I want to build a PFS character based on a kind of "Magic Musket" concept. He's gonna be a gunslinger, but he's also gonna be a Pathfinder! He'll be Int-based, have lots of knowledge skills and utility stuff. More than just a guy with a gun. A Pathfinder with a gun!
Sadly, Spellslinger isn't allowed in PFS, so how to do it? My thought is:
Ability scores: Two options, depending on the Wizard school. For Transmutation, the best stats seem to be STR 10, DEX 16(+2 racial), CON 13, INT 12, WIS 14, CHA 10
Now that's the first big question: What school would be best for this build? Divination seems solid as with Foresight both level-1-powers are and stay useful on the character. Divination, though, means that I'll kinda waste one spell. I don't really see any level 1 Divination spell I really want...
The question is whether it won't hurt me too much. I'll get everything one level later.
So, I basically know how to build a gunslinger. I just don't know how to add some Arcana to it without hurting my effectiveness tooo much. I'm okay with giving up a little bit of power for the whole flair thing and utility, but I also don't enjoy playing characters with lots of useless abilities, etc....
Looks very promising, but I strongly dislike the look of the bar with the card name in it. It cuts through the art and is way too far down. Cards of the majority of games I know have the name as the very topmost thing and for good reasons, I believe.
I'd remove the "Rise of the Runelords" text and instead just print a symbol of that edition, then I'd move the card name to the top of the card and have the card type (Adventure B, Monster 4, Spell 4) right below it.
Also, the monster card's orange is a bit... dunno... weird... A more dull tone or card borders with a pattern might work better.
Either way, I'm really excited about this! With artwork the quality of Paizo's and stories as great as we know from you guys, it's gonna be a blast!
Great observation! Indeed, if I increase the CHA bonus of the character, all saves go up. Report sent, sure they'll fix it soon. Until then, I'll perma-adjust the saves down by 1.
Thanks for your help everyone!
I just levelled up my friend's Fighter/Oracle with him and we can't figure out why this character has a +1 bonus to all resistances in the "Misc" column of the character sheet. According to our calculations, he should be +2, +1, +3.
Male Human (Keleshite) Fighter (Polearm Master) 1 Oracle (Enlightened Philosopher) 1
LN Medium Humanoid (human)
Init +1; Senses Perception +5
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 18 (1d10+1d8+3)
Fort +3, Ref +2, Will +4
Resist oracle's curses (tongues [ignan])
Speed 30 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
. . Masterwork Glaive +6 (1d10+6/x3)
Oracle (Enlightened Philosopher) Spells Known (CL 1):
1 (4/day) Shield of Faith, Protection from Evil, Cure Light Wounds
0 (at will) Read Magic, Detect Magic, Guidance, Light
Str 18, Dex 13, Con 10, Int 14, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack -1/+2, Toughness +3
Traits Indomitable Faith, Tomb Raider (Perception)
Skills Acrobatics -2, Climb +5, Craft (armor) +8, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Linguistics +6, Perception +5, Ride -2, Sense Motive +4, Spellcraft +6, Stealth -2, Swim +1
Languages Common, Dwarven, Ignan, Kelish, Osiriani, Osiriani, Ancient
SQ mysteries (metal), revelations (armor mastery)
Combat Gear Potion of cure light wounds, Wand of cure light wounds; Other Gear Masterwork Breastplate, Dagger, Masterwork Glaive, Artisan's tools, masterwork (Craft [armor]), Backpack (10 @ 17 lbs), Bedroll, Belt pouch (4 @ 13.18 lbs), Festtagskleidung, Flint and steel, Mug/tankard, Signal whistle, Spell component pouch, Trail rations (7), Waterskin, Whetstone, 609 GP
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tongues (Ignan) You can only understand and speak one language in combat.
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I've encountered a few hickups trying to grapple my way to victory. Maybe somebody can clear things up for me?
1) On the turn when I initiated a grapple, do I get to perfom one of the actions (Move, Damage, Pin) already or do I have to spend one turn initiating the grapple, give my opponent one chance of breaking free, and then confirm the grapple with +5 before I finally get to pick one of those options?
2) Multiple grapplers. If an opponent is grappling an ally, can I grapple that opponent or do I have to first help my ally escape/turn around the grapple via aid another before I can become the active grappler?
3) Moving the active grappler. A is grappling B. C (not grappled) now pushes A away from B via Magic, a Bull Rush or whatever. Does the Grapple between A and B break? Does B get moved along with A? Can A not be moved while grappling?
