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Droogami

TerrorTigr's page

FullStar Venture-Captain, Germany—Düsseldorf. 96 posts (108 including aliases). 2 reviews. No lists. 1 wishlist. 6 Pathfinder Society characters. 2 aliases.

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Silver Crusade

That reminds me: I've GOT to buy that Advanced Bestiary. Saw a friend's once and every page makes me go "oooh, I want to put one of those on <monster X>"

Templates: YAY!
Great Old Ones: Hm... gonna see how they turn out.
More Bestiaries: YAAAAAY!

Silver Crusade

Awesome news!

Silver Crusade

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:
Level 1 Gunslinger (Musket Master), Level 2 Wizard, all other levels Gunslinger (Musket Master). Giving me some utility without costing me too much Gun-Power.

Race: Human
Feats: Point-Blank Shot, Deadly Aim
Traits:Lingshen's Finest, Killer

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
For other schools, I'd go STR 10, DEX 17(+2 racial), CON 12, INT 12, WIS 14, CHA 8

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...
Any of the transmutation subschools gives an awesome +1 on one physical ability, which I can put on DEX to keep that on an even number, or on CON at the levels where I have an even DEX anyway. The drawback is that the other level 1 ability is utterly useless with INT 12 and a useful default standard action (shooting people).

The question is whether it won't hurt me too much. I'll get everything one level later.
Since I'll be level 4 when I get Fast Musket, the I also wonder whether I should take Rapid Shot at 3 or 5.

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....

Silver Crusade

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.
That should also be where the artwork begins.

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!

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

I proudly present to you Sebastian Brock, Düsseldorf's first Venture-Lieutenant! A gentleman gamer and enthusiastic supporter of PFS here in the area, I'm very happy to have him on board!

Silver Crusade

I would like to thank the OP and all the constructive posters here in this thread. There's a lot of food for thought in here, along with several very interesting links.

Silver Crusade

Welcome aboard! Exciting news for all of us! :D

Silver Crusade

Lamontius wrote:


Yeah, I think you found a bug. I just replicated your build in Hero Lab and the Save +1 jump happened the moment I added the Enlightened Philosopher archetype.

I think what is happening is that it is immediately applying the level 20 "Final Revelation - True Enlightenment" power to your character build, which applies the characters's CHA bonus to all saves. Since you have a bonus of +1, that's what it is applying...just 18 levels too early.

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!

Silver Crusade

Yeah, there's nothing active in In-Play, Adjust or Personal->Permanent Adjustments.. Weird..

Okay, I just found out when that +1/all resist happens: When I add the "Enlightened Philosopher" archetype.
PRD doesn't say they get +1/all resist, so I'll go report that one, then. :)

Silver Crusade

Hey everybody!

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.
Now, before I go file a bug report and look like a not-so-smart person, I'd like to ask here: Am I lacking smartelligence? Are we missing some class ability or something? :)

Stats:
Tasheir Al-Jabar
Male Human (Keleshite) Fighter (Polearm Master) 1 Oracle (Enlightened Philosopher) 1
LN Medium Humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
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])
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.
--------------------
175 cm
74 kg

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Silver Crusade

1 person marked this as a favorite.

Hello!

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?
In other words: can a creature ever be part of more than one grapple at a time?

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!

Silver Crusade

1 person marked this as a favorite.

I love the Pathfinder Pawns. Amazing product line!
Can't wait to get my hands on these!

Silver Crusade

That's exactly what's been bothering me: The fact that stacking is clearly defined for sneak attack, but not here, along with the fact that it sounds really, really reasonable to let it stack.

Silver Crusade

A Ranger 2 turns level 3 and picks up a level of Druid. He has a Charisma Score of 10. Does he Wild Empathy at +2 or +3 now?

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

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.
Basically, we'd have to run a full module and 2 scenarios for their mains in February. Not going to happen. (Unless the reporting period is substantially larger than I think it'll be)

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

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?

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Michael Brock wrote:
Jim Groves wrote:

This is an excellent new tool. The PFS Team is to be congratulated.

Its significant because it provides a means to point to action and consequence, which makes choices meaningful.

You could have even set it up in a situation where HOW a mission was completed is also measured. So that you have non-binary responses measured.

For example, did the villain escape? Did the PCs convince an NPC to help them, or did they beat the information out of the NPC?

Once the system is tested, these sorts of questions can be posed as well as the mission success or failure.

Well done!

Eventually, this is what I want. Using your example above, there would be boxes A, B, C, and D on the data entry system, advising to check it when a condition was met during play.

In the back of scenario, it would list the following in the conclusion section:

A) Did the Villian escape? Check box A when reporting if the Villian escaped. Leave unchecked if the PCs captured the Villian.

B) Did the PCs convince an NPC to help them? Check box B if the PCs convinced the NPC to help them through bluff, diplomacy, or intimidate.

C) Did the PCs receive the information from the NPC by beating the info out of him? Check box C if the PCs beat the hell out of the NPC and obtained the info.

