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Shoanti Tribesman

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Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 439 posts. No reviews. No lists. No wishlists. 13 Pathfinder Society characters.


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Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I also think that NPCs are wimps in comparison to PCs. Especially in PFS.

One big reason is that NPCs are built on the elite array(15 pt buy, not optimized) and PCs are built on 20 points, optimized.

When I ran Ruby Phoenix, most the NPCs would only have a +10 to +15 to hit at 12th or 13th level, while the PCs are at +16 to +20. ACs were similarly skewed to the PCs favor with NPCs only having around a 20 to 25 AC. And the weakest PC I had (non caster) had a 28AC. And the NPCs couldn't get to the casters because they where in melee from round 2.

SAves for cast spells are also bad. PCs at 11th or 12th level will have a casting stat of 22 to 26 by this time. NPCs only had a 20 to 22 MAX.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Another Mirror Image/ Ability question.
If an alchemist throws a bomb into the square occupied by the Wizard and his images, does she destroy all of the images since they all would take splash damage?
Or alternately, would they all reflect the damage that the wizard took (Also splash damage) and only the image that was directly hit be destroyed?.
I lean to the later myself.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

So far the only nit I have to pick, is the list of new familiars should have been in the players guide for character creation! Leaving the stats in the AP is fine, But here you have a guy bringing a wizard to the table to find out he could have had a pirate themed familiar instead of the toad he chose.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

My Gebbite Necromancer Sajan Mahasi wishes to lodge a protest on this complete misrepresentation of Geb's fight to remain free of Nexian tyranny.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

One combat against teh boss monster.:
Party Fighter is enlarged and buffed before combat. Suprise roun d- partial charge,crit, one minion down. Beats main bad guy on init.
1st round- charge main bad guy, crit, one shot kill.

One of the other players "When do we get to the big fight?"

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I've seen a 5 player table of PA fighters and barbarians Waltz thru all the fights in a mod without much more than a scratch. Enemies just didn't last long.

Now the non-combat portions were difficult.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I got to the Kun lst night before tired eyes made me quit. their stat block was spot on.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Next two.
Ganyavesha: Mod lists her with 6 more HPs than I can figure. (And I am including the temp HPS).
The stat block does not add the bonus from Divinew Power to the dagger attack.

The Chanters: The big one. The Bards' wpns and Armor makes them medium encumbered. This is not figured into the stat block at all. *affects their Acrobatics roll)
Also the Mod is missing 4 favored Class bonuses. (not listed in skills, hps, or performance/spells) And is also missing 1 starting language.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'm planning to run the Ruby Phoenix Module for a PFS group.

Setting aside my complaint that this should have been a 2-slot PFS Scenario, instead of a stand alone mod...

While imputing the various characters into Herolab (mainly for spell access without having to look thru multiple books) I've found several errors in the various NPC stat blocks.

(I'm not thru yet so there will be more.)

Chung Po: The only way I could get his HPs to be the same as the module was to use 6 of his Favored class bonuses as hps. Non are used as Skill points or for extra Ki, Yet were are the other six spent? All on HPs should give him 6 more.
Several other errors could be due to Herolab: I'm three short for his CMB vs Grapple. Also his attacks come out at +16/+11 with the mod giving him +15/+10, and damage is also higher for me.
Also, a recuring problem with all monks is that their flurry bonuses do not match. Since this is for ALL mink's I've entered, I think it is a Herolab problem.

Ruby Phoenix Monks: I cannot get their stats to match up. Using the Heoic statblock, I come out 1 point short in either Str or Wisdom. And again, they underspent their Favored Class bonus by four. (they should either have 4 more HPS, Four more Skill points, or 1 more Ki point)
Also I have not had most fot he variant 's to have their weapon attack's match those given in the module. All but 1 so far have come out 1 lower than the module.
The wrong crit range is given for the Meteor Hammer.
The Shang Gou Monk's are told to replace Exotic Wpn Prof with Improved Trip. [u]Without them being proficient in the Shang Gou or Having Combat expertise.[/u] If I replace Mobility with Improved trip, and give them an extra feat to get Mobility back, their stats match the books.

Oremetsu Yasi: Again, his Favored Class bonus is underspent by 4. Otherwise everything matches.