Thanks a lot in advance!
Thanks for the info!
I will ask them, of course. But if they'd rather play pregens than miss the time window for "being a part of it", then I'll run it for pregens.
My most active players just hit level 3 after the game today, and there will be only one level 3 scenario in January. They'll actually start new level 1s so they can play more than once in January, and I highly doubt that their "mains" will hit 5 fast enough for them to participate while the results still count.
Fortress of the Nail is going to be a 5-9.
Since my region is pretty new, I doubt my players will reach level 5 in time to participate in this while results still matter.
The way to go, then, would be to offer them to play it with a group of level-7 pregens, playing down to subtier 5-6, and saving the chronicles until their real characters reach level 5, right?
Michael Brock wrote:
I'll lean out the window and take the wild guess that the vaaast majority of scenarios gets finished successfully. So is this the first step of allowing player choice to have an influence? Like, further down the line, having scenarios with two different, "successful" outcomes that might change the story without people having to fail at their missions a LOT? :)
@asthyril: Well, I love all the input here, it's giving me tons of ideas for fun (future) gnome character concepts!
@beej67: Magus I've ruled out because I didn't want to play a melee character this time. But thanks for pointing out the options. The Fairy Paladin concept hasn't occurred to me yet!
@Bigwalker: Well, you're definitely right. I hadn't picked her as an option for my charakter because she's female and I prefer to play male characters, but the concept is certainly valid. Generally, I find it easier thinking up female gnome characters. Male gnomes tend to not fit so well in my mind. But yeah, now that I've given it some thought, I can actually picture a male version of that one, a bookish, tricksy gnome...
Completely different question: is there a build that allows me to ride a giant spider? Disregarding familiars or even Sorcerer, any way at all to get this? http://carolina-eade.deviantart.com/gallery/#/d4ufv07
So, here's the Gnome I came up with, built entirely from GM Credit (thus max gold and PP).
Male Gnome Sorcerer 3
CN Small Humanoid (gnome)
Init +2; Senses darkvision; Perception +1
AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 20 (3d6+6)
Fort +4, Ref +4, Will +5; +2 vs. illusions
Speed 20 ft.
Melee Unarmed strike -1 (1d2-3/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Light (At will), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer Spells Known (CL 3):
1 (6/day) Reduce Person (DC 15), Identify, Magic Missile, Vanish
0 (at will) Disrupt Undead, Ray of Frost, Read Magic, Ghost Sound (DC 15), Detect Magic
Str 5, Dex 14, Con 14, Int 14, Wis 12, Cha 18
Base Atk +1; CMB -3; CMD 9
Feats Eschew Materials, Taunt, Toppling Spell
Traits Magical Lineage (Magic Missile), Wayang Spell Hunter (Major Image)
Skills Acrobatics +2 (-2 jump), Appraise +6, Bluff +11, Craft (tattoo) +10, Diplomacy +5, Fly +8, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +7, Spellcraft +7, Stealth +6, Survival +1 (+3 to avoid becoming lost), Use Magic Device +10
Languages Common, Draconic, Gnome, Sylvan, Varisian
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, illusion resistance, metamagic adept (1/day), share spells with familiar
Combat Gear Potion of cure light wounds, Scroll of Burning Hands, Scroll of Charm Person, Scroll of Color Spray, Scroll of Comprehend Languages, Scroll of Disguise Self, Scroll of Obscuring Mist, Wand of cure light wounds, Wand of Silent Image, Alchemist's fire (2); Other Gear Bracers of armor +1, Cloak of resistance +1, Wayfinder (empty), Artisan's tools, masterworkCraft (tattoo), Backpack, masterwork (2 @ 2.125 lbs), Bandolier (4 @ 2 lbs), Belt pouch (1 @ 0 lbs), Dice, Musical instrument (Flute), Scroll case (2 @ 0 lbs), Scroll case (3 @ 0 lbs), Waterproof bag (2 @ 1 lbs), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs), 65 GP, 3 SP
+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Artisan's Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Illusion Resistance +2 racial bonus to saves against illusions.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.
Toppling Spell Spell with the force descriptor knocks targets prone.
Wayang Spell Hunter (Major Image) Reduce spell level increase from metamagic for chosen spell by 1.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250gp for members of the Pathfinder Society
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I'll be maxing Bluff (for Taunt) and UMD (for the Faerie Dragon) and will spread out remaining Skill points over Knowledge, Spellcraft and Linguistics.
