear that i've got to discuss with the GM, at 8th level:
8 Str, 14 Dex, 12 Con, 20** Int, 11 Wis, 10 Cha

Traits-
Pragmatic Activator
??
Blight-Burned [campaign]

I was also looking at the Naturalist archetype and working it into the character's backstory.

So, i'm looking for build directions- especially if i'm going to be dedicated to Divination/Evocation/Necromancy.
And if any, point in the direction of some guides... the Occultist has a lot of inner workings that scares me a little.

Thanks for the help, i hope this time the character doesn't die in his first two sessions.

tl:dr- 8th Lvl Halfling Occultist [Naturalist, if possible] with Mage's PAraphenalia panopoly. Help me make good.

Grand Lodge 3/5

With PaizoCon on the horizon, and this scenario being run by a few GM's [including me, at the 1am slot], i figure it's a good time get a discussion brewing amongst those running at and those who would like to run it after it's official release.

That said, after a quick run through the scenario- i feel like this a well fleshed out, a nice combination of potential roleplay and some very challenging fights.

Investigation:

This part of the story seems like it encourages the PC's to split up and try to get as much done as possible.
While a PC questions Elraya, others can be scouting out the prison and others root out what other information they can.
Though, one thing that kind of bums me, but i understand- there is no percent chance for the PC's to inadvertently tip off a Grey Gardner loyalist; whereas a failed stealth check turns the beggars against the pc's.

Prison Break:

I want to see a player with Teleport abilities try to rescue everyone, without alerting the Guardians. Speaking of which, if the PC's have to get through area A9- where the Guardians as the PC's begin their attempts to extricate the prisoners? the Pakalchi's aren't incorporeal- where are they hiding?
Would also be entertaining to see players try to actively
It'd be interesting to run this high tier, and laugh as the PC's eliminate the Pakalchi's before the Banshee- and she begins her wail. I want to hear horror stories of PC's failing their primary success because the nobles weren't ushered from the banshee's wail range.

Final Blade:

To be honest, when i saw Troop Rules" in the index, i groaned audibly and hoped it wouldn't be as complicated as the "mass troops" play in an older scenario i played [#5-24 Assault on the Wound]. Thankfully, the lynch mob isn't the "mass troop" i feared it to be. Still a gargantuan swarm will be interesting to throw at the PC's as they either try to flee Isran, or rescue Colson.
It's going to be interesting to see how players react to the nobles wanting to leave Colson to the Blade.

Final thoughts-
Aside from the questions i asked earlier, this is going to be an interesting on to run; especially if people at the table have how managed to play the predeccessor #9-02 A Case of Missing Persons.
My only gripe is that i wish the rewards weren't faction specific. Non-Liberty's Edge PC's aught to get access to one of the opportunities to use the boons [3 uses for Liberty's Edge, 1 use for non-LE members.]

As a gm, I've not run many t7-11's; of those I have were early season- Below the Silver Tarn and Hall of the Drunken Hero. So this is definitely going to be one of my endeavors to achieving 5-stars. Now i'm torn between applying the chronicle to a non-LE character so that they may get access to the boon; or get it on my LE Ranger/Swashbuckler.

Grand Lodge

So, I have a Dwarf Bloodrager with 19 Str using a +1/+0 Urgrosh (enchanted on the bladed end), and since he's using a double weapon- some friends convinced me to take Two-Weapon Fighting as my 7th lvl feat.

I know the second attack's damage is half my strength modifier. my question is- does the damage reduction come before or after tabulation of the Power Attack bonus?

When not raging- his damage is 1d8+7 S/1d6+3 p.
While Raging/Power Attack- 1d8+19 s/1d6+13 or 1d6+9 p?

Second attack math is either: Power Attack after-(9/2)+9 or half w/ Power Attack -(9+9)/2?

Random- what other feats would complement a two-weapon fighting with a double weapon build?

Thanks much, i want to make sure i have the math right before his first foray as a two-weapon fighter.

Grand Lodge 3/5

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Hello all, the Pathfinder: Worldscape comic series came out over a year ago; and with printed material for Pathfinder v.1 being halted, is there are a chance for the three archetypes- Warlord (fighter), Sword Devil (ranger), & Jungle Lord (ranger) finally getting legalized for the last year of PFS?

