Goblin Squad Member. Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 440 posts (7,831 including aliases). 7 reviews. No lists. No wishlists. 15 Organized Play characters. 11 aliases.
Gert
Male Human (Kellid) Druid 1
NG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +1 Dex, +1 dodge)
hp 15 (1d8+7)
Fort +3, Ref +1, Will +4
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Offense
--------------------
Speed 30 ft.
Melee club +3 (1d6+3)
Ranged sling +1 (1d4+3)
Druid Spells Prepared (CL 1st; concentration +3):
1st—magic fang, shillelagh (DC 13)
0 (at will)—light, spark (DC 12), stabilize
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Statistics
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Str 17, Dex 13, Con 13, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Dodge, Tribal Scars
Traits reactionary, savannah child
Skills Handle Animal +5, Heal +6, Knowledge (nature) +6, Linguistics +1, Perception +8, Survival +10
Languages Common, Druidic, Hallit, Shoanti
SQ nature bonds (animal companion), wild empathy +1
Combat Gear alchemist's fire (2); Other Gear lamellar (leather) armor, heavy wooden shield, club, sling, sling bullets (20), dungeoneering kit, fishing kit, 9 gp, 3 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Old Lace
Velociraptor
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 12 (+3 Dex, +1 size, +1 natural)
hp 15 (+6)
Fort +6, Ref +6, Will +1
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Offense
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Speed 40 ft.
Melee bite +5 (1d4) and
. . 2 talons +5 (1d6)
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Statistics
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Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Heel, Hunting, Seek, Track
Skills Perception +5, Stealth +8
SQ attack any target, hunting
Other Gear druid's kit, saddlebags
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
@Broken Prince - Dodge is a bit of a meh feat, but I'm not sure what else to take and it will boost my AC. I mean, I guess I could take toughness on top of tribal scars but...I'd like power attack but of course I can't get that yet. I'm open to suggestions.
I haven't done a druid build before. I was going for a dog/wolf because of tribal scars for background reasons, though I suppose that a velocraptor in the Realm of the Mammoth Lords wouldn't be unheard of either :)
Nogra
Male Human (Kellid) Druid 1
NG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +1 Dex, +1 dodge)
hp 15 (1d8+7)
Fort +3, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +3 (1d6+3)
Ranged sling +1 (1d4+3)
Druid Spells Prepared (CL 1st; concentration +3):
1st—magic fang, shillelagh (DC 13)
0 (at will)—light, spark (DC 12), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 13, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 15
Feats Dodge, Tribal Scars
Traits reactionary, savannah child
Skills Handle Animal +5, Heal +6, Knowledge (nature) +6, Linguistics +1, Perception +8, Survival +10
Languages Common, Druidic, Hallit, Shoanti
SQ nature bonds (animal companion), wild empathy +1
Combat Gear alchemist's fire (2); Other Gear lamellar (leather) armor, heavy wooden shield, club, sling, sling bullets (20), dungeoneering kit, fishing kit, 9 gp, 3 sp
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Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Grimm
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee bite +2 (1d6+1)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Armor Proficiency (Light)
Tricks Attack, Attack, Attack Any Target, Down, Fetch, Heel, Hunting, Seek, Track
Skills Perception +5, Stealth +6; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, hunting
Other Gear druid's kit, saddlebags
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.
Nogra
Male Human (Kellid) Druid 1
NG Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d8+7)
Fort +3, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +3 (1d6+4)
Druid Spells Prepared (CL 1st; concentration +3):
1st—magic fang, shillelagh (DC 13)
0 (at will)—light, spark (DC 12), stabilize
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 13, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Huntmaster, Tribal Scars
Traits reactionary, savannah child
Skills Handle Animal +5 (+7 with selected animal type), Heal +6, Knowledge (nature) +6 (+8 with selected animal type), Linguistics +1, Perception +8, Survival +10
Languages Common, Druidic, Hallit, Shoanti
SQ nature bonds (animal companion), wild empathy +1
Combat Gear alchemist's fire (2); Other Gear lamellar (leather) armor, quarterstaff, dungeoneering kit, fishing kit, 16 gp, 5 sp
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Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Huntmaster (Dogs) +2 bonus to Handle Animal/Knowledge Nature with selected animal type.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
--------------------
Grimm
Dog
N Small animal
Init +3; Senses low-light vision, scent; Perception +5
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Defense
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AC 17, touch 15, flat-footed 13 (+3 Dex, +1 size, +2 natural, +1 dodge)
hp 19 (+6)
Fort +5, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee bite +4 (1d4+1)
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Statistics
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Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 16 (20 vs. trip)
Feats Dodge, Power Attack
Skills Acrobatics +4 (+8 when jumping), Perception +5, Stealth +8; Racial Modifiers +4 Acrobatics when jumping, +4 to survival when tracking by scent
Other Gear druid's kit, saddlebags
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
I didn't previously indicate P+GM on Midnight Mauler but I ran that several times as the VC special back in season 2 so we need to find something different there. Sorry.
