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Elf Archer

Talon Stormwarden's page

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber. Pathfinder Society Member. 335 posts (336 including aliases). No reviews. No lists. No wishlists. 6 Pathfinder Society characters.


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Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Stunning Fist isn't a touch spell, so there is no reason to believe you can 'hold the charge'. Hence, when you use the ability and miss, the ability is wasted (for that use, you might have more uses left for the day due to level, etc).

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Thanks, I hadn't noticed that FAQ entry (looks like it was posted during the year or so that I was away from the game).
However, it is still very vague and certainly doesn't put a minimum 8 hour requirement to avoid being fatigued.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Paladin of Baha-who? wrote:
Character who don't get at least 8 hours of sleep a night (doesn't have to be consecutive hours) are fatigued the next day.

Do you have a citation for this? As Blahpers posted above, I'm not aware of any rules in Pathfinder that impose any general penalties for lack of sleep or interrupted sleep (not counting rules for casters and sleep).

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

To which FAQ are you referring?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Lucio wrote:

I'd agree with the judgement call that it doesn't retroactively change into lethal, only further non-lethal damage would convert.

I'd be more worried about an interpretation that would say that your total for bleeding out should be based on your ability score including damage.

Thanks for chiming in (and dragonhunterq too).

As for your second point, Pathfinder is very specific about what ability damage does: -1 penalty to relevant rolls for each 2 points of damage and, for con, lowering max hit points. Anything beyond that is not supported by RAW.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Indeed, it's quite possible for this sort of situation to occur. It happened to me in a PFS game yesterday.

Let's make the example real. 9th level magus with 62 max hp and 13 con. 20 nonlethal damage (yay Ablative Barrier) and 18 lethal damage. Then 12 points of Con damage, bringing my max hp down to 8.

At the time I was focused on my lethal damage and Con damage. 1 more point of Con damage would have killed me, and 3 more points of lethal damage would also have killed me (8hp+13Con means death as 21 lethal) since Con damage doesn't change your actual Con score.

Only later did I think about the possible ramifications of the nonlethal to lethal conversion rule. Hence the question.

Again, I think it hinges on the interpretation of "all further nonlethal damage" in the rule I quoted.

My gut says you don't change nonlethal to lethal once it's already been applied, that you only convert nonlethal to lethal when it's first applied. But I don't trust my gut in this call, it's biased.

Now that said, the game is over. My character is in no danger of dying now. But I'd still like to have an answer that I'm confident in.

So far we have Wraithstrike in the "doesn't convert" column, and RedDog and Benchak in the "it should convert but I wouldn't for simplicity's sake" column. Please correct me if I'm misinterpreting your responses.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Bigdaddyjug wrote:
You keep 2 running totals of lethal and non-lethal damage. At any point if non-lethal > max HP - lethal damage, you do non-lethal - current HP and apply that as lethal damage.

That's absolutely not true.

Max HP - Lethal damage = Current HP

So when you say "non-lethal > max HP - lethal damage" that is the same as saying "non-lethal > Current HP"

And that is simply the point at which you become unconscious.

Page 191 Core Rulebook wrote:
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless (see page 567).

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

So there's this part of the nonlethal damage rules:

Core Rulebook wrote:
If a creature’s nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage.

The questions is this, if a creature's maximum hitpoint value is reduced do you reevaluate previously nonlethal damage as lethal? Or is nonlethal damage, once applied, always nonlethal?

Example: An undamaged creature has 40 maximum hitpoints. He takes 20 lethal damage and 20 nonlethal. Then he receives con damage that reduces his maximum hit points to 10. Let's say the Con score is 15.

Does this creature still have 20 nonlethal and 20 lethal, and therefore is still alive?

Or do you reevaluate the nonlethal to lethal conversion, and it now has 10 nonlethal and 30 lethal, and is therefore dead?

Seems to me the crux is the reading of 'all further damage'. Does it mean 'all damage received after this point'? In which case you wouldn't reevaluate whether damage is lethal or nonlethal after the damage is applied.

