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Organized Play Member. 113 posts (126 including aliases). 2 reviews. No lists. 1 wishlist. 11 Organized Play characters. 2 aliases.


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Grand Lodge

Oh wow, that's... I don't like that...

You will be sorely missed, Sean, even by people who've never met you! The Bastards of Erebus was the first Pathfinder Adventure Path Module I ever read and I was hooked instantly!

Thank you for your awesome contributions to my favourite hobby!

Grand Lodge 2/5

It is my great pleasure to present to you Markus Richert, Düsseldorf's second Venture-Lieutenant! He's an accomplished GM and has already gone out of his way to help me with organizing PFS hereabouts, so it's great to now have him in that capacity officially!

Grand Lodge 2/5

Thod wrote:

Wow - schön zu hören das die deutsche Szene nun endlich auch recht aktiv ist. Dann muss ich mal sehen irgendwann an seinem Tisch zu spielen.

2Andreas Forster: ich kann Essen, Oktober 22 und 23 2010 anbieten als frühzeitige PFS Spiele auf deutschem Boden. Nicht auf dem Gelände der Spiel aber zum Zeitpunkt der Spiel Essen.
Moonmadness und Murder on the Silken Caravan am 22ten
Thod und Black Waters am 23ten

Hat mich dann 3 1/4 Jahre gekostet bis ich mein zweites Spiel auf deutschem Boden GMed habe.

Yeah, just look at the list of German VOs. Things are definitely in motion now! And you're always welcome here, of course!

Grand Lodge 2/5

Andreas Forster wrote:

Congrats to Sebastian.

btw:

Marcus Gföller wrote:
Not quite a year and a half ago, Sebastian and I became VCs here and began establishing Pathfinder Society in Germany.

In Hamburg, the first PFS games were played in March 2012, although it wasn't that much of a success then, but still I worked to establish it.

(Did any of the German players play at my tables at NordCon 2012, either "Masters of the Fallen Fortress" or "We be Goblins!"?)

I didn't mean to say that we were the first to do so or that nobody else did, because I don't know how to find out who ran PFS games in Germany in the past. All I meant that for us, the being-VC and the establishing-PFS started back then. :)

Grand Lodge 2/5

Fellow Pathfinders,

it is my great pleasure to present to you Germany's first 5-Star-GM, Sebastian Schirrmeister!

Not quite a year and a half ago, Sebastian and I became VCs here and began establishing Pathfinder Society in Germany. I would never have believed that, such a short time later, I'd already be congratulating him to his 5th star! Approaching 200 tables of credit, Sebastian has been doing an outstanding job of promoting Pathfinder and the Pathfinder Society not only in his region, but all over Germany.

Last Saturday I, along with a group of players from my region, had the privilege of seeing this truly outstanding GM run a game! From his vivid portrayal of NPCs to the way he described both scenery and action, his presentation really made Golarion come alive for us. His remarkable preparation of the scenario, his wealth of background knowledge and his firm grasp of the Pathfinder rules all helped to provide an extremely fun, fair and memorable game for us!

He is also a shining example of a Venture-Officer, travelling far and wide, always ready to run a game or three and to help out at a convention or game day. I am truly honored to serve alongside him!

So please join me in congratulating him for this achievement!

Grand Lodge 2/5

1 person marked this as a favorite.
The Fox wrote:
Any place with dinosaurs. Lots of dinosaurs.

This, ladies and gentlemen. This a thousand times!

Grand Lodge

Daethor wrote:
Congratulations! It is well deserved. Rise of the Runelords (especially the anniversary edition) is a masterpiece.

Took the words right out of my mouth! :)

Grand Lodge

Berselius wrote:

So, our intrepid band of adventures features the following then:

**List**

Am I correct in this?

Not entirely. At least one more iconic character appears at least once in the Pathfinder Comics I've read so far.

Grand Lodge 2/5

Chris Mortika wrote:

nosig, we've had this conversation before.

The GMG is the book where the chase mechanics first appear. The rules, as written, assert that the GM should use common sense: if one character opens a door, it seases to be an obstacle. If the wizard can cast lightning bolt at someone 90 feet away, then she can do so. The rules as written instruct the GM not to follow the card texts slavishly.

You and others have asserted that GMs who try to make the chase mechanics more fun and more "realistic" are breaking the rules, that we're not running the mechanic the way we should. Please either back that up with a rules citation indicating that GMs should treat the card text as inviolate, or stop making that accusation.