I've wanted to try a druid for a long time, and a I've flirted with Oracles on a few other occasions. I actually did a Dark Tapestry Oracle build for another game that I was quite in love with. Either is certainly appealing to me.
I love the orphanage idea as a nod/easter egg. It also gives a nice blanket for dissimilar characters to know each other and have strong ties.
Having GM'ed Godsmouth I'd prefer the other two first with a preference for Crypt.
I am thrilled at this idea, and started trying to think of characters as soon as Lithrac messaged me. I will start by saying I am open to play just about anything. I would prefer to play something that I have not yet played before class-wise just to have a chance to play something new. However I also enjoy playing clerics so that is an easy roll for me to take if others want to do something else.
My current PFS character stable is this:
Cleric of Sarenrae
Barbarian/Witch
Cleric of Asmodeus
Gunslinger
Magus
Paladin
Cavalier
Lore Warden/White Haired Witch
I am also playing a Fire Wizard in a Shattered Star PbP.
There are tons of cool party ideas though that we could look at. All dwarves, for example. Reluctant allies, for another. The crew of the Serenity, for another. etc, etc. I think throwing out some interesting ideas and getting a few solid choices on the table would be best so we can get a party formed pretty quickly.
I'd be ok starting with "The Confirmation" as it's a logical starting point.
Focus:
Dark Esoteries
Descriptor:
Hedge Magic
Sense Magic
Tricks of the Trade:
Pierce
Skilled with Defense (Intellect)
Type:
Flex Skill
Practiced with light and medium weapons
Light weapon:
Dagger (damage 2)
Medium weapon:
Arrows (12) (damage 4)
Bow (damage 4)
Adventuring items:
Bag of light tools
Explorer's pack
Explorer's pack (x2)
Food and Mundane Items:
Clothing
Special Light Armor:
Micromesh (armor 2)
Shin: 8
Skills
Might:
Climbing
Jumping
Intellect:
Identifying or understanding the numenera
Listening
Searching
Inability - tasks involving charm, persuasion, or deception
Speed:
Balancing
Lockpicking
That mission is very easy to forget about unless it is done early in the exploration. It is either a gimme or it can be easily failed. What I recommend is to wait until the players are preoccupied, maybe when the ghost children are doing their campfire circle. As the players are figuring out the ghosts aren't a threat, tell the appropriate faction that their PC feels a presence behind them peering over their shoulder. If they turn around there's nothing there. Ask them if they want to resist the intrusion. Distracted players might forget about their mission and resist. I'd give them a DC 15 Will Save so they have a chance to avoid outright failure.
I'm not sure what you mean about the store room.
I was thinking about doing this after the zombie encounter for area 1, so we are kind of on the same wavelength here. But yeah, right after the room with the creepy kids is an excellent choice!
Area 1 seems like a much more logical choice as far as the map goes for the stated goal of 'Qadiran merchants seek a private location in Absalom to warehouse vast quantities of less-than-legal wares.' At least better than a room that's randomly flooded with sea water :) I know it doesn't say this room or that room will be used for that purpose, but having the 'trigger' for this even being in one of the least optimal rooms in the Necropolis seems strange to me.
So I'm getting ready to run this on Friday and I'm a little confused about the scry attempt. 1st how would the PCs know that they should voluntarily fail the Will save for this? Are you aware of the attempt as it happens prior to the Will save? Additionally Area 3 makes a terrible location for a store room doesn't it?
I have a 7th level Cleric and a 2nd level Barbarian. I've recently shifted gears majorly though to GMing and will probably have a 3rd Character started when my level 2 gets to about 4.
Are there any hard ruls for this for sneaky crafty PC's?
The max PA you can earn in a module is 2. You failed your mission in part 3 and cannot gain a PA from another module in part 4 which could even result in you earning 3 PA for that session.
All three of the specific issues you raised are among the highest priorities for Hyrum and myself as we push forward. I'll let Hyrum chime in about the latter question if he feels this is an appropriate time and forum to do so.
Published material gets (and usually hits) deadlines. These kind of topics should get the same kind of treatment. At least it doesn't feel like they do from this side of the wall...or is that perhaps why we find ourselves having this conversation in the first place?