If you read it as 'all nonlethal damage that you currently have beyond maximum hitpoints', then you would need to reevaluate the status of existing nonlethal damage any time maximum hitpoints are reduced and you could have the second situation.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Actually, I quoted that exact text in the very first post. ;)

What exactly are you saying that the text affects, relative to this thread?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Guide to PFS Organized Play wrote:
you must buy ammunition in full lots (typically 10 or 20 for mundane ammunition and 50 for magical ammunition).

The quote above is the only relevant rule I've been able to find to cover the purchasing of special material ammunition. So the question is, if I want to buy non-magical adamantine (or cold iron or silver or whatever) arrows, do I have to buy in lots of 20 or 50? It seems clear by the quote above the answer would be 20, but I've seen people (GMs included) that insist the answer is 50. Am I missing something?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Hrm, didn't know about Deadeye Bowman...however Erastil doesn't offer the Air domain.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm actually looking for a way to make a decent archer primarily with Warpriest. I'm not certain that I'm willing to dip three levels into Zen archer for the dex to hit though. I'm not a big fan of dipping to begin with.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

This will be my first GenCon. I'll be staying at one of the hotels on the east side.

I called to find out about parking near the convention center. I don't recall now exactly how much they said it would be, $25-$30 a day I'm thinking. Then I read about the shuttle for a one-time $50 fee. Now I'm torn. The shuttle is much cheaper, but the schedule is fixed and wouldn't provide the convenience of having a nearby supply cache.

I'm already paying a small fortune for the hotel room, what's an extra hundred dollars for parking?

Any advice on the availability/convenience of parking near the convention center?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Don't forget that the Slayer, coming up in the Advanced Class Guide, can take ranger combat styles as well.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm still baffled over the scale on the map for the first level.

For instance:

Spoiler:

The sarcophagus would be 20 feet long and nearly 10 feet wide.
And the pillars in the chasm room clearly were written for a scale of 1"=5' not 10'

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

We had a situation come up tonight in a game that caused some disagreement.

The situation was a PC who was prone 15' from an enemy. He wanted to stand (move action), then bull rush the enemy.

My opinion was that a bull rush (unless made as part of a charge) could only be made against a foe you threaten to start with. Since the PC didn't have enough actions to stand, move to the foe and then attack, nor could he stand and charge, I said that a bull rush was not possible.

The opposing view was that bull rushing inherently involves movement, and so the PC would be able to move and bull rush as part of a single standard action after using a move action to stand.

Thoughts?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Maouse, dude, you're wrong.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

It's not that I'm upset that tiefling and aasimar are going away, it's more about the fact that I have zero desire to play any of the 3 new races.

It doesn't help that I started PFS a month ago. But I should at least get the opportunity to bank one or two of the little buggers.

Taldor

6 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I too am underwhelmed by the race changes. None of them appeal to me from an aesthetic or mechanical perspective, while Tieflings and Aasimar both did. That's just one person's opinion of course.

I completely understand the rationale, but for me it's very disappointing.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I have seen Mike Brock's post from that thread, though I hadn't read SKR's post from it.

I completely agree in the situation where a creature is invisible or similarly undetected.

I'm not as certain in the case where a creature is in plain view but mimicking something innocuous, such as an actual mimic or caryatid column.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I think the confusion stems from the fact that this is a module. Scenarios (recent ones anyway) have specific instructions to reduce the gold reward if certain things are missed or to reward if certain things are accomplished (it looks like this has changed from season to season).

The guide alludes to this on pg 35 in the instructions for filling out the chronicle sheet.

Modules however contain no such instructions, nor do the chronicles for those modules.

@Andrew Christian: Where do you find instructions for totaling gold and dividing by 4 etc?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm wondering if Deathwatch would immediately out a mimic who is hiding in plain sight disguised as an object.

Deathwatch:

Spoiler:
Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

The mimic is alive and in plain view, so I'm coming down on the side of Deathwatch making you immediately aware that the object is a creature.

And then what about a construct that isn't obviously a construct at first sight, like say a caryatid column. I'm thinking that since it's not alive, just like your run of the mill architectural column isn't alive, Deathwatch wouldn't tell you anything is unusual about the creature.

What says the esteemed internets?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

The reason for my question is two-fold. The GM for this weekend's module run reduced our gold for missing some items, and I'll be running a module in a couple of weeks and would like to be certain of the rules.