I just re-read the chase rules and I can't find a single word of this in them. Could you quote the sentence(s) you're referring to? It'd greatly help me in running even more fun chases. :)

The idea of a chase seminar for conventions is pretty cool, I'll keep that in mind!

Grand Lodge 2/5

5 people marked this as a favorite.

**Warning, Spoilers about Rise of the Goblin Guild lie ahead!**

Chases can be tricky due to the high level of abstraction in the rules and the fact that some of them require a high amount of creativity on part of the GM.

I believe there are several issues with the chase rules. These are things I had to consider when thinking about how to "fix" chases:
1) Obstacles that are too precise and don't explain why everybody has to do them break believability.
2) The "double step" thing breaks believability.
3) The fact that you know ahead of time where the chase will lead and the hunters can "overtake" their quarry breaks believability.

There is also one important advantage of a chase scene:
1) The only things written in stone are the nature and DC of the checks and the layout of the obstacles.
Everything else I can cange. So if that rearing horse is not believable anymore, I have another challenge come up that results in the same checks.

It's all in the presentation.

First I try to bring the players on board, warn them about some abstractness ahead and ask them to help me bring it to life:

"The Goblin leaps out of the window and runs for it. This is a chase and you gotta catch the little thief! Now, the chase rules in Pathfinder are abstract, so what I need you to do is to focus on what I describe, picture it in your head, and help me make it cinematic! The rules are there so we get to roll some dice. Rolling dice is fun! Here's how the rules work: <explain chase rules>."

From the moment the chase starts, I have two main jobs:
1) Make sure to paint the scene vividly and make it fun, so the players are too distracted to notice any breach in versimilitude. Smoke and Mirrors.
2) Reduce, as much as possible, any infringement on believability.

The first is relatively easy.

  • Describe each situation in fun detail.
  • Have the baddies say/do flavourful things.
  • Make sure you give the players room to be creative and reward them for creative solutions with something like a +2 to their roll.
  • Be fast about it. Make it hectic. Don't give them time to analyse the rules. Chase, not chess!
  • Make sure you don't allow the players to break or "win" the chase. (fly, anyone?)

The second can be more tricky, especially with the way chases are written. Some things I found helpful:

  • Don't lay out the entire chase flowchart. Turn each obstacle into an index card and only lay them out as they actually get to them. (one or two ahead so they can plan which they would rather bypass by a double check)
  • Ask the players what they want to do in rules terms, then describe what it looks like.
  • Don't think about why it isn't believable. Think about how it could be believable.
  • Picture it in your head. If you can't see it, how can you tell the players?
  • Think of chase scenes in movies. Try to recreate that chaos and hectic feeling.
  • Think outside the box. Just because one obstacle reads "rearing horse" doesn't mean it HAS to be a horse. Turn it into something else if that makes more sense for the situation. The only thing you have to stick to is the nature and DC of the checks and the order of the obstacles.

Now for some examples of how I would/did deal with certain situations, spoilered as this post is already too long. :)

Examples:

The regenerating door
Find a reason why the obstacle is still there after the first person solved it or explain why they can't just use the same way the first person did. Maybe the guy who picked the lock allowed the door to slam shut again or the fighter who broke it down also made half the doorframe/wall come down and the way is now unusable. Guess you'll have to unlock/break the heavy wooden shutters on the window now, sorry.
As that gets weird soon, you can then move on to presenting a different obstacle (flavor-wise) to the remaining players. Okay, they're all out of the house and in the alleyway, but those who haven't done the obstacle yet see a (supposed) shortcut that they decide to take, a shortcut that just so happens to have the same kind of obstacle.
This is the one that needs the most good-will from the group and you should try to pass by this kind of obstacle fast, with lots of Smoke and Mirrors.

If I cook one pack of noodles twice as long as I should, why are my two packs of noodles now both al dente?
Don't present it that way. Instead of offering two options, offer them three:
- Climb over the wall to get to the Busy Street.
- Squeeze through the hole in the wall to get to the Busy Street.
- Climb onto the tree that grows so close to that neighbouring building, climb onto said building, run over the flat roof, and escape the grabbing arms of the shocked party guests on said roof. If you do it, you can run down the fire escape on the other side and bypass the busy street entirely. LOOK, there's the goblin right down there! You caugth up to her somewhat!
This is the main reason why I ask players to first tell me what check(s) they want to make and only then describe it in detail. Why come up with a fancy third option if nobody takes it?

