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Verik Vancaskerkin

kinevon's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 2,587 posts (3,742 including aliases). No reviews. No lists. 1 wishlist. 23 Pathfinder Society characters.



Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Okay, Greater Disarm adds to Improved Disarm not just the +2 bonus, but that weapons now sail 15' in a random direction.

Simple question: If you have Greater Disarm, do you have to make the weapon travel the 15' or can you opt to just have the weapon drop in the target's square, as on a regular disarm?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

A couple of questions, some germane to my situation, some for GMs running the Chronicle 2 section in PFS mode.

1) I have a player who has been there for every session, in home game mode, but the session where the PCs dealt with the kobold lair (chronicle 1).

Do I still give him all 4 chronicles, for completing the game in home game/campaign mode, or do I only give him chronicles 2 & 3?

2) In the game covered by chronicle 2, there is an auction. For the way the auction is written in the module, the PCs would be getting a 50% price match, up to 7,500 gp.

2a) Do the PFS mode players also get this bonus from the town?

2b) In the area of the module they go through first, there is a scroll of Permanency, which they can either keep or turn in to the town.

I presume, since the spell permanancy is illegal in PFS, that they only get to look at it in passing, but the scroll is also offered as one of the items in the auction, in an item that would actually be a desirable item for a spellcaster with some scrolls of their own.

Is the item just auctioned off empty?

3) If the PFS PCs get the bonus, do they get to keep the items won in the auction? Or do they have to pay the normal price, afterwards, to keep them. And, if they do have to buy them afterwards, do they get any monies spent during the auction back?

Spoiler:
With a really good set of rolls, they could get a spellbooks with up to 5th level spells for only 4,000 gp. Especially since the spellbooks also contain a spell that is specific to the module, and not listed as legal for PFS.

The 6 spellbooks contain: All cantrips, 25 1st level spells, 22 2nd level spells, 17 3rd level spells, 13 4th level spells, and 11 5th level spells.

Just from scribing costs alone, ignoring cantrips, this set of books is worth: 250 + 880 + 1,530 + 2,080 + 2,750 = 7,490 gp

And, other than a couple of specific spells, they are "GM determines".

How would this be handled if this section is run in PFS mode?

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

So, in another thread, someone was claiming that you could take a -4 to your attack with a weapon, like a sap, that does only non-lethal damage, and make it do lethal damage.

Now, I have seen the rule for the reverse, where you can take a -4 to hit with a lethal weapon to do non-lethal damage instead, but I doin't recall ever seeing this rule. Anyone have a citation for it?

Especially since he was claiming that it would allow someone wityh a Strength penalty to damage to do that, and still deal lethal damage, when the damage would normally be reduced to 0 or lower due to a low roll, and therefore become 1 point of non-lethal damage.

Can a viper (small snake, damage for the bite is 1d3-4 or something like that) do this, so it is guaranteed a point of lethal damage, besides the poison?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Okay, I have run it locally; played it once, and just finished putting it together for online play in Roll20, and I am not sure if I am just not seeing something in the module, or if there really is one of the colors missing from the treasures available.

Spoiler:
I can't seem to find any room that includes yellow gems or crystals or shards or what-have-you as an item in it.

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

When to use them, when they should never be used.

Some optional encounters are just bad. Either not of any benefit to the flow of the story, or just likely to be a major waste of PC resources.

First Steps, Part 3:
This one is just plain a bad idea.

8 DC 12 Acrobatics checks.
Some PCs can take 10 and never fail.
Other PCs would have to make every die roll with a 15 or higher on it, if they can make it at all.

Each Acrobatics check that fails causes a DC 13 Fortitude save.
For first level PCs? No Take 10 for this, so there is a good shot that the ones most likely having to make it multiple times, no matter how good their Fort save is, will fail it.

Add in that each time a PC falls, there is a flat 25%, 1 in 4 chance, that they will get 1-2 leeches on them.
Which causes them to have to make a DC 10 Perception check. Again, some can never fail, if allowed a T10 on this, others will have a significantly reduced chance of making this...
And that also adds another variable number of DC 12 Fortitude saves.
Which stacks up, actua;;y, to slowly reduce the PC's Fort save chance for succeeding saves.