Thanks folks.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I know there is language in the Guide and in scenarios about reducing gold awards for failing to achieve particular goals or finding particular items.

I know there is also information on marking items that were not found off the chronicle sheet.

However, do you reduce gold rewarded for modules for items not found? You would mark them off the chronicle sheet, but I'm not finding anything to support reducing the gold reward. Am I missing it or does that not apply to modules?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Good points! Flanking for everyone muahahahaha!

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Actually, the grappled character WILL get a flanking bonus. Read the flanking rule (which the OP quoted) again. There is no requirement for the attacking character to threaten, only the character on the opposite border/corner must threaten.

Now when it comes to the ungrappled character's turn he will not get the flanking bonus if his flank buddy is still grappled, since he won't threaten while grappled.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Thanks folks. As I suspected, it was simply a 3.x/house rule thing. I just wanted to make certain I wasn't missing it somewhere in the Pathfinder rules.

And yes, Weapon Versatility is a useful feat for those with room for it. I've just taken it for my 5th lvl PFS kensai bladebound magus in fact. Not only is he much less effective if he has to switch to a bludgeoning or piercing weapon, he also has to listen to the telepathic whining of a primadonna who thinks he should get every killing blow and that I should never even look at another weapon, much less think about caressing its gentle curves, imagining how it might feel in my hands, how it might respond differently than what I'm used to...

"What? No, darling, I was just looking at that scabbard and thinking it would look good on you, of course I wasn't looking at the sword's hilt. Don't be silly, I only have eyes for you, baby!"

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Ok, I could have sworn there was a way to change weapon damage type by taking an attack penalty, or some such. But now I can't find anything of the sort. Am I imagining things, or remembering an old house rule perhaps?

I'm aware of the Weapon Versatility feat. I'm talking about something that anyone can do.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

So the ACG should be available at Gencon. I'm wondering when the content will likely be available for use in PFS?

Will it be immediately? Will there be a short, or possibly not so short, waiting period? What's likely based on previous such releases?

I've never been to Gencon before this year and I only started participating in PFS a few weeks ago. I've been holding off on taking any ACG classes to 2nd level, hoping to build them with the full ACG rules available, including new feats, archtypes, etc.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I just noticed that my last 2 orders (3171584 and 3166653) didn't include my Pathfinder Advantage for 15% off. I know you guys are having some problems with orders but hadn't seen any posts about this particular problem. Can someone take a look? Thanks!

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Paz wrote:
Presumably you dated the chronicles with the current date when you handed them out at the end of the sanctioned section; use the same date in the online reporting.

Well, we were done except for a little bit of wrap up...and we were going to do that this week, which unfortunately got cancelled.

However, I'm pre-filling the event online in anticipation of finishing up (hopefully next week) and I noticed that it's only giving me 2 prestige as the GM. I'm allowed to fill in prestige for the players, but the GM prestige appears to be system generated.

Am I missing something? Do GMs get less PP than players? Or have I done something wrong?

Thanks again folks.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Ok, actually now I see what you're asking, and it's not technically covered by that footnote. If I understand you correctly, you're asking about drawing as a move action, not drawing as part of a move?

The answer to your question doesn't seem to be explicitly in the rules, but given what I posted above, I'm confident that you can draw two weapons with a single move action if and only if you have the two weapon fighting feat.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

In the footnote of Table 8-2 on page 183:
If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

So the answer is yes, if you have the two weapon fighting feat.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

This week we'll be missing one player from our MM home campaign, so we're going to be doing a PFS scenario, Shipyard Rats, a season 1 1-7 tier.

It looks like we're going to have a total of 3 2nd level PCs. Is it legal to add a 4th level pregen, for an APL of 2.5, playing down to 1-2 subtier? I'm uncertain if a 2.5 APL rounds to 2 or 3.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I could do something like this if I wanted to take both PA and Lunge. I'd be dropping quickdraw and double slice.

I'm dubious about the relative effectiveness of double slice, since it's only giving me 2 dmg on offhand attacks until 8th when it becomes a 3 point difference, again only on the offhand. I don't like dropping quickdraw, but it's down to the hard choices.

It would also mean I could drop the dex to 14, freeing up points to either undump Cha a bit or put int to a 14.