Haha, I cast win the entire chase!
If the players find a way to reduce the difficulty of an obstacle, that's fine. Give them a bonus on the rolls. (First guy on the wall drops a rope for the rest)
If they find a way not to have to take a check and they expended some resources for it, that's fine. (fly over the wall so you don't have to climb)
But if they find a way that "wins" the entire chase, then you gotta do something about it. Just because the guy can fly now doesn't mean he gets to ignore every obstacle. Move the chase below ground, make the quarry enter buildings or covered alleyways so the flying person will lose them if they stay in the air. If movie heroes can do it when chased by bad guys in helicopters, then so can your baddies.

I don't need to be a Diviner, the map is right there!
Don't put the map there if you believe the players will find it stupid to know everything in advance. They need at most three squares in advance, as a double check lets them skip one square and get to the one after that. That's all the info they need for an informed decision.
Also give them an in-game reason to know it. "You look through the small hole in the wall and see a street full of people, probably some kind of parade. A bit further down, you hear a horse scream in surprise. Somehow you feel like that little ankle-biter is the reason for that!"

Some of these ideas take quite a lot of control away from the players, but if you keep the pace brisk and remind them that it's abstract and that a chase is supposed to be chaotic, they'll usually appreciate it.

If nothing else helps, remind the players that it's their decision whether they want to focus on the fun of the scene and have a good time or bemoan the abstract nature of the rules and kill their own fun.

Grand Lodge

I love Pathfinder Pawns. Such an amazing product! Glad to see it's going well enough to get both Bestiary 2 and 3 out so soon after the NPC Codex Box!

Grand Lodge

You need Dodge and Mobility, whether you're a real gunslinger or just an amateur. :)

Grand Lodge

Spellslinger is not legal in PFS.

Grand Lodge

Thanks, you've given me a lot of food for thought! :)

Grand Lodge

Thanks for all the advice!

First of all, while I agree that a divine class like Cleric or Inquisitor would be a much superior choice for multiclassing, the problem is that this does not fit the fluff of my character at all. And I love that fluff.

Character Background:
The man now known as Jacques Rostand grew up with the far more prestigious name of Alain, Comte de Mieville. A former Galtan nobleman who had to make a quick getaway when the Grey Gardeners decided it was time for his head to roll, he was always good to his servants and never hurt anyone. Seems that don't stop them none, though.

I see him as kind of a 19th century aristocrat, with lots of leisure time and lots of money, so he spent that on his hobbies: the study of all things arcane and scientific. He's a scholar and an inventor, maybe not as good one as he'd like, but not all men are gifted with Intelligence on the level of a Prof. Percival Quizzlenobs and it sure as hell didn't stop him. In the end, it might have been the weird lights coming from that upstairs window that caused all this talk in town, and ultimately led to him jumping out a window, the mob in pursuit.

If it hadn't been for Eliza Petulengro of the Woodsedge Lodge and her Shadow Lodge contacts, he probably wouldn't have made it out of there alive. He briefly served in the Taldan military after that, but while a soldier's structured life suited him better than he feared, there just wasn't time or space enough for his primary interest, the thing he felt driven to more than anything: the pursuit of knowledge. So, as soon as he could, he retired and made his way to Absalom to join the one organization he knew that shared his intense desire for knowledge, his boundless curiosity, his love for things that go boom: The Pathfinder Society.

So yeah, it's gotta be something arcane.
The thing is, that one level of Wizard gives me a lot:
- Always act in the surprise round.
- +1 to Initiative
- +2 to Fort Saves (Rat Familiar)
- Alertness
- Prescience ability 4-5 times a day
- A small bonus to my worst save (Wil) at a small cost to my better saves (Ref and Fort)
- Access to cantrips (Detect Magic, Read Magic, Mending)
- Spellcraft, Linguistics and Knowledge (all) as class skills
- Access to tons of useful spell trigger/completion items (Wands: Abundant Ammunition, Longshot and Mage Armor. Scrolls: Comprehend Languages, Disguise Self, Expeditious Retreat, Obscuring Mist, Silent Image)
- A couple of low-level utility spells (Feather-fall, Shield, Identify)
- +5 to Day Job checks from Crafter's Fortune :D

The cost of it isn't all that steep at first look:
- No armor (see below)
- -1 BAB
- -2 Skill Points for that level

Why wearing no armor isn't that bad, really:

Wand of Mage Armor lasts an hour and gives me the same +4 that a chain shirt would have given me. It also carries no DEX limitation and no skill check penalty, as opposed to that chain shirt. Even a Mithral Chain shirt only allows a maximm +6 DEX bonus and still doesn't give me more armor than Mage Armor. Once I enchant it, that armor bonus goes up one point above Mage Armor, but I feel like I'd rather spend that money on my gun, DEX belt, INT and/or WIS headband or other stuff.
Sure, I could go for a +1 Agile Mithril Breastplate, as the +7 armor and max DEX bonus of +5 might put me 2 points above what I'd have with Mage Armor at the point where I can afford 5900 gp.
Either way, I'd lose 4 points of shield bonus from the shield spell I could cast instead...