As I find others, I'll post them

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Inquisitors built as Healers can do really well if they take the healing domain.

As a first level inquisitor you can take Stalwart Resolve (spell from PFS Field Guide). This allows a character to ignore ability damage for the length of the spell. Everyone else who qualifies for it does not get it until 3rd level minimum.

Also look into the Preacher archetype from Ultimate Magic. You loose solo tactics and your teamwork feats but gain the ability to , AS A FREE ACTION, once a day+ 1x per feat given up, either re-roll an attack roll before knowing the results, or gain an immediate +4 to AC vs a hit, or Make an attacker re-roll an attack against a non-helpless ally that can hear you.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Thursday, August 16

Slot 1 (0800-1300): #3-24: The Golden Serpent (5-9)

Slot 2 (1300-1800): #3-15: The Haunting of Hinojai (5-9)

Slot 3 (1900-2400): #3-24: The Golden Serpent (5-9) [OF]

Friday, August 17

Slot 4 (0800-1300):

Slot 5 (1300-1800): #3-15: The Haunting of Hinojai (5-9)

Slot 6 (1900-2400): Gen Con Special, Part 1

Saturday, August 18

Slot 7 (0800-1300): #3-15: The Haunting of Hinojai (5-9)

Slot 8 (1300-1800): #3-24: The Golden Serpent (5-9)

Slot 9 (1900-2400): #3-24: The Golden Serpent (5-9)

Sunday, August 19

Slot 10 (0900-1400): #3-15: The Haunting of Hinojai (5-9) [OF]

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I have volunteered. Looking forward to going.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

ordered.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

In this situation, I'd go with an Inquisitor.

Very flexible class, does most anythign needed if built right, except maybe blasting damage.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

You posted the answer.

Quote:

Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance.{/quote]

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

We don't have a problem class in my group. Instead, we have 2 players:
One always plays either halflings or gnomes - then complains about the low damage.
Another play, his characters will always be teenagers. Or minimum age.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I would have to say yes.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Painlord wrote:
Grolloc wrote:
done, but I did answer those 1-5 priority questions backwards.

Grolloc, email me. I'll see if I can get you fixed.

-Pain

He knows a good Vet. :)

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'm interested in how my Inquisitors do.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Charender wrote:

All arcane party, Level 6, 20 point buy

*snip*

NOt a bad party, but the challenge was for 4 single class, all the sae class party.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Check out the blogs from last February. It has the alternate stuff for Pharasma.

http://paizo.com/paizo/blog/v5748dyo5lbvp

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I freely admit they are not optimized, though I could/would play any of them in a game.

And for some reason it did not register that Lamenar took the Preacher archtype.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Introducing "The Debating Society". (Called that by Lamenar due to the good natured religious debates they get into over the campfire.)

A group of lvl10 inquisitors.