What do y'all think? :)
So if you don't like metamagic don't use it. Or just buy a few rods for occasional use. You don't need to be an arcane sorcerer. Lots of other bloodlines to explore.
Well, part of the point of this whole thread was to find out whether any of my basic assumptions (hexes suck, metamagic is not worth the effort, etc.) were wrong. And I've gotten some great input on that.
The other half of the input was people pointing out ways to build a character with improved familiar which I've missed so far. Also very nice. :)
So, I've read into that build a little and it sounds like even more fun than it did at first glance!
Illusions that are actually useful in combat!? Impossible! :D
But how does your Sorcerer Build get a Familiar in the first place? Or is that an Arcane Bloodline build?
I doubt that Reach Spell Metamagic will be any use at all in PFS play. The maps are so tiny, basically everything is in close range all the time...
Thanks a lot for the many responses!
I indeed have a particular familiar in mind: Faerie Dragon.
With the low DCs on all its abilities (and stuff like sleep, which isn't going to target much at level 7...) I don't think it's going to be useful, but boy, is it cute!
I'm also aware of the many cool options for Sorcerers, and the many cool options to have various types of familiars/companions/eidolons/etc., but the point here is that I want to use the boon I have. Since the character is a "GM credit baby", I get to decide how to build him just right for that familiar. :)
Thinking of it, I should build more survivability into that character, he's got to live to level 7 to actually use the boon!
My trouble with metamagic is that, ever since 3.0, I've completely failed to see why I should pay the horrendous price of at least one, but possibly several feats so that I can then cast a spell at 1-4(!!) levels higher for some tiny, little benefit. Sure, there might be that one spell that, at level 5 or higher, really benefits from a double duration. But it's so immensely circumstantial wheras the price you pay for it is everything but!
Thanks for the hint with the Tattooed Sorcerer, looking into that now!
After a couple of months of judging PFS games, January will be the first time I get to play some myself, yay!
Now what to play? I have four things I want this character concept to incorporate:
- It has to be a (male) Gnome.
I see three options for classes with familiars:
I'd prefer the Sorc, since it fits the Gnome and the Pixie-style best, but unless I'm missing something, it breaks the fourth requirement: it's utterly useless. I mean, come on... Metamagic!? :(
The next best fit might be the Witch. With an Improved Familiar later on, the high importance placed on the Witch's familiar is kinda nice fluff-wise. But not only is it Int-based and thus makes my ability bonuses ridiculously bad, it's also a Witch. Once again, maybe I'm misreading something, but the once-per-target thing Witches have going on with their hexes makes their class abilities a lot worse than any other caster's (well, apart from the Arcane Sorc maybe).
That leaves the Wizard, which is barely pixie-ish, really. I mean, does this guy sit down every morning to read a book or five? :/
So my questions:
Thank you greatly for your time! :D
I made some Goblins + Personalities for my runs of Frostfur Captives. Most of it was blatantly stolen from this thread, so I thought I'd contribute what additions I made.
Zzapp - Claims to be a priest of Zarongel. Firmly believes he can (maybe sometimes) talk to the spirit of a dead being by licking it. Also believes licking a living person brings them good luck.
I whip up my own pawns when I find the time. For Frostfur Captives I used the following pawns:
Icetooth Shaman - custom pawn with portrait from Scenario PDF
Azaelas Fayth wrote:
Can you link me to some kind of source? I find literally nothing on this :)
Azaelas Fayth wrote:
Are you joking or are you serious? Sorry if the question seems rude but I really don't know. :)
I am currently the only GM in my region and have started replaying scenarios for those players who missed them the first time around. Both times I replayed, one of my veteran players had to jump in to fill the table. The first time, he used the same character, but since the group was completely different and he wasn't making any big decisions due to the fact that he already knew the adventure, things went completely differently. He had quite a lot of fun.Second time, though, he did try out a new character since he was itching to try a certain build.
Not all groups find out all information about a scenario. Many scenarios have different possible outcomes. So replaying something isn't just making the same decisions, getting the same results, all the time. :)
My first players will turn level 2 this Saturday and I'm thinking to run a special event of sorts a little ways down the road. Maybe some sort of longish game day or even gaming weekend where I run one of the sanctioned Modules.