And the GM/Jusdge needs to determine if the PC has any sort of Natural Armor bonus, too.

This optional encounter is very ... mechanical in effect, has no really interesting text associated with it, and just winds up draining PC resources from 1st level PCs.

And, on reflection, it could actually cause extremely unheroic PC deaths, in a serious case of bad luck, since, while the odds are low, there is still a chance of a PC suffering 16 points of Con damage.


As a player, this isn't fun, not the times I have actually had to slog through it. As a GM/Judge, I don't get enjoyment from this, don't see my players enjoying it, and see no reasonable way to make it enjoyable.

Am I just missing something?

Andoran ***

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Well, another thread gave the suggestion, if you are in an area where there are few/no conventions, to start your own.

So, I am starting this thread to ask for suggestions and advice on how to go about that?

What could be considered essential?

What would be a good option, if cost is low enough?

What would be too costly for a new convention, but might be an option a few years down the road?

How tightly focused should it be?
Just PFS?
PFS and regular Pathfinder?
RPGs?
Include LARPs or not?
Costume contest (or save til later?)
Panels/seminars, and how do you get speakers?
Card games and board games?
M:tG and its competitors?

Initial size to target?

Note:
OP is in Las Vegas, NV
Local convention NeonCon shut down a couple of years ago
Plenty of hotels in town
Some have convention/meeting rooms

Andoran ***

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Tentative schedule, subject to change, since one of the Saturdays appears to be a M:tG Release day, and my scheduling request has not yet been approved.

Oct. 6 - Scenario: 29: The Devil We Know, Part 1: Shipyard Rats (Tier 1-7)
Start time: 1400 (2:00 pm) Pacific Time
End time: 1900 (7:00 pm) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Oct. 20 - Scenario: 30: The Devil We KNow, Part 2: Cassomir's Locker (Tier 1-7)
Start time: 1400 (2:00 pm) Pacific Time
End time: 1900 (7:00 pm) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Andoran ***

Yeah, I know. Probably gonna go into the archives before I ever find enough players and a GM for this in Las Vegas.

Still, I thought I would at least put it out there.

My PC:

Callarek, Fighter 10, Cleric (Desna) 1, Ranger 1
Archer but not the archetype
Not a frontliner

Marty

Andoran ***

1 person marked this as FAQ candidate.
Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Am I correct in understanding that playing We Be Goblins! gives you a chronicle which can only be applied to a totally new PC?

Module
Pregen

Chronicle goes to new PC with 1 XP, 1 PP and 500 GP, or the PC gets marked as dead.

Andoran

So, can a Cleric (Undead Lord) make his Corpse Companion a Bloody Skeleton?

And would it still be his Corpse Companion when it comes back from destruction after the hour, or is the link severed upon its destruction?

Andoran ***

Okay, there are lists of legal Animal COmpanions, Familiars, Mounts and such. Unfortunately, I don't recall seeing any such list for legal base creatures for the Undead Lord's Corpse Companion.

Now, there are two questions involved here.

1) What creatures from each Bestiary are legal to use as the source for a Corpse Companion in PFS?

Obviously, any of the Core races should be available, but are wolves, riding dogs, otyughs, etc. available?

2) Besides plain vanilla Skeletons and Zombies, what variants are legal for PFS Corpse Companions?

Flaming or acid, probably, alchemical probably not, but how about Bloody Skeletons?

Andoran

I am running a PC in PFS who is an Undead Lord, and just reached level 2 with him.

However, this brought up a new issue, one I am fairly unfamiliar with:

Finding a creature with 2 HD to make his Undead Companion.

Right now, depending on how something works, I am thinking about a Wolf, as it is 2 HD, but it depends on whether it retains the trip abilty part of its bite attack. The Skeleton template is a bit confusing on that.

If it doesn't, I would need to consider something else at 2 HD, and I still need some advice (why I am here) for higher HD creatures to make into Undead Companions as my PC levels up.

Andoran

Strangely enough, and this is from someone who is running one, I am finding handling Lore Wardens in scenarios to be a bit problematic.