D) There is no option D in this scenario. Leave box D unchecked when reporting this scenario.

<3

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

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? :)

Silver Crusade

Okay ignore that last question, I found the Spider in UM. :)

Silver Crusade

@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

Silver Crusade

Hmm... you got a point there...

I also completely missed that it turns "touch" spells into "close" ones... Hmmmm...

Silver Crusade

So, here's the Gnome I came up with, built entirely from GM Credit (thus max gold and PP).

Zarbrosh Quizzlenobs:
Zarbrosh Quizzlenobs
Male Gnome Sorcerer 3
CN Small Humanoid (gnome)
Init +2; Senses darkvision; Perception +1
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
+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

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Future plans:

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.

Feats:
1 - Toppling
3 - Taunt
5 - Improved Familiar
7 - Spell Focus (Illusion)[Bonus Feat], Threatening Illusion Metamagic
9 - Effortless Trickery

What do y'all think? :)

Silver Crusade

Rycaut wrote:
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. :)

Silver Crusade

So, I've read into that build a little and it sounds like even more fun than it did at first glance!

Some questions:
a) Does the Bloodline Arcana work with magical lineage/wayang spellhunter?
b) Can I move ghost sound after I cast it or does the point of origin stay in place?
c) Are there other ways to keep the save DCs of Ghost Sound and Major Image high? It'd be a shame if, at higher levels, Ghost Sound gets saved all the time...

Silver Crusade

asthyril wrote:

gnome illusionist sorcerer

trait 1: magical lineage - ghost sound
trait 2:wayang spellhunter - major image
level 1 feat: spell focus - illusion
level 3 feat: threatening illusion metamagic
level 5 feat: effortless trickery
level 7 feat: improved familiar
level 9 feat: shadow gambit
level 11 feat: reach spell metamagic

with magical lineage trait you can cast ghost sound to flank for your allies and still have it be a 0 level at will spell.

at 6th level you can cast major image as a threatening illusion without raising its level, and maintain it as long as you want with effortless trickery. if you buy a phantasmal gem to maintain it for you during combat, you can cast other spells like telekinetic charge, to put allies into a flank and gives them a free attack along with it. (rogues love being put into a flank with the major image :)

shadow gambit allows you to destroy your own ongoing illusions to do real actual damage, choosing one of 7 types when you actually destroy it, so it can be whatever type you need at the moment.

reach spell is just because it is super useful

illusions are your primary spells but that doesn't stop you from casting fireball when you need to either. it is a very fun build especially if you have a good imagination for coming up with your illusions.

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...

Silver Crusade

Thanks a lot for the many responses!

I indeed have a particular familiar in mind: Faerie Dragon.
I know it's not normally allowed in PFS but I happen to have a chronicle that allows it. ;) I'm not level 7 yet but once I am, I want to take it for sheer flavorness.

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!
And the Sorcerer (Arcane Bloodline) really requires you to use metamagic feats...

Thanks for the hint with the Tattooed Sorcerer, looking into that now!

Silver Crusade

Hey there!

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.
- It has to be able to take Improved Familiar later on.
- It has to somehow fit the fey/pixie style I like so much about Gnomes.
- It has to not be useless. :) I don't want to be the reason somebody dies and loses their character.

I imagine my Gnome more like this fine fella rather than this handsome, young lad.

I see three options for classes with familiars:
- Wizard
- Witch
- Sorcerer (Arcane)

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? :/
It also suffers from the ability-troubles the Gnome Witch would have but at least there's some cool school powers there...

So my questions:
a) Did I miss any other classes/archetypes that have access to Improved Familiar?
b) Did I misread/fail to understand any of the three options outlined above? Do Sorc(Arcane)/Witch not suck as much as I think they do? Can you think of a way to get Monsieur here to be a Wizard?

Thank you greatly for your time! :D

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Sorry for the thread necromancy but I can't find any other information.

Just so I got this right, if I want to play a Gunslinger, I have to pay 1.1g for every shot I fire? (10% of 10g per dose of blackpowder + 10% of 1g per bullet)
22 times as much as every other ranged weapon?

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

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.
My custom Goblins:

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.
Shnore - Always tired, says it's because of the strain the curse puts on him. What curse? Well, he used to be a Gnome. Might also explain that he really really needs to be carried, since his shorter (Gnome) legs make walking especially hard on him.
Kracken, HackMcKracken - Always hungry, always looking (asking people) for the two-headed squirrel, a legendarily delicious creature.
Gobster - Needs to kill stuff. Gets increasingly more deranged the longer it has been since he last killed stuff. Prefers stabbing stuff in the chest. Will stab dead stuff if it's the only option. Carries a cage full of rats, cockroaches and/or other stuff to kill when he gets the urge again.
Jazzper - Pyromaniac, does whatever is necessary to obtain flammables. Enjoys throwing insects, etc. into the fire for the "funny crackling noise they make"
Krinka - Little tyrant, bosses everybody around. Uses the "magical" dog skull she carries around to show how strong she is. She killed that dog herself!