Which module would you recommend for a five-man PFS party with an APL of 2.5?
Thanks in advance! :)
No. Unarmed strikes are differentiated from natural weapons for Fighter Weapon Groups. The fighter weapon group "Natural" includes two distinct, separate groups of weapons:- unarmed strike
- all natural weapons
If an unarmed strike was a natural weapon, this rule would read: "Natural: all natural weapons, such as unarmed strike, bite, claw, gore, tail, and wing."
Another example is CRB p.182 where unarmed strikes and natural weapons are, again two distinct and separate types of attacks, each with their own set of rules.
And yet another is CRB p.57/58, Monk Flurry of blows ability: Monks may use any combination of unarmed strikes and monk weapons in a flurry, but they may not use natural weapons.
Unarmed strikes are their own class of attack and are not part of the natural weapons group.
Oh, you got me there, I missed that part!
So yes, when a monk makes an unarmed strike, he may choose what part of his body to use. If said monk has a Kama in each hand, he may still make unarmed attacks with other parts of his body. You could cast Magic Fang on him and enhance his knee or forehead.
A level 1 fighter with two-weapon fighting, on the other hand, would have to get two casts of Magic Fang cast on her if she wanted to make two magically enhanced attacks as a full-round action. And she'd have to have her hands free. Her unarmed strikes do not count as natural weapons for the purpose of spells and one cast only enhances one of her fists.
Oh dammit, I should not have asked! That works perfectly well!
Now I don't have any excuses not to buy flip-maps. Goodbye, money, it was nice to briefly have you!
I keep reading of people using magic fang on elbows and stuff.
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.
Unarmed strikes are not natural weapons. The only type of unarmed strike enhanced by this spell is an attack with your fist.
@Fromper: Nobody is expected to run a Season 0 scenario if they don't want to. Run what you enjoy running.
I, for one, would love to do it because the story of some of them is fun and it doesn't seem like there's all too much extra work involved. So thank you to everybody who's given advice here on how to do it!
If/when I start converting Season 0 scenarios, I'll try to make sure to make my conversion notes available. Will have to check with Mike to make sure I'm not breaking copyrights or something, but I'll see what I can do.
I love the plot of several of the Season 0 scenarios I've looked at and I have played 3.0 and 3.5, but being a very inexperienced PFS GM, I'm a bit worried I might fumble a conversion.
Pages 33 & 34 of the GTPFSOPv4.2 help a lot, but I'm not sure how to handle chronicle sheets with 3.5 items on them...
Ah, great, thanks! Now, I still can't play MotFF and follow it with all three First Steps, which I think is a horrible shame, but at least I can run that adventure (which I've prepared in the past, already) for level 2s should I ever run out of options. :)
Sorry for being so shaky on the guide. I swear I've read it several times already but it's a lot to get into your head if you're just starting with PFS. :)
Thanks for the clarification!
A Tier 1 scenario is not a Tier 1-5 scenario. Level 1 characters may play a Tier 1 scenario or a Tier 1-5 scenario. Level 2+ characters may not play Tier 1 scenarios.
Sniggevert, I'd like some clarification on these, if possible:
However, times have changed, and currently it is treated as a level 1 module, that gives out 1 xp and 1 pp for playing.
Why 1 pp? I can't find anything in the module to say how many pp you get, but it seems a bit punishing to only get half the usual pp for it.
You can replay it as many times as you want with level 1 characters and only a single time with a level 2 character.
As I understand it, you can only play Tier 1 Scenarios/Modules with a level 1 character. Level 2 characters have to play Tier 1-5. Can you point me to the source of the exception you stated?
The Guide to PFS Organized Play tells me to cross out the higher subtier loot and boons if the player played the lower subtier.
Looking at the loot/boons in 4x01 Rise of the Goblin Guild makes me confused.
Spoiler:Do higher-subtier-players gain both subtiers of loot/boons?
The higher subtier gets a 15-charge brooch, the lower a 40-charge.
Way too tired to read all these replies, but for the original question with the "perfectly aimed fireball":
The caster aims it where she thinks it'll do the most harm and sends the spell out. Casters with more experience (higher save DC) will aim it better.
Just like the player always gets to pick which enemy to swing his sword at, but then has to roll to see if he hits, the caster also has to hit. But due to an unfortunately clumsy remnant from 3.x, the mechanic is inverted. Instead of the attacker rolling to hit, the defender rolls to not be hit.