Torgu -the tank

Spoiler:
TORGU CR 9
Male Human Inquisitor (Spellbreaker) 10
CN Medium Humanoid (Human)
Init +8; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 22, touch 14, flat-footed 20. . (+8 armor, +2 Dex, +2 deflection)
hp 93 (10d8+30); Judgement of Sacred Healing 4
Fort +11, Ref +7, Will +11
Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Law); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Fire)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Keen, Spell Storing Greatsword +13/+8 (2d6+8/17-20/x2) and
. . Gauntlet (from Armor) +12/+7 (1d3+5/20/x2) and
. . Unarmed Strike +12/+7 (1d3+5/20/x2)
Ranged +2 Longbow +12/+7 (1d8+2/20/x3)
Special Attacks Bane (+2 / 2d6) (10 rounds/day), Destructive Smite +5 (6/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Chaos, Adamant
Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day)
Inquisitor (Spellbreaker) Spells Known (CL 10, +12 melee touch, +10 ranged touch):
4 (1/day) Spell Immunity (DC 17), Curse of Magic Negation (DC 17)
3 (4/day) Banish Seeming, Deadly Juggernaut (DC 16), Hunter's Eye, Retribution (DC 16)
2 (5/day) Spiritual Weapon, Blistering Invective (DC 15), Brow Gasher (DC 15), Effortless Armor (DC 15), Howling Agony (DC 15)
1 (6/day) Burst Bonds (DC 14), Expeditious Retreat (DC 14), Divine Favor (DC 14), Interrogation (DC 14), Litany of Sloth
0 (at will) Virtue, Disrupt Undead, Bleed (DC 13), Stabilize, Guidance (DC 13), Brand (DC 13)
--------------------
STATISTICS
--------------------
Str 18/20, Dex 14/16, Con 14/16, Int 10, Wis 14/16, Cha 10
Base Atk +7; CMB +12; CMD 29
Feats Antagonize, Craft Magic Arms & Armor, Defensive Combat Training, Power Attack -2/+4, Spell Bane, Step Up
Traits Reactionary, Skeptic
Skills Acrobatics -1, Climb +1, Craft (Armor) +3, Craft (Weapons) +3, Escape Artist -1, Fly -1, Intimidate +16, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (Local) +5, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +14, Ride -1, Sense Motive +19, Spellcraft +12, Stealth -1, Swim +1
Languages Common
SQ Aura of Destruction +5 (10 rounds/day) (Su), Defense Against Magic +1: Evocation (Ex), Defense Against Magic +2: Enchantment (Ex), Foil Casting (Su), Inquisitor (Spellbreaker) Domain: Destruction, Second Judgement (4/day) (Su), Strong-Willed (Ex), Teamwork Feat (change 3/day), Track +5
Combat Gear +1 Keen, Spell Storing Greatsword, +2 Chainmail, +2 Longbow, Arrows (20); Other Gear Artisan's tools, masterwork: Craft (Armor), Artisan's tools, masterwork: Craft (Weapons), Backpack, Masterwork (empty), Belt of Physical Perfection, +2, Brooch of Shielding, Cloak of Resistance, +1, Headband of Inspired Wisdom, +2, Holy symbol, silver: Gorum, Potion of Blur, Potion of Fly, Ring of Protection, +2
--------------------
SPECIAL ABILITIES
--------------------
Antagonize Use Diplomacy or Intimidate to goad creatures
Aura of Destruction +5 (10 rounds/day) (Su) 30'r aura grants +1 to all damage rolls within and all critical threats are confirmed.
Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Defense Against Magic +1: Evocation (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Defense Against Magic +2: Enchantment (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Destructive Smite +5 (6/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core
Inquisitor (Spellbreaker) Domain: Destruction Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Law (Su) DR/magic
Judgement of Sacred Resistance 8: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Skeptic +2 save vs. illusion.
Spell Bane Your spells' DCs increase by 2 when bane is in effect
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +5 +5 to survival checks to track.