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
Icetooth Warriors - plain standard goblin warrior pawn from Bestiary Box
Zzapp - Gogmurt (RotRL Pawns)
Shnore - Goblin Warchanter (RotRL Pawns)
Kracken - Goblin Commando (RotRL Pawns)
Gobster - Goblin Warrior with cage (RotRL Pawns)
Jazzper - Goblin Warrior with torch (RotRL Pawns)
Krinka - custom pawn of Ekkie from 4x01 Rise of the Goblin Guild

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Thank you CRobledo, awesome stuff!

Silver Crusade

Azaelas Fayth wrote:

@TerrorTigr: They really were seperation warheads just not the modern type. They weren't as effective.

NOTE: This wasn't disclosed until here recently. Remember that we had a lot of secrets most of which haven't been widely spread out.

Can you link me to some kind of source? I find literally nothing on this :)

Silver Crusade

Azaelas Fayth wrote:
TerrorTigr wrote:
Azaelas Fayth wrote:
Though a Nuke isn't just one object. It is ten. Even the bombs that fell on Japan were separation warheads.
Neither Little Boy nor Fat Man were separation warheads.

Actually, it has been discovered they were ground level seperation warheads.

They split at ground level and launched up. The only Nuke that wasn't a seperation warhead was the original test warhead and they discovered it couldn't cover the area needed.

Are you joking or are you serious? Sorry if the question seems rude but I really don't know. :)

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Snorter wrote:

Playing any scenario twice, no matter how well written, would bore me.

[...]
To compound the tedium, by playing it through with the exact same PC as last time? Why would I even consider that? To go through the same encounters, making the same decisions, using the same resources, getting the same results?

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. :)

Silver Crusade

Azaelas Fayth wrote:
Though a Nuke isn't just one object. It is ten. Even the bombs that fell on Japan were separation warheads.

Neither Little Boy nor Fat Man were separation warheads.

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Spoiler:
But it does only three things, right? Blow away insects, blow away smoke/gas and defend you against arrows etc.? There's no hindrance to melee attacks or movement from small+ creatures?

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

So, I've got a question about this module:
Why does the BBEG cast Wind Wall? It doesn't do much of anything, does it? People can still approach and whack him. It miiight make sense if more than one person is hurling arrows/bolts/sling bullets at him, I guess, but if not, isn't it utterly useless?

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Sounds perfect, thank you all!

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

How funny, that was exactly the one I was looking at when I browsed the modules earlier!

It sounded a tad unorthodox and I was kinda planning on advertising the event as "caution, deadly, no crying over dead PCs allowed". ;)

Are the modules balanced around four- or six-player groups?

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Hello!

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?
What type of adventure is it? (intrigue, dungeon crawl, etc.)
Why do you recommend it?

Thanks in advance! :)

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

kinevon wrote:
Core Rulebook page 56, Fighter Weapon Groups wrote:
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Unarmed strikes are counted as natural weapons, among other types of weapons, for Fighter Weapon Groups.

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.

kinevon wrote:
Core Rulebook page 58, Unarmed Strike wrote:


A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Therefore, if a Monk or anyone else gets Magic Fang cast on them, part of the casting is to specify which natural weapon is given the bonus. Right hand, left hand,right knee, head, whatever.

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 monk could then choose to use solely this one bodypart in all attacks of a flurry of blows.

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.

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

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kinevon wrote:
Marcus Gföller wrote:
So, are flip-maps like the map from the Beginner's Box? Because that thing does NOT stay flat. -.-

If it is a plastic-coated map that has two folds both vertically & horizontally, that is a flip-mat.

To make it lie flat, just fold it the other way on the folds.

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!

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

I keep reading of people using magic fang on elbows and stuff.

PRD wrote:
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.

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

So, are flip-maps like the map from the Beginner's Box? Because that thing does NOT stay flat. -.-

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

@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.

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

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...

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

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. :)

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Thanks for the clarification!

But...

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.
Thus, I'd think a "Tier 1-2 module" is a module specifically labelled as such, and may be played by level 1 and level 2 characters. Master of the Fallen Fortress is labelled as a Tier 1 module, though.

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

Sniggevert, I'd like some clarification on these, if possible:

Sniggevert wrote:
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.

Sniggevert wrote:
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?

Silver Crusade * Venture-Captain, Germany—Düsseldorf aka TerrorTigr

The Guide to PFS Organized Play tells me to cross out the higher subtier loot and boons if the player played the lower subtier.
It doesn't tell me to cross out the lower subtier if the player played the higher subtier.

Looking at the loot/boons in 4x01 Rise of the Goblin Guild makes me confused.

Spoiler:
The higher subtier gets a 15-charge brooch, the lower a 40-charge.
Do higher-subtier-players gain both subtiers of loot/boons?

Silver Crusade

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.
The creatures targetted may or may not try to evade. Stronger, smarter, more experienced creatures (higher saves) will evade more effectively.

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.

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