The main cost of the Wizard level, though, is delaying other things. Assuming I take the Wizard level at 2:
Rapid Shot doesn't work at 3 as I don't yet have Fast Musket. I'll get that at 4. Do I take Rapid Shot at 3, even though it'll be useless for a level, or do I wait until 5? That's 2 levels later.
My BAB will be one lower, meaning I'll get my first bonus attack at level 7 instead of 6, the second at level 12 instead of 11. This'll also mean that Deadly Aim damage will increase one level later than it normally would.
Since I get my last feat at level 11, but will only be Gunslinger 10 at that point, Signature Deed and a few other BAB +11 feats are not available to me. But since we're talking PFS, that's only a couple of scenarios away from retirement, at least.

So yeah, that one level is painful, but I don't really see another option to get some "arcane" into my gun. I basically trade damage for utility, which is the trade I decided to do. The question is: how to do it best?

At least I now know that Explosive Missile isn't an option for 2handed firearms, so that'll save me the hassle of figuring that out. Alchemist levels would still add some interesting utility, allowing me to deal splash damage with bombs and alchemical items, and I could still use funnelled alchemical weapons by taking a 2-level-dip, but it'd further delay my BAB and Gunslinger class abilities. I don't believe that would be worth it.
I also see the point of the level 7 and 11 deeds now, so I might just go:
Level 1 - Gunslinger
Level 2 - Wizard
ALL the rest - Gunslinger

Thanks also for the advice about Abundant Ammunition. I'll definitely make sure to get that as I take great care to do all my bookkeeping right, especially with Gunslinger ammo. Abundant Ammunition would actually enable me to use Adamantine paper cartridges without having to cry every time I roll to hit.

Now for feats:

Combat Reflexes was first as, in that build, the Alchemist levels cost me another point of BAB, meaning that Snap Shot was not available at level 7 (BAB 5) to me. Now that I won't be taking Alchemist, this might be different.
I'm not set on that feat chain, though, as four feats are a steep price to pay for that, especially since it really only shines at levels 11 and 12. I'd probably be better off taking stuff that's more "frontloady". The game ends at level 12, after all. So maybe Improved Critical and Critical Focus? Would go nice with my traits (Lingshen's Finest and Killer) and the x4 modifier of the Musket. Vital Strike might be nice for the turns where I have to move and can't take a full attack action. I was planning to Explosive Missile on those turns, but that's not actually an option.

New Feat tree:
Level 1: Point Blank Shot, Deadly Aim
Level 3: Rapid Shot
Level 5: Precise Shot, <??>
Level 7: Vital Strike
Level 9: Improved Critical, <??>
Level 11: Critical Focus

I'll delay Precise Shot to get more damage right away and to have Rapid Shot available at level 4 instead of 5. -4 to hit for a lot more damage. Might work. Might be an enormous waste of ammo. I'll see.
I drop the whole Snap Shot shenanigans and get a useful standard action at 7, and some crit stuff at 9 and 11.
Question is: what second feat to get at 5 and 9? Since the two I picked are combat feats already, taking up the Gunslinger bonus feats, I can pick anything I want.
Options I see:
- Extra Grit
- Blind Fight and Ricochet Shot
- Deft Shootist
- Improved Initiative
- Toughness

Feel free to comment on this and give me any advice, of course, but I'm quite set on multiclassing at least one level to get some arcane stuff and some utility. A pure Gunslinger doesn't quite fit the background and mental image I have of Jacques.
So what do I want? Answers to these questions:

1) Is there another multiclassing option you can think of, that would fit the background and give me better advantages than a level of Wizard (Foresight)?

2) What feats would you pick at 5 and 9, and why?

3) Anything I missed/got wrong?