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Lamenar - the healer

Spoiler:
LAMENAR CR 9
Male Human Inquisitor 10
NG Medium Humanoid (Human)
Init +5; Senses Perception +15
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16. . (+5 armor, +1 Dex, +1 natural)
hp 53 (10d8); Judgement of Sacred Healing 4
Fort +9, Ref +6, Will +13
Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Evil); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Cunning, Keen Scimitar +10/+5 (1d6+3/15-20/x2) and
. . Unarmed Strike +9/+4 (1d3+2/20/x2)
Ranged +2 Shortbow +10/+5 (1d6+2/20/x3)
Special Attacks Bane (+2 / 2d6) (14 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Good, Adamanti
Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day)
Inquisitor Spells Known (CL 10, +9 melee touch, +8 ranged touch):
4 (2/day) Cure Critical Wounds (DC 18), Neutralize Poison (DC 18)
3 (4/day) Cure Serious Wounds (DC 17), Remove Disease (DC 17), Dispel Magic, Halt Undead (DC 17)
2 (5/day) Restoration, Lesser (DC 16), Remove Paralysis (DC 16), Calm Emotions (DC 16), Aid, Cure Moderate Wounds (DC 16)
1 (6/day) Protection from Evil (DC 15), Bless, Cure Light Wounds (DC 15), Lend Judgment (DC 15), Litany of Weakness
0 (at will) Virtue, Disrupt Undead, Stabilize, Read Magic (DC 14), Detect Magic, Guidance (DC 14)
--------------------
STATISTICS
--------------------
Str 12/14, Dex 12, Con 10, Int 14, Wis 18, Cha 14
Base Atk +7; CMB +9; CMD 20
Feats Combat Casting, Dispel Synergy, Extended Bane, Righteous Healing, Scribe Scroll, Shared Judgment
Traits Child of the Temple: Knowledge (Nobility), Mathematical Prodigy: Knowledge (Engineering)
Skills Acrobatics +0, Climb +1, Diplomacy +12, Escape Artist +0, Fly +0, Heal +17, Intimidate +7, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +12, Knowledge (Engineering) +13, Knowledge (History) +5, Knowledge (Local) +10, Knowledge (Nature) +12, Knowledge (Planes) +13, Knowledge (Religion) +14, Perception +15, Ride +0, Sense Motive +20, Spellcraft +15, Stealth +0, Survival +9, Swim +1 Modifiers Monster Lore
Languages Celestial, Common, Infernal
SQ Bandages of Rapid Recovery, Determination (4/day) (Ex), Flying Ointment, Healer's Blessing (Su), Inquisitor Domain: Restoration, Metamagic Rod, Reach, Lesser, Metamagic Rod, Reach, Lesser, Restorative Touch (7/day) (Su), Ring of Feather Falling, Ring of Forcefangs, Second Judgement (4/day) (Su), Teamwork Feat (change 4/day), Track +5
Combat Gear +1 Chain Shirt, +1 Cunning, Keen Scimitar, +2 Shortbow, Arrows (20); Other Gear Amulet of Natural Armor +1, Backpack, Masterwork (empty), Bandages of Rapid Recovery (3), Belt of Giant Strength, +2, Cloak of Resistance, +2, Elemental Gem, Air, Elemental Gem, Fire, Flying Ointment, Healer's kit (10 uses), Metamagic Rod, Reach, Lesser, Metamagic Rod, Reach, Lesser, Oil of Bless Weapon, Ring of Feather Falling, Ring of Forcefangs, Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Bandages of Rapid Recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Bane (+2 / 2d6) (14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (4/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Dispel Synergy Dispel magic target takes a - 2 penalty on saves
Flying Ointment This preparation of herbs includes belladonna, mandrake, and foxglove (also known as “witch’s glove”) in a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the overland flight spell) for up to 9 hours.

Construction
Requirements Craft Wondrous Item, overland flight; Cost 1,125 gp
Healer's Blessing (Su) Your cure spells are empowered for free.
Inquisitor Domain: Restoration Associated Domain: Healing
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Evil (Su) DR/magic
Judgement of Sacred Resistance 8: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good, Adamantine) (Su) DR bypass
Metamagic Rod, Reach, Lesser The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Metamagic Rod, Reach, Lesser The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Restorative Touch (7/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Righteous Healing Heal more when you have a judgment active
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Ring of Forcefangs This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.

Note: When first added, the magic missile spell for this ring will have all its charges expended - as the ring absorbs charges, these can be un-spent.

Construction
Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shared Judgment Extend a judgment to an adjacent ally instead of enacting a second judgment
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Track +5 +5 to survival checks to track.