Specifically, Lore Wardens using combat maneuvers.

I am running The Ruby Phoenix Tournament, and one of the PCs is an 11th level Lore Warden, built as a sunder fiend.

+4 adamantine greatsword, so both able to sunder any weapons & armor likely to be seen at level. The adamantine, of course, pretty much neutralizes the hardness of those same weapons, since it is likely to only get to 18, at most, for anything he could sunder in any case. High strength, Power Attack, Improved Sunder, Greater Sunder; which also means that any damage done past the hit points of the sunder target get dealt to the wielder/wearer.

With the +11 BAB, +6 Str, +4 feats, +6 Lore Warden, +4 weapon enhancement, +2 weapon training, +1 Weapon Focus, even including the -3 from Power Attack, he has something like a +31 CMB for Sunder attempts.

But, against the encounters in the module, he pretty much succeeds on Sunder attacks 95% of the time. Other than natural weapons, is there anything that can be done form the GM side to handle this, and allow some of the other PCs to do some shining?

A similar calculation applied to the Lore Warden I was running through this module, it came to +31 for Disarm and +29 for Trip attempts. Even worse, that PC did NOT have any of the Improved combat maneuver feats, but using a reach weapon so he could get away with it.

+11 BAB, +6 Str, +6 Lore Warden, +1 weapon enhancement, +2 luck bonus (PSFG Dueling enhancement), +2 weapon training, +1 weapon focus, +2 disarm keyword on weapon.

All legal, not incredibly min-maxed, other than the Strength of 22 at 11th level (16, +2 racial, +2 from leveling, +2 belt).

Add in that Lore Warden also gets a fair array of class skills, so they can help during the non-combat stuff, unlike a regular fighter, and they can take up a bit more of the spotlight than maybe they should...

(Mine had +13 in the monster knowledge skills, using their being class skills, 5 ranks, an Int of 16 (14, +2 headband), and +2 from the Dilettante feat, along with some decent numbers in other skills, which means a Take 10 on monster knowledge gives him at least the basics, and can be used to activate the Lore Warden Know Thy Enemy ability, giving another +2 to attacks and damage against a specific target....)

Andoran ***

Posting early, so more to come later, I am sure.

April 14 - Module: The Ruby Phoenix Tournament (Part 2)
Start time: 1400 (2:00 pm) Pacific Time
Note: Planning on running the slot all day, with breaks, until we get kicked out at midnight. Hopefully, we will complete it in

this double-length slot.
Location: /usr/lib Tech Library
Emergency Arts Bldg
520 Fremont Street
Las Vegas, NV 89101
Signup: Vegas Game Day

April 14 - Scenario: First Steps, Part 1: In Service to Lore
Start time: 1900 (7:00 pm) Pacific Time
Location: /usr/lib Tech Library
Emergency Arts Bldg
520 Fremont Street
Las Vegas, NV 89101
Signup: Vegas Game Day

If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all

consolidated.

No games decided on as of yet for this location
April 7 & 21 are tentative dates, if I figure out something to run...
Start time: 1200 (Noon) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Andoran ***

Getting this stuff up early, so don't have much for this thread, yet.

March 10 - Module: The Ruby Phoenix Tournament
Start time: 1400 (2:00 pm) Pacific Time
Note: Planning on running the slot all day, with breaks, until we get kicked out at midnight. Hopefully, we will complete it in this double-length slot. Probably one of the last chances to play it under the old module rules.
Location: /usr/lib Tech Library
Emergency Arts Bldg
520 Fremont Street
Las Vegas, NV 89101
Signup: Vegas Game Day

If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all consolidated.

No games decided on as of yet for this location
March 3 & 17 are tentative dates, if I figure out something to run...
Start time: 1200 (Noon) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Andoran ***

Probably not worth correcting for the limited time version of the chronicle sheet, but something to fix for the regular version of the chronicle:

Spoiler:
The Chronicle lists as available two items that do not exist:
Belt of Incredible Decterity +2 & Belt of Incredible Decterity+4.