All kidding aside, it's something that will help settle the restless natives if we could get a 1000 foot view of the 'state of PFS' especially with several outstanding irons in the fire. Status quo isn't something we are likely to want to hear given the sudden nature of this change.
Are there specific irons you have in mind?
The list MisterSlanky had is pretty representative.
1 - Summer Event Reporting - Hire a temp data entry worker and be done with it, please :)
2 - Version 3.1 of the Guide - lots of people are waiting for various books to be added to Chapter 13. Some idea of when that might happen would be great. End of Oct? Before Thanksgiving? End of the year?
3 - Regional Coordinators - Everyone's favorite subject after these 2.
Beyond that I there is some specific vision Hyrum has with respect to Organized Play. I would assume that he wasn't picked to fill this position just to keep the lights on, so sharing that vision with the feet on the street would be an awesome start.
So I promise I'll wait for at least ten minutes before I start asking with the current slate of "outstanding issues" (Paizocon/Gen Con entries, regional coordinators, the latest revision of the OP Guide).
All kidding aside, it's something that will help settle the restless natives if we could get a 1000 foot view of the 'state of PFS' especially with several outstanding irons in the fire. Status quo isn't something we are likely to want to hear given the sudden nature of this change.
I dont play pathfinder society but am interested in some of the scenarios, especially linked ones (even loosly linked ones like the way the D0, D1, D1.5 etc modules were linked).
Is there somewhere I can go to find what pathfinder scenarios are linked?
Also to find out what overarching story has been played out so far and in due course what the story of the shadow lodge and so forth is?
This is partly to get bigger scenarios (as I find the pathfinder scenarios are about 1/3 of a 'real' adventure for mine) and partly just being for nosy interest sake- I cannot see myself ever participating in the society it just isnt practical for me.
I think the best resource at the moment might be the store itself. You see the modules which are called Something Part 1, Something Part2, etc. There are a few others outside that obvious notation (Mists of the Mwangi/Voice in the Void or Among the Living/Among the Dead) and it also looks like Season 2 is going to have a lot of Something Part 1, Something Part 2 etc.
I was unaware that you were restricted to playing the mods "exactly as is". It was our understanding the GM had the freedom to adjust even in a small way the mod as needed. Don't get me wrong, I realize you can not rewrite the mod. Our local group does however add extra mooks or add a level to the BBEG on a regular basis.
Interestingly I can't seem to find a reference in the Guide about this. Maybe my search is weak today. The closest I could find is:
The Guide, pg. 26 wrote:
They may never, however, gain additional PA, experience, or gold beyond the limitations of the scenario’s chronicle sheet or the basic Pathfinder Society Organized Play rules.
Refusing to drop a CLW or even a cantrip to stabilize an unconscious character is pretty anti-social though. I certainly don't want that sort of player at my table as a GM or as a fellow player and would consider it a form of dysfunctional play that falls into the bullying clause.
I have been slow to heal characters back up over 0 before if I feel like their bad tactics are causing as much or more damage as the bad guys we are fighting. I'll stabilize to remove the immediate threat, but heal them after combat.
Of course, I've also been killed by my own stupid tactics before too. :)
I'm not sure why this keeps coming up, but the database isn't used to track your character's level or stats or anything.
While it may not explicitly track it, it could trivially derive character levels based on reported modules as well as TPA to at least model your player base somewhat. Slightly more difficult you could infer some stuff about the character based on the PA they did (or didn't) earn since you'd know their level, faction and the DC of the challenge they faced.
Of course, you probably already know that because you get a report spit out on a weekly basis :)
OK...but that doesn't really help our situation...that hasn't happened and now things are screwed up. I'm putting forth some ideas to help that situation, and I highly doubt we are the only ones having that issue.
You are indicating to me that the data Erik and Josh are looking at appears to be valid. You aren't playing higher level (by choice) and what you are playing isn't getting reported. No need to raise the level cap. Which appears to be the current official position.
EDIT: And letting players self report is only an open invitation for abuse, so then you have to create a two step process which is actually more difficult and requires more work for everyone than the current system.
Now, are all of our mods reported? Not a chance. Why? Because typically, whoever is GMing us just plain forgets. And has forgotten for over a year now (we only began playing PFS last September). So consequently, since (as far as I know) only GMs can report a game (i.e. you can't report your own progress) our high level characters will probably never "show" as high. (Any chance players will ever be able to record their own progress? I think this would drastically improve reporting.)