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Shaef - the Scout

Spoiler:
SHAEF CR 9
Male Half-Elf Inquisitor 10
CN Medium Humanoid (Elf, Human)
Init +7; Senses Low-Light Vision; Perception +17
--------------------
DEFENSE
--------------------
AC 22, touch 15, flat-footed 17. . (+5 armor, +2 shield, +5 Dex)
hp 63 (10d8+10); Judgement of Sacred Healing 4
Fort +10, Ref +10, Will +11
Defensive Abilities Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Law); Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Electricity)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Adamantine Mace, Light +13/+8 (1d6+2/20/x2) and
. . Unarmed Strike +12/+7 (1d3+1/20/x2)
Ranged +1 Shortbow, Composite (Str +1) +13/+8 (1d6+2/20/x3)
Special Attacks Bane (+2 / 2d6) (10 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Chaos, Adamant
Spell-Like Abilities Detect Alignment (At will), Discern Lies (10 rounds/day)
Inquisitor Spells Known (CL 10, +12 melee touch, +12 ranged touch):
4 (1/day) Invisibility, Greater (DC 16), Freedom of Movement (DC 16)
3 (3/day) Hunter's Eye, Litany of Warding (DC 15), Retribution (DC 15), Righteous Vigor (DC 15)
2 (5/day) Knock, See Invisibility (DC 14), Silence (DC 14), Invisibility (DC 14), Find Traps (DC 14)
1 (6/day) Expeditious Retreat (DC 13), Shield of Faith (DC 13), Comprehend Languages (DC 13), Bowstaff (DC 13), Litany of Sloth
0 (at will) Resistance (DC 12), Acid Splash, Detect Poison, Detect Magic, Light, Sift
--------------------
STATISTICS
--------------------
Str 12, Dex 18/20, Con 12, Int 12, Wis 14, Cha 13
Base Atk +7; CMB +12; CMD 26
Feats Agile Maneuvers, Defensive Combat Training, Escape Route, Outflank, Point Blank Shot, Precise Shot, Precise Strike, Skill Focus: Acrobatics (Adaptability), Weapon Finesse
Traits Child of the Streets, Vagabond Child (urban): Disable Device
Skills Acrobatics +21, Bluff +10, Climb +10, Diplomacy +8, Disable Device +26, Intimidate +18, Knowledge (Local) +7, Perception +17, Sense Motive +16, Stealth +20, Survival +10
Languages Common, Elven, Undercommon
SQ Blessed Infiltration (2/day) (Ex), Elf Blood, Hide Tracks (Ex), Inquisitor Domain: Heresy Inquisition, Judgement of Sacred Escape (Su), Ring of Evasion, Second Judgement (4/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 2/day), Track +5, Word of Anathema (1/day) (DC 17) (Sp)
Combat Gear +1 Adamantine Mace, Light, +1 Buckler, +1 Shortbow, Composite (Str +1), +2 Studded Leather, Arrows (60); Other Gear Belt of Incredible Dexterity, +2, Boots of Speed (10 rounds/day), Cloak of Resistance, +2, Goggles of Minute Seeing, Grappling hook, Handy Haversack (67 @ 22.5 lbs), Holy symbol, silver: Calistra, Pouch, belt (empty), Ring of Evasion, Rope, silk (50 ft.), Sunrod, Thieves' tools, masterwork, Weapon Blanch, Adamantine, Weapon Blanch, Cold Iron, Weapon Blanch, Silver
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Infiltration (2/day) (Ex) Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain: Heresy Inquisition Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.

Granted Powers: Often it is hard to tell heretics from the f
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Law (Su) DR/magic
Judgement of Sacred Resistance 8: Electricity (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +5 +5 to survival checks to track.
Word of Anathema (1/day) (DC 17) (Sp) Curse 1 foe in 60 ft (-4 to attack/save/ability/skill checks) for 1 min (Will neg).

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.