I would presume that these are supposed to be Belts of Incredible Dexterity?

Andoran

1 person marked this as a favorite.

Looking for some advice on an 11th level build I am making for a Fighter (Lore Warden) who I would be playing in a Paizo module:

Spoiler:
BRUNO CR 10
Male Human (Ulfen) Fighter (Lore Warden) 11
CN Medium Humanoid (Human)
Init +2; Senses Perception +15

DEFENSE:

AC 23, touch 13, flat-footed 21 (+9 armor, +2 Dex, +1 natural, +1 deflection)
hp 81 (11d10+11)
Fort +10, Ref +7, Will +8
Defensive Abilities Bravery +2

OFFENSE:

Spd 30 ft.
Melee +1 Dueling, Ghost Touch Whip +21/+16/+11 (1d3+14/20/x2) and
Masterwork Whip +21/+16/+11 (1d3+10/20/x2)
Ranged +1 Seeking Longbow, Composite (Str +6) +15/+10/+5 (1d8+8/20/x3)
Special Attacks Weapon Training: Bows, Weapon Training: Flails

STATISTICS:

Str 20/22, Dex 14, Con 12, Int 14/16, Wis 12, Cha 7
Base Atk +11; CMB +23 (+25 Disarming+25 Tripping); CMD 36 (38 vs. Disarm38 vs. Trip)
Feats Blind-Fight, Combat Expertise +/-3, Combat Reflexes (3 AoO/round), Cosmopolitan: Diplomacy, Perception, Dilettante, Exotic Weapon Proficiency: Whip, Improved Disarm, Improved Trip, Improved Whip Mastery, Iron Will, Power Attack -3/+6, Weapon Focus: Whip, Weapon Specialization: Whip, Whip Mastery
Traits Armor Expert, Captain's Blade: Acrobatics
Skills Acrobatics +16, Appraise +7, Climb +12, Diplomacy +12, Escape Artist +1, Fly +1, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +13, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Nobility) +10, Knowledge (Planes) +13, Knowledge (Religion) +13, Linguistics +17, Perception +15, Ride +1, Spellcraft +8, Stealth +1, Survival +10, Swim +9
Languages Azlanti, Celestial, Common, Draconic, Hon-La, Hwan, Jistka, Kelish, Minakian, Minatan, Osiriani, Shoanti, Skald, Thassilonian, Tien, Undercommon, Varisian, Vudrani

Special Qualities:
Antitoxin (vial), Hair's Breadth (Ex), Heart of the Wilderness +5, Ioun Torch, Know Thy Enemy (Standard Action) (Ex), Ram, portable, Ring of Feather Falling, Wayfinder, Standard (1 @ 0 lbs), Weapon Cord

Combat Gear:
+1 Dueling, Ghost Touch Whip
+1 Seeking Longbow, Composite (Str +6)
Spare: Masterwork Whip

In quiver:
Adamantine Blanched Arrows (10)
Arrows (10)
Arrows, Blunt (10)
Cold Iron Arrows (10)
Ghost Salt Blanched Arrows (10)
Silver Blanched Arrows (10)

In handy haversack:
Arrows (40)
Arrows, Blunt (10)
Cold Iron Arrows (10)

Celestial Armor

Note that the Dueling is the +1 enhancement from APG


Other Gear:

Amulet of Natural Armor +1
Belt of Giant Strength, +2
Cloak of Resistance, +2
Efficient Quiver (62 @ 14 lbs)
contents listed above, and include the bow and spare whip
Handy Haversack (90 @ 74 lbs)
some contents listed above
additional contents:
Antiplague (vial)
Antitoxin (vial)
Bedroll
Climber's kit
Courtier's Jewelry
Courtier's outfit
Crowbar
Holy Water Flask (2)
Oil of Daylight
Potion of Cure Light Wounds (2)
Potion of Cure Moderate Wounds
Potion of Darkvision
Potion of Enlarge Person (2)
Potion of Fly
Potion of Gaseous Form
Potion of Invisibility
Potion of Restoration, Lesser
Ram, portable
Rations, trail (per day) (5)
Rope, silk (50 ft.)
Tanglefoot bag (2)
Tent, Small
Waterskin
Headband of Vast Intelligence, +2: Acrobatics
Ioun Torch
Pouch, belt (8 @ 4 lbs)
contents:
Air Crystal
Alchemist's Fire Flask (2)
Chalk, 1 piece
Flint and steel
Sunrod (2)
Vermin repellent
Ring of Feather Falling
Ring of Protection, +1
Wayfinder, Standard (1 @ 0 lbs)
contains Ioun Stone, Clear Spindle
Weapon Cord (on primary whip)