Grand Lodge

1 person marked this as a favorite.
Cyrad wrote:

1) I really hate over-multiclassing. I honestly would just gunslinger/wizard or gunslinger/alchemist, not gunslinger/alchemist/wizard. You'll be really lackluster by spreading yourself so thin.

2) Tanglefoot bomb is good, but your save will be pretty bad. Maybe infusion? Explosive Missile is cool, but it doesnt' work with muskets.

3) Feather Fall is too situational. What about Vanish? Why have a Mage Armor wand when you can cast it on yourself?

4) No. Most creatures will have 100+ hitpoints at 10th level. 2d6 damage is really weak, never mind if they fail their saves. You're better off just shooting people.

5) I'm not sure if it really matters as if your character's that high of level, you'll probably stop playing them soon (either they're dead or you're too bored of them). I'm not sure how far PFS characters tend to get. Either way, you're better off just leveling up a class you already have.

6) True Strike is fantastic for attacking at long range or if you have a lot of obstructions in your way. Remember, you can't target touch AC out of your first range increment.

7) I'm not a fan of snap shot for this build. The whole point of using muskets is to target touch AC while being as far from danger as possible. Running into the middle of close-range combat negates this advantage. If you were, say...a pure gunslinger with pistols, this would work. A standard gunslinger has a lot of health and good armor. However, you mixed with spellcasting classes and deliberately choose not to wear armor.

Thanks a lot for your input! Some thoughts/comments of mine:

1) All my characters so far have Zero multiclassing. This is the first one where I wanna do it. The idea was to synergise. But that's out the window, now that...

2) Explosive Missile doesn't work. Oh. Okay. Thanks a lot for the pointer! I completely missed that. So I can load my heavy crossbow, longbow and pistol with it, but not my musket? Makes total sense. -.- Of course that makes Alchemist highly questionable for this build as it now adds nothing to my Boom.

3) Feather Fall is USELESS on a wand, as you don't have time to draw it. Vanish is pretty useless at 1 round duration anyway. Mage armor always lasts an hour, whether I cast it off the wand or not. And it can easily be cast out of combat, then the wand is put away and then I do other stuff. It's better to use in-combat-spells like Shield "naturally", as that saves you the actions of drawing and sheathing a wand. Methinks. Of course some things change if you take more than one level of Wizard, but even then Mage Armor is the second best wand you can get. (CLW being the best)

4) Well, the idea was to add the 2d6 to my shots via explosive missile. Not an option now.

5) PFS goes up to level 12 so that's why I plan that far. I don't need to think about stuff past that. As a VC, I get a lot of GM credit to level my characters, so they tend to get a bit further than most, I guess.

6) Yeah, but does that happen? It's so rare to have long-range encounters at all and I guess I'd rather move into the first increment (or point-blank-range) than waste expensive ammo at long-range shots that don't hit. True Strike costs me a full turn! I never understood who would ever want to use that spell, eeeever.

7) I don't know... The sweet spot for me is 30 feet away, just as for any other ranged character, no? I get to use Point Blank Shot and that's nice. Ten foot more doesn't make me all that more safe but costs me +1 hit and +1 damage. Also, with Mage Armor and Shield, I'm at +8 to armor class. What Gunslinger runs around in heavy armor? :) Snap Shot potentially gives me a lot of free attacks. But Vital Strike would be nice too for the cases where I have to move and can't full attack, now that Explosive Missile is out the window.

My main question is: What would you do differently? I really don't see any benefit to going past level 5 on Gunslinger. Multiclassing would give me a lot more options, even if it's just Fighter for more feats.
I'm also wondering whether I should get more Wizard levels for better buffs/spellcasts. But that'd lose me a lot of BAB and potentially require me to get higher INT, not something I'd like too much as I don't enjoy characters with dumped stats. 7s make me cringe...

john sweeney 328 wrote:
Drop the wizard level, take the perk to get UMD as a class skill and just put points into it and get wands of mage armor and shield. If there is a sorcerer or wizard in your group at early levels you can have them use the wand on you (at least the mage armor). Don't like alchemists personally and gunslingers destroy at higher levels, I would just go straight gunslinger and that's it.

You're probably right that that would be the most efficient option, but it's not really an option for flavor reasons. I'd have built a spellslinger or gunmagus if that was possible, but it isn't. So I'll take some spellcasting even if it doesn't really interact with the main class.

Can you explain what it is about gunslingers that makes the higher levels so great? I just don't see it. You don't really get anything all that strong after level 5 for musket master. Am I missing something?