Sella - the controller

Spoiler:
SELLA CR 9
Female Human Inquisitor (Witch Hunter) 10
NG Medium Humanoid (Human)
Init +8; Senses Perception +19
Aura Deflection Aura (10 rounds) (1/day)
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 63 (10d8+10); Judgement of Sacred Healing 4
Fort +11, Ref +8, Will +16
Defensive Abilities Aura of Protection (10 rounds/day), Judgement of Sacred Protection +3 / +6; DR Judgement of Sacred Resiliency 3 (Evil); Resist Judgement of Sacred Purity +3 / +6, Judgement of Sacred Resistance 8 (Electricity)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Dagger +8/+3 (1d4+1/19-20/x2) and
. . +1 Mace, Light +8/+3 (1d6+1/20/x2) and
. . Unarmed Strike +7/+2 (1d3/20/x2)
Special Attacks Bane (+2 / 2d6) (10 rounds/day), Judgement of Sacred Destruction +4, Judgement of Sacred Justice +3 / +6, Judgement of Sacred Piercing +4, Judgement of Sacred Smiting (Magic, Good, Adamanti
Inquisitor (Witch Hunter) Spells Known (CL 10, +7 melee touch, +9 ranged touch):
4 (2/day) Dismissal (DC 20), Hold Monster (DC 22)
3 (4/day) Arcane Sight (DC 19), Dimensional Anchor, Searing Light, Terrible Remorse (DC 21)
2 (6/day) Calm Emotions (DC 20), Tongues (DC 18), Spiritual Weapon, Hold Person (DC 20), Castigate (DC 20)
1 (7/day) Shield of Faith (DC 17), Command (DC 19), Forbid Action (DC 19), Lend Judgment (DC 17), Lock Gaze (DC 19)
0 (at will) Acid Splash, Daze (DC 18), Read Magic (DC 16), Detect Magic, Guidance (DC 16), Light
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 12, Int 14/16, Wis 20/22, Cha 8
Base Atk +7; CMB +7; CMD 19
Feats Allied Spellcaster, Combat Casting, Greater Spell Focus: Enchantment, Point Blank Shot, Precise Shot, Shake It Off, Shielded Caster, Skill Focus: Use Magic Device, Spell Focus: Enchantment
Traits Charming, Dangerously Curious
Skills Appraise +13, Bluff +3, Climb +4, Diplomacy +3, Fly +4, Heal +11, Intimidate +4, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +14, Knowledge (Local) +11, Knowledge (Nature) +13, Knowledge (Planes) +14, Knowledge (Religion) +13, Linguistics +8, Perception +19, Sense Motive +21, Spellcraft +16, Stealth +6, Survival +10, Swim +4, Use Magic Device +19
Languages Abyssal, Celestial, Common, Cyclops, Draconic, Dwarven, Elven, Giant, Sylvan
SQ Inquisitor (Witch Hunter) Domain: Defense, Knowledgeable Defense +3, Metamagic Rod, Reach, Lesser, Ring of Force Shield, Second Judgement (4/day) (Su), Solo Tactics (Ex), Spell Sage +6 (Ex), Spell Scent (1/day), Teamwork Feat (change 6/day)
Combat Gear +1 Dagger, +1 Mace, Light; Other Gear Bracers of Armor, +3, Brooch of Shielding, Handy Haversack (16 @ 7 lbs), Headband of Mental Prowess, INT & WIS +2: Appraise, Holy symbol, silver: Nethys, Metamagic Rod, Reach, Lesser, Potion of Blur (2), Potion of Cat's Grace, Potion of Darkvision, Potion of Fly, Potion of Shield of Faith +3 (2), Pouch, belt (empty), Ring of Force Shield, Sunrod, Thunderstone, Wand of Acid Arrow, Wand of Burning Hands, Wand of Enlarge Person, Wand of Feather Step, Wand of Magic Missile, Wand of Ray of Enfeeblement, Wand of Summon Monster II, Wand of Web
--------------------
SPECIAL ABILITIES
--------------------
Allied Spellcaster +2 to caster level checks to overcome spell resistance if you are adjacent to an ally with this feat.
Aura of Protection (10 rounds/day) (Su) 30&apos;r aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Bane (+2 / 2d6) (10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deflection Aura (10 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Greater Spell Focus: Enchantment +1 to the Save DC of spells from one school.
Inquisitor (Witch Hunter) Domain: Defense Associated Domain: Protection
Judgement of Sacred Destruction +4 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 4 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +4 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3: Evil (Su) DR/magic
Judgement of Sacred Resistance 8: Electricity (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good, Adamantine) (Su) DR bypass
Knowledgeable Defense +3 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Metamagic Rod, Reach, Lesser The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Ring of Force Shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Shielded Caster +4 to concentration checks if an adjacent ally also has this feat. +1 more if the ally has a shield, +1 more if the shield is a heavy or tower shield.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spell Sage +6 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Spell Scent (1/day) At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect
Teamwork Feat (change 6/day) Swap your most recent Teamwork feat for another

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.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I've got 2 of the four built. But time for bed. I'll post em tomorrow if someone can tell me the best way to export from Herolab to the board.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I call dibs on the four inquisitors

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

From Mark Moreland earlier in this thread.

Mark Moreland wrote:


Just for future reference, raise dead won't work on someone without a brain, since it doesn't regrow missing body parts:

PRD wrote:
While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life.
Getting your brain eaten is a bigger deal than 8 PP can help you recover from, is what I'm saying; I don't recommend it.

So only resurrect/ True RES will work. And it's a *itch trying to get money for it.

I enjoyed the rest of the mod though. Thank goodness our mage had 'Create Pit' for the fight against the statue.