Spoiler:

20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Traits: auspicious tatoo(+1 will), reactionary
1) Slayer 1: Combat Expertise(lvl 1), Power Attack (human)
2) Slayer 2: Ranger Combat Style: TWF
3) Slayer 3: Butterfly's Sting (lvl 3)
4) Slayer 4: Weapon Training: Kukri
5) Slayer 5: Gang Up (lvl 5)
6) Slayer 6: Ranger Combat Style: ITWF
7) Slayer 7: Lunge (lvl 7)
8) Slayer 8: Combat Trick Improved Critical
9) Slayer 9: Iron Will (lvl 9)
10) Slayer 10: Ranger Combat Style Two Wpn Rend
11) Slayer 11: ?? (lvl 11)

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm in the same boat as the OP. When creating the event, should I put the date that we finish the sanctioned content? We started a month or 2 ago, and just finished up last week.

Thanks

Edit: Also, the guide says "as if you had played a pregenerated character". What level is that considered to be? In other words, at what level do you get to apply the chronicle? Assuming you aren't applying it to a first level character that is.

Thanks x2

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Well crap, I knew I was forgetting something. Power Attack and Lunge would both be very nice.

As for quick draw, I just really like having it. It gives a lot more flexibility, especially for dual wielders.

I'll have to think about it for a bit.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Makes sense. Thanks.

One more thing...I'm not certain if the order that I'm wanting to apply my chronicles in is legal.

My chronicles (in chronological order) are as follows:
1. The Confirmation with a 1st level character I created
2. Immortal Conundrum with 7th level pregen
3. Library of the Lion with my own character
4. Frostfur Captives with 4th lvl pregen
5. Rise of the Goblin Guild with my own character

Guide to PFS Organized Play Page 6 wrote:
You may also opt instead to apply the Chronicle sheets earned with a non-1st-level pregenerated character to a 1st-level character with the amount of gp gained reduced to 500 gp

Now that I've played 3 sessions at 1st level (but have not played at 2nd level yet) is it too late to apply the Immortal Conundrum chronicle? Or do I instead have to wait until 7th level to apply it?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Well, I now have 3 sessions under my belt, gotta bite the bullet and decide on a direction. I think I'm going to go with the following. The order of a few feats can be switched up.

Spoiler:

20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Traits: auspicious tatoo(+1 will), reactionary
1) Slayer 1: BAB +1, TWF(lvl 1), Quickdraw
2) Slayer 2: BAB +2, Ranger Combat Style: Double Slice
3) Slayer 3: BAB +3, Combat Expertise (lvl 3)
4) Slayer 4: BAB +4, Weapon Training: Kukri
5) Slayer 5: BAB +5, Butterfly's Sting (lvl 5)
6) Slayer 6: BAB +6, Ranger Combat Style: ITWF
7) Slayer 7: BAB +7, Gang Up (lvl 7)
8) Slayer 8: BAB +8, Combat Trick Improved Critical
9) Slayer 9: BAB +9, Iron Will (lvl 9)
10) Slayer 10: BAB +10, Ranger Combat Style Two Wpn Rend
11) Slayer 11: BAB +11 ?? (lvl 11)

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Pirate Rob wrote:

Page 6 of the OP Guide:

If you play a non-1st-level pregenerated character, you apply the credit to your character as soon as she reaches the level of the pregenerated character played.

You may also opt instead to apply the Chronicle sheets earned with a non-
1st-level pregenerated character to a 1st-level character with the amount of gp gained reduced to 500 gp (or 250 gp for characters using the slow
advancement track).

Indeed. Which is why I can't figure out why I got a different story from multiple DMs this weekend. I wanted to make sure I'm not missing a FAQ or errata or something.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I had several GMs at Origins this weekend tell me that I could apply my pre-gen chronicle sheet as soon as my character gets into the subtier that I played in (as opposed to the actual level of the pregen).

I can't find anything like that in the Guide or anywhere on this forum.

I'd like some confirmation though, in case I've missed something.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Ok, just as an exercise...