The Guide, pg. 27 wrote:
As a GM (and sometimes as the coordinator of a convention), one of your most important (maybe sacred) duties is to report the results of your scenarios online at paizo.com/pathfindersociety. Reporting is a cascading effect. We need accurate records so that we know how many people are playing Pathfinder Society each month so that we can track growth so that we can properly budget the Society. The more people that play, the more money we dedicate to the Society (on potential things like player and GM rewards). Failing to report can also have direct consequences for a player who loses his chronicle sheets—because we track things like sessions played and prestige gained, we can do a fairly decent job of rebuilding a character sheet that was lost in a fire or left behind at a convention. If a character’s online records are not accurate, then in a very real sense the character’s physical records are not as well. Physical records always count as the truest accounting of a character—but keep in mind the consequences of failing to your report your sessions.
1) Afflicted Lycanthropy doesn't register until a full moon, so someone could say they are a lycanthrope that doesn't adventure over full moons to gain no mechanical benefit beyond being able to take the above mentioned feat.
2) PFS has glossed over requirements for options before (Daivrat, Galley Slave, etc.) when an option should be allowed and you can't actually track a requirement in the campaign.
So, by making this an open feat, it invites people to figure out a backstory where they are afflicted lycanthropes for the purposes of bypassing the wild shape or ranger requirements. Your call if this is too powerful.
Maybe I misunderstood the feat description, but I though it was required to have Wild Shape as a class feature. That means druid doesn't it? Under the special note it also states that if you have lycanthropy you could take it without meeting the requirements. I don't see the issue here. I haven't read 100% of the PFS mods, but I have a sneaking suspicion that there are exactly 0 where a PC would be able to contract lycanthropy. Therefore, you can take this feat if you are a non-lycanthropic druid.
As written, no. I thought about this quite a bit, but the text about defending your sovereign's lands and so on very distinctly fits a king/queen-type leader, and not the Society.
What about a specific Venture-Captain or faction representative?
So I just got notice that version 3.0.1 of the guide for organized play is available, and downloaded it. Does anyone have any idea of what is different between the two versions?
Edit: The only thing I can see from skimming it is that the Magus playtest has been added as legal for play...
Yes, as mentioned in another thread. 3.0.1 is a minor release legalizing the Magus only.
The next full update to the PFS Guide with include this and many other books, though there is no way to tell what in the book will be legal as Josh has not made that public yet.
That's good to know. Is there any sort of timeline on that update?
There is a minor update due out this week to legalize the Magus playtest in the Guide, even though Josh did officially legalize it in a post on Monday. He hasn't given any other hints though about any other books that might go in this 'minor' update.
For those of us without a pdf writer, is there a version of the PFS character sheet that can be written on/to, updated electronically, rather than with a pencil?
This is just a quick note to let you know that the Magus class is legal for play for Pathfinder Society as of today. I hope to have v3.0.1 (a minor update) of the Guide out tomorrow with this noted in Chapter 13, but for now feel free to start playtesting the Magus ASAP.
I understand that you are not fluent in french. Roughly, it means that if you posses this Character file, then you can reroll a dice once per session.
This can be understandable knowing that faction t-shirts are not available in France. However, some french players will go one day or another into english or american conventions, and i fear that the point can be conflictual, as this specific french document is not mentioned in the latest PFS guide.
Furthermore, one day someone will have both the T-Shirt, and the Character file, and this could mean two reroll by session.
I suggest adding a specific comment in the guide 3.1, concerning alternate regional products with effects equivalent to the Faction T-shirt, and to limit the use at one per session, whatever number of different items you own.
At 3 euros you are getting quite a deal vs. the 25 USD for the tshirt! :)
HP 24/24, AC 17 T 11 FF 16, Per +11 Init +1, F +4* R +2* W +5*, CMB +4, CMD 16, Speed 20
(0
posts)
Jolly Janipani
M Human (Mwangi) Bard (Arcane Duelist)/Cavalier (Beast Rider, Standard Bearer)/Battle Herald Init +7, Per +8 HP 119/119, AC 23/14/21, Fort +16, Ref +13, Will +12, 10/10 rounds of performance remain, 24/24 rounds of inspiring command remain
(43
posts)
AC 15/12/13, HP 31/31, F+5 R+3 W+1, Init +4, Per +0
(188
posts)
Jararaca
M Half-Elf (Wildborn) Bloodrager (Cross-Blooded) Init +3, Per +12 HP 44/44, AC 15/12/13, Fort +6, Ref +3, Will -1, +2 vs. enchantments
(58
posts)