Musket Master is a must if you want to use muskets, as it's the only way to get full attacks on them. And I want to use a musket, as the character is inspired by the image I linked. That's also the reason for the must-be-arcane-in-some-way condition.
Under these constraints, I want to build an efficient character.

Grand Lodge

This is the second time I ask for advice on a Gunslinger here and I never get a reply. Is my post too long? Too many questions? xD

Grand Lodge

Hi all!

My newest PFS character is a Musket Master inspired by this fine piece of artwork.

For style reasons, I don't want to use armor. Thus, access to wands of Mage Armor and a Shield spell or two would be nice.

My plan is to take one level of Wizard (Foresight) at level 2 for some utility, magicness and all that, then four more levels of Musket Master for Musket Training and then four levels of Alchemist (Grenadier).
The INT 12 with a +2 headband is easily enough for both caster classes. The high DEX synergises nicely with Alchemist class features, giving me the option to deal splash damage with alchemical weapons and bombs in situations where that's needed. I can also use Alchemical Weapon and Explosive Missile to deal ridiculous amounts of damage with single shots every now and then. It also fits nicely with the Arcane/Alchemical Scientist kinda theme I had in mind for this guy. I'll also get four levels' worth of favored class bonusses in Grit so that I'll have 3 Grit without needing a WIS headband. 3 Grit means that even with the DEX mutagen active, I won't drop below 2 Grit. 1 to always maintain, 1 to spend and refill.

Here's the build I'm planning:

STR 10 INT 12
DEX 18 WIS 14
CON 13 CHA 10

Level 1: Point Blank Shot, Precise Shot
Level 3: Deadly Aim
Level 5: Rapid Shot, Weapon Focus (Musket)
Level 7: Combat Reflexes
Level 9: Snap Shot
Level 11: Improved Snap Shot

At Level 10, when I get my 4th Alchemist level, I'll take the Explosive Missile Discovery.

Wizard spells
0 - Detect Magic, Read Magic, Mending
1 - Feather Fall, Shield, Identify
I'll get Crafter's Fortune as my fourth level-1-spell in the Spellbook for Day Job checks.

Alchemist extracts
1 - Expeditious Retreat x2, Shield x2
2 - Blur x2

I'll be using scrolls of comprehend language, disguise, and all that stuff, and a Wand of Mage Armor, all via the Wizard level.

Now my questions:

1) What do you think of the build in general? Any huge issues you see with it?

2) What discovery should I take at level 8, when I get my 2nd Alchemist level? I was thinking about Spontaneous Healing or Explosive Bomb. The problem with the latter is that with 4 levels of Alchemist and INT 14, hardly anyone will ever fail the Ref save for my bombs' splash damage, right?

3) What Wizard spells and Alchemist extracts would you recommend for this character? Can you think of better choices than the ones I've listed?

4) I'll have a total of 6 bombs at level 10, which will do 2d6 damage. Is that enough to be worth all the hassle?

5) What classes should I take for the remaining two levels? More Gunslinger? Alchemist? Wizard? Fighter? Or would Rogue be worth a shot?

6) Do any of you see any reason to use True Strike? Seems like a wasted action to me, if I could instead just shoot at touch AC...

7) I went the Snap Shot way for this build, as the extra AoOs would potentially add a lot of damage. Do you think other feats/feat chains would be more useful? Vital Strike, Improved Critical, and such things, for example?

Grand Lodge

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!

Grand Lodge

Awesome news!

Grand Lodge

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....

Grand Lodge

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!

Grand Lodge 2/5

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!

Grand Lodge

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.

Grand Lodge

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

Grand Lodge

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!

Grand Lodge

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. :)

Grand Lodge

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.

Grand Lodge

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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!

Grand Lodge

1 person marked this as a favorite.

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

Grand Lodge

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.

Grand Lodge

1 person marked this as FAQ candidate.

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?

Grand Lodge 2/5

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)

Grand Lodge 2/5

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?

Grand Lodge 2/5

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

Grand Lodge 2/5

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? :)

Grand Lodge

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

Grand Lodge

@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

Grand Lodge

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

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

Grand Lodge

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? :)

Grand Lodge

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. :)

Grand Lodge

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...

Grand Lodge

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...

Grand Lodge

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!

Grand Lodge

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

Grand Lodge 2/5

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?

Grand Lodge 2/5

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

Grand Lodge 2/5

Thank you CRobledo, awesome stuff!

Grand Lodge

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 :)

Grand Lodge

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. :)

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