BTW, I was a slightly wrong on what I thought it would take. Due to the *4* GM credits on the character, and the donation of 1600gp (800ea) from the only two players I could get ahold of. I was able to get a rez.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I had fun while playing this scenario except at the end.

My character, a 5th level 1/2 orc barbarian, due to piss poor rolling on my part. Got paralyzed and brain eaten in the final encounter. (I couldn't buy a roll above a 10.)

Now if what the GM told me is correct, and it looks so from what I read, if you die from that fight, your character is permanently dead unless they are Osirion faction. Was this the intent?

The reason I say this, is that there is no way a 1st thru 5th level character can afford a resurrection or true resurrection either by gold or Prestige.

Here is the math.
A character one away from 6th has 14 chronicles. So if they have gotten EVERY single PP available, they have 28PP. Resurrection costs 32 and true res 77 (from Pathfinder Society Feild Guide)
Gold wise a res cost 10,910gp and true res 26,530gp. I had 5 GM credit on the character and wasn't even close to the gold for either. And if the whole party of six had sacrified thier take for the mod, We still would not have had enough.

I would have minded this less if it had occured in a 7-11 teir mod, as then there is a possibility to get the character ressed. But this is a "Punish the unlucky player" mod.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

People keep saying that if the character has a reasonable chance of success, the player should be able to take 10. When I run, If there is a very good chance of success and it is not an opposed roll, I DON'T EVEN ASK FOR A ROLL. I only ask for rolls when the chance of failure means something.

When I run higher level PFS, (8+) I usually don't even bother asking for spellcraft rolls for the magic items as the wizard's/ cleric's/ whoever's spellcraft is pumped high enough by that time that they probably will make it anyway.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

karkon wrote:
Alienfreak wrote:
So you don't enter anyones car and only drive yourself or after checking their driving skills throughfully in hours of conversation?

In my games players refused to go on boats. They said bad things always happen on boats. The boat sinks, the crew is pirates, the crew is ghosts, the crew is pirate ghosts, the kraken attacks, a reef attacks, etc.

That was inculcated by other DMs who used boats as "isolate the players and get them" vehicles. I gave them one "easy boat trip" pass which would give them an easy uneventful trip in any campaign.

They never used it because they were too afraid of boats.

Just like PCs are murderous hobos; boats in D&D and Pathfinder are apparently all deathtraps.

Sounds like they are from Divers in LG.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

A couple of years ago, I ran the first 3 Devil We Know scenarios for a group of 5 Andorans and a Chelaixian. The only guy whose day job I remember is the Cheliaxian's. His day job was slaver. Andthe best result he got over all three scenarios was a 10 (5GP). We joked about his running around with Andorans who had to free slaves every mod was causing him to be mistrusted and not get work.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I'll have to add it to my to get list.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I've been staying out of the "Take 10" debate as I was the GM nosig was unhappy about back the last time this was brought up.

nosig, not all skills take only 6 seconds. Some take longer just by the nature of the skill. Easy skills to call out length of time are Craft and Profession. And some the round is only a partial success. (Climb you go at 1/2 speed so may take more than one roll.)
And Mike's note about a horse can climb wasn't about the take 10 , it is a rules hole for any use of climb. Common sense tells you a horse cannot climb a rope. But get a rules lawyewr at the table and they will insist it can, because it is not stated in the rules they can't.

When I GM, I usually don't even have players roll for routine tasks. They have plenty of time, and aren't distracted.

I also don't think Take 10 is a good option for opposed rolls. So stealth, and bluff should be rolled. Why? Because the Character should not know how well he did. And the same goes for perception and sense motive. Again, Why? you ask. Because you might be lokking around and looking the wrong way at the wrong moment. Or something else the guy said, distracts you and you are paying less attention to the guy trying to bluff you.

And I do not allow taking ten to be done on faction missions. Not because of distraction, but because of what is at stake for failure. I do allow taking twenty because it specifically states you are taking extra time and being careful.

Remember, it is easy to say your character is not distracted while YOU are sitting around a table. But your character is in the real world to them, maybe a bazaar, a tavern, etc. and we can't see the minor movements, actions, and conversatons that take place around them as they go about their tasks.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

And part of the reason I have multiple characters in each level grouping is that I GM more than I play. An d I want to play the last scenarios for my high level characters.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

My characters from High to low.

