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....
Marcus Gföller
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!
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
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Defense
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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])
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Offense
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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
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Statistics
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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
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Special Abilities
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Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tongues (Ignan) You can only understand and speak one language in combat.
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175 cm
74 kg
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I've encountered a few hickups trying to grapple my way to victory. Maybe somebody can clear things up for me?
1) On the turn when I initiated a grapple, do I get to perfom one of the actions (Move, Damage, Pin) already or do I have to spend one turn initiating the grapple, give my opponent one chance of breaking free, and then confirm the grapple with +5 before I finally get to pick one of those options?
2) Multiple grapplers. If an opponent is grappling an ally, can I grapple that opponent or do I have to first help my ally escape/turn around the grapple via aid another before I can become the active grappler?
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?
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 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?
Marcus Gföller
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?
Marcus Gföller
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?
Marcus Gföller
Venture-Captain, Germany—Düsseldorf
aka TerrorTigr
Hi there!
A couple of things that I ran into/thought of when reporting my first session:
a) What's the "Scenario Chronicle #" in the top right of a Chronicle sheet?
b) People (might) get 2 PP for their first scenario. So now they can get any one item for 750gp or less right after the end of the first scenario, is that correct? Wand of Cure Light Wounds, I'm looking right at you.
c) Totally related to the above question: On the Chronicle I use for my GM Credit, I sign everything myself, right? No other GM needs to sign what I sold/purchased?
d) And again for the GM Credit: Do I mark that Chronicle as a GM Credit chronicle or is it enough that the reporting system knows it is? If I do: how?
e) Hypothetical: If a player was to contract a disease ingame, but the disease doesn't "onset" before the end of the scenario, can she still use a scroll of remove disease found during the scenario to try and get rid of the disease before I write the chronicle? Do I put it in conditions gained and conditions lost, in that case, or just omit it entirely? Just to be clear: In my example, the player uses a scroll found during play, she does not pay pp or gp to have the disease removed.
Marcus Gföller
Venture-Captain, Germany—Düsseldorf
aka TerrorTigr
I think I'm missing something here.
Players are only allowed to buy the handful of magic items listed in the GtPFSOP and the items listed on their Chronicle sheets.
Yet, the Additional Resources list features some "Magic Item" entries. The PFS Field Guide, the entirety of which is legal, also has magic items in it.
Why? What's the point? They're legal, but you can't buy them unless they show up on a Chronicle, in which case it's rather obvious that they're legal.
Marcus Gföller
Venture-Captain, Germany—Düsseldorf
aka TerrorTigr
Hey there!
After years of running RPGs for private home campaigns and participating as a player at some conventions, I recently ran my first game with strangers at my FLGS.
It was quite fun and I now wanna take the big step and start doing a regular PFS round there. Since I'm in Germany I guess I'll have to make do without Regional Coordinators, which is why I turn to you fine folks! :)
I was thinking of starting out with a "Character Creation Workshop" where I'll help people make sure their Characters meet PFS regulations and assist new players in building something fun.
Then, I wanted to run the First Steps and after that start into a proper Season.
Now some questions:
a) How should I handle registration for these evenings? I'm worried people will sign up for a slot but then not show up, leaving us with too few players to play.
b) I strongly prefer 4-player tables to 6-player ones. I know accepting 6 signups greatly reduces the chances of a) occurring, but still... Now, will I have lots of work with Season 4 scenarios, since they expect 6 players? What if I decide to run with 5 people?
c) How many players do the First Steps scenarios assume I'll have? I can't for the life of me find any info on that.
d) I'm not entirely sure I understood the rules on replaying a scenario correctly. Obviously, every player character only gets credit for a single scenario once. But can a player replay that scenario with a different character to gain credit?
e) How does this whole thing even work? What if six sorcerers show up one day? What if no healer shows up? Do I have to worry about that or are these scenarios built to always work with any combination of classes?
f) How much time should I expect all of it to take? Checking characters + playing the scenario + after-scenario-paperwork = ?
g) Do I have to have a character to be able to report a session?
h) Any other advice for new GMs, especially regarding Store-based PFS campaigns?
Sorry for the amount of questions and thanks in advance!