I've a Sword Devil in an Ironfang Invasion game that may be discontinued because the venue hosting our game is closing. :( I would really like to see this archetype legalized for play, maybe with some slight modifications?

Grand Lodge

Greetings all,
I have a PFS Dwarf Bloodrager 1/Spiritualist 6 and upon reaching lvl 7, while calculating his HP- i can't make heads or tails of it. At level 6, my sheet said he has 58. When I run the math through levels, my total comes to 73 HP at lvl 7. So, i'm baffled as to where the spike is coming from, considering i'm progressing into a d8 class.
My Dwarf has 16 Con, took the Toughness feat at lvl 1, and spent his Bloodrager FCB on an extra round of rage; with his spiritualist levels, he's been putting them into HP. At 7th, i've found out about the new Dwarf/Spiritualist FCB [1/4 Phantom damage] from Horror adventures i'm planning on investing in for a bit.

So- MATHS
(10+3) Bloodrager + 6(5+3) Spiritualist + 7 Toughness + 5 FCB HP = 73 HP
Either, i miscalculated his HP at 6th, or I'm missing something somewhere.

Likewise, with my Phantom with a d10 HP pool, with Toughness- I calculated her at 33 as a 5th lvl Phantom before I remembered her Stat bonus at 5th. I put the point into her Con, as i plan her to be the Spiritualist's "body guard" most of the time. Now, as a 6th lvl Phantom with a +2 Con bonus...
So, 6(6+2)+5= 53HP Sound right?

Lastly, does my Phantom's inherent +2 Dodge(Incorporeal)/Natural Armor (Ectoplasmic) AC bonus stack with the Armor progression she gets as she levels? At 5th/6th she has a +4 bonus, for a +6 total?

Thanks much

Grand Lodge

Greetings all, with my last build- Mute Musician Bard w/Familiar thread getting no help, I'm sending the call for any potential builds encompassing the Feysworn prestige class.
Of all my PFS characters, I haven't delved into a Prestige class.

My Mute Musician build had a lot of feats eaten up so he could get an Improved Familiar, but delving into the prestige class would hamper his Bard progression.

So, the easiest route is Wizard. I still like the potential idea of getting an Improved familiar, and going Familiar Adept or Pact Wizard archetypes are interesting directions.
Though, it would be interesting to see a Paladin go into Feysworn. I had an idea for a Tortured Crusader, and going Feysworn would be entertaining- roleplaying it as one of the Eldest saved him, thus the prestige class.

That said, give me ideas for builds using the Feysworn prestige class. Let's brainstorm.

Grand Lodge

Greetings all, with my last build- Mute Musician Bard w/Familiar thread getting no help, I'm sending the call for any potential builds encompassing the Feysworn prestige class.
Of all my PFS characters, I haven't delved into a Prestige class.

My Mute Musician build had a lot of feats eaten up so he could get an Improved Familiar, but delving into the prestige class would hamper his Bard progression.

So, the easiest route is Wizard. I still like the potential idea of getting an Improved familiar, and going Familiar Adept or Pact Wizard archetypes are interesting directions.
Though, it would be interesting to see a Paladin go into Feysworn. I had an idea for a Tortured Crusader, and going Feysworn would be entertaining- roleplaying it as one of the Eldest saved him, thus the prestige class.

That said, give me ideas for builds using the Feysworn prestige class. Let's brainstorm.

Grand Lodge 3/5

With the advent of 2e on the horizon, and the end of First Edition PFS material being printed in just over a year, let me ask a very simple question-
DO you still plan on making characters for PFS 1.0?

For me, personally, no to an extent. I have 16 PFS characters and two at lvl 1.0. One of those unplayed builds- is a Ratfolk, of which i was told that boons won't carry over. My lingering Wayang Arcanist build may as well just not exist, and give the "Paths We Choose" faction trait to my ratfolk.

I *had* four potential builds running around my head: a "barmaid brawler", a "Feysworn bard", a dwarf skald with a Bag'o-Pipes, and a Halfling Paladin. But those ones may wait til 2e to see what's viable.

Outside of running the characters through AP's via "campaign mode" or through a slough of Modules, I don't see a reason to make any more new characters, if the pool of playable scenarios is definitively finite.

What about the rest of the board, in the coming wake of change?

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