Cristian Aldori - human fighter 11 from Brevoy
Sajan Mahashi - Human Necromancer 10 from Geb (He's been mentioned by MikeVon Hasslen)
Bron Stonetrapper - Dwarf Rogue 6
Tsurag Tsadok - 1/2 Orc Barbarian 5
Lacroix Jendar - Human Summoner 2
Windeloos Nackle - Gnome Sorcerer 1
Taggart Bravefoot - Halfling Monk1
Felinous Druumard - Human Monk (Zen Archer) 1
Toric KeKelistan - Human Inquisitor 1

Retired (fro various reasons)
Aladane Talmark - Human Cavalier 2
Kamal al-Ahmad - Human Cleric1/ Fighter 2

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Maze wrote:

.

If you want to play in a level 8 module, you need to have a legal
level 7-9 character. Playing a pre-gen for credit is not allowed.
This would match with the current rules for playing in scenarios.

It is the same model that worked well in a prior living campaign.

There would be one reward on the module chronicle, since modules
are not tiered. Everyone gets 3 XP, 4 PA, and same possible gold.
The GM would receive an identical chronicle, and use the current
rules to apply in the future if lacking an appropriate character.

THIS.

Mark, If your goal is to bring Module play in to line with scenario play, this is what needs to be done. You cannot play a pregen for credit in a scenario, so you shouldn't in a module. Or if you can in a module, why can't you in a scenario?

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

The church of Sarenrae in most of Avistan is very different from the church in Quadira. In most of Avistan, the church is a nice "Light the way to redemption" type. In Quadira, it is a very militant, "Kill the Evil Outsiders first" type. There is enough discord between the two for a schism to happen.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Arnim Thayer wrote:
+1 to Quantum Steve. Having run a Captain Andoran character for about a year, i know he is correct in how this operates. The price for enchanting is done separately for the Throwing Shield as either a weapon or a shield, with the enhancement caps being independent of each other, but set the same as others of their type (+10 for weapon, +10 for shield). Investing all your GP into one item is costly, especially if it gets Sundered.

Thanks for the idea. <EG>

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

see wrote:
"Obviously, [Julius Caesar, Napoleon Bonaparte, and Adolf Hitler] did not have an 18 score on physical beauty, so it is quite possible to assume that scores over 18 are possible, for any one of the named historical personalities would have had a higher charisma score — there can be no question that these individuals were 18's — if they would have had great physical attractiveness as well as commanding personal magnetism and superb persuasiveness."

Don't forget Rasputin! He probably had a 20 Cha and 20 Con.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I would halve what the cohort would get while adventuring. He still is learning and perfecting his craft. But won't level as fast.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Most adventurers shouldn't live if they are missing their heart, and other internal organs.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Captain Andoran is pretty fun to GM for.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Locally, we have the people who created and play the Nackle family of Gnomes, living here. Many of their names are funny, and punny, and meant to be.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I've been slowly going thru my BB and noticed a typo on the Fighter Pregen.

His Melee attack is listed as +1 BAB +3 str for a +4 melee.
Then it lists Weapon Focus: Longsword as his feat.
When you get to the Longsword stat block, the Attack bonus only shows a +4 instead of a +5!

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Thundarr's sword just had the brilliant energy and flaming properties.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

An adventurer found that Drabo had a knack for magic and promised him, if he could keep from killing people while he was trained, to make him a great wizard. Darbo thought he said "Great Lizard" and went and killed a kobold, and skinned it, to get a jump start on the process.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

I want a plushie of that goblin!

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

One iconic Fighter not mentioned so far is Boromir.

He's charismatic, but still a bit of an ass. He is weak willed, trying to get teh ring from Frodo. And his shining moment is killing a large bunch of Orcs before being cut down by an archer fighter with Deadly Aim.

Taldor *** (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Cool! Now I can find them.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

When I saw this thread, it had the thread "Underwear of Revelation" right below it. So you have adventurers with no underwear being followed by adventurers in crotchless underwear.

Taldor (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

"Quick! hide behind the pile of dead Bards!"

http://www.youtube.com/watch?v=EwtH5oQqHPg

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