Spoiler:
20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Archtypes: Spirit Ranger and Nirmathi Irregular
Traits: auspicious tatoo(+1 will), reckless (+1 acrobatics and class skill)
1) Slayer 1: BAB +1, TWF (lvl 1), Weapon Focus:Kukri (Human)
2) Slayer 2: BAB +2, Double Slice (Ranger style talent)
3) Slayer 3: BAB +3, Combat Expertise (lvl 3)
4) Slayer 4: BAB +4, Combat Trick: Quickdraw
5) Slayer 5: BAB +5, butterfly's sting (lvl 5)
6) Slayer 6: BAB +6, ITWF (Ranger style talent)
7) Slayer 7: BAB +7, Gang Up (lvl 7)
8) Slayer 8: BAB +8, ? slayer talent
9) Slayer 9: BAB +9, Improved Critical (lvl 9)
10) Slayer 10: BAB +10, Two Weapon Rend (Ranger)
11) Slayer 11: BAB +11 [your choice] (lvl 11)

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Spells could be a problem. I was planning on mostly doing buffs and such, but could still be a problem from time to time. Might need to work Quickdraw in sooner.

I was trying to stay away from the ACG classes (in PFS) until after the book was released. I do like the slayer quite a lot though...

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Ok, here's what I'm thinking now:

Spoiler:

20 pt buy
Str: 17* (7)
Dex: 15 (7)
Con: 14 (5)
Int: 13 (3)
Wis: 12 (2)
Cha: 7 (-4)

Level Progression
Archtypes: Spirit Ranger and Nirmathi Irregular
Traits: auspicious tatoo(+1 will), reckless (+1 acrobatics and class skill)
1) Ranger 1: BAB +1, TWF (lvl 1), Weapon Focus:Kukri (Human)
2) Ranger 2: BAB +2, Double Slice (Ranger)
3) Ranger 3: BAB +3, Combat Expertise (lvl 3)
4) Ranger 4: BAB +4
5) Ranger 5: BAB +5, butterfly's sting (lvl 5)
6) Ranger 6: BAB +6, ITWF (Ranger)
7) Ranger 7: BAB +7, gang up (lvl 7)
8) Ranger 8: BAB +8
9) Ranger 9: BAB +9, Improved Critical (lvl 9)
10) Ranger 10: BAB +10, Two Weapon Rend (Ranger)
11) Ranger 11: BAB +11 [your choice] (lvl 11)

Quickdraw is a possibility for the other feat, but I'm thinking I'll come up with something better along the way.

Thoughts?

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Unfortunately spell critical multiplier for spellstrike remains x2, no matter the multiplier of the weapon.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Some interesting ideas here, thanks a bunch guys.

I'll likely stay with ranger rather than multiclassing.

If I decide to go the Butterfly's Sting route then I'd have to invest more in Int than I'd planned, but it's doable.

The dagger/river rat route is interesting too.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
Sin of Asmodeus wrote:

I'd strongly prefer anyone at Gen Con playing Bonekeep part 3 to play with their own character, not a pregen. If I'm risking my character and everything he has, than so should everyone else at the table.

Come hard Bonekeep. Come hard and punish us all.

I understand the sentiment. However, 1) the alternate events for the slot were filled a long time ago, and 2) I'm talking about a pregen only in the case that I have no characters of appropriate level, which could conceivably happen.

That said, I knew nothing about Bonekeep before posting this. I have since read some and realize it's not really designed for PFS newbies. I'm kind of hoping there's an alternative now. With 340+ seats left unsold, perhaps some other events should be opened up in this slot.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

It's actually the Ruins of Bonekeep lvl 3 GenCon Exclusive, which is 5-9.

Last night was my first PFS game. If I get in all the games that I plan to (and don't die) between now and then I'll be 5th level. But I could have a character death somewhere along the way, or real life could interfere and cause me to miss some games.

So I just wondered if there was any reason a pre-gen wouldn't be an option if it came to it.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm registered for a couple of the Gen-Con special events, but I may not have a character high enough for them by then. In that case, is there any reason I couldn't play a pre-gen?

I'm pretty new to PFS and not up on all the rules yet.

Thanks.

Taldor

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'm looking to make a ranger for PFS and really want to make a TWF kukri wielding Shoanti. But a switch hitter seems SO much more versatile and more effective too.

Someone sell me on the TWF. :)

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