Items and most feats can be changed, this is still a preliminary build, but it is based off of an existing third level build, so some of it won't change.

static feats:
Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency: Whip, Improved Whip Mastery, Power Attack, Weapon Focus: Whip, Weapon Specialization: Whip, Whip Mastery

In addition, he still has 1067 gp, 2 sp & 9 cp.

Total gold should be 82,000 gp, standard 11th level WbL. Note that the wayfinder was bought at 250 gp instead of 500 gp, per PFS rules.

Andoran ***

Don't have much for this thread, yet.

Feb. 11 - Scenario 3-01: The Frostfur Captives.
Start time: 1900 (7:00 pm) Pacific Time
Location: /usr/lib Tech Library
Emergency Arts Bldg
520 Fremont Street
Las Vegas, NV 89101
Signup: Vegas Game Day

If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all consolidated.

No games decided on as of yet for this location
Feb 4 & 18 are tentative dates, if I figure out something to run...
Start time: 1200 (Noon) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Andoran

8 people marked this as FAQ candidate.

Abundant Ammunition:

Quote:

School conjuration (summoning); Level bard 1, cleric 1, ranger 1, sorcerer/wizard 1

Casting Time 1 standard action
Components V, S, M/DF (a single piece of ammunition)
Target one container touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

Weapon Blanch:

Quote:
These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

So, what happens when Abundant Ammunition is cast on a quiver containing ammunition that has been treated with Weapon Blanch, and that ammunition is used?

Am I correct in that the ammunition appears in exactly the form it had when taken from the be-spelled quiver, or does it just come back as the base ammunition (if the attack hit), enhanced by any spells cast onto the quiver after the Abundant Ammunition spell has been cast?

Andoran

Searched, but couldn't find anything on this:

If you take a character who has level(s) in another class, and multiclass him into Gunslinger, does he get the free gun?

I couldn't find anything in the FAQ on it, and the class write-up seems to allow it, but I would rather have something approaching a definitive answer before I multiclass my PFS character into Gunslinger in a couple of levels.

Andoran ***

Note that this is only the PFS that I know of that is going to be happening in Las Vegas, and I am not the VC, just the person who is going to be running the games in the following list:

Jan. 7, 2012 - Scenario 3-01: The Frostfur Captives (Tier 1-5)
Start time: 1200 (Noon) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

Jan. 14, 2012 - First Steps, Part 3: A Vision of Betrayal (Tier 1)
Start time: 1900 (7:00 pm) Pacific Time
Location: /usr/lib Tech Library
Emergency Arts Bldg
520 Fremont Street
Las Vegas, NV 89101
Signup: Vegas Game Day

Jan 21, 2012 - Module: Crypt of the Everflame (Tier 1-2)
Start time 1200 (Noon) Pacific Time
Location: Little Shop of Magic
4160 S. Durango Dr. #120
Las Vegas, NV 89147
Signup: Little Shop of Magic

If anyone knows of additional games in the Vegas area, please go ahead and post them on this thread, so we have it all consolidated.

Andoran ***

Seems like I have been reporting wrong, since I thought I remembered an old post by Josh that said you only reported someone when they played a scenario for the first time (multi-credit Tier 1 scenarios aside).

So, how do you report someone replaying a scenario, and how do you make sure that the report doesn't skew faction tracking?

Replay with real PC:
PAIZO ID-PC number?
PC name, of course.
Faction? Auto-filled in if they have played this PC before.
Prestige? They don't earn any, even if they help someone else complete their faction missions...

Replay with pregen?
No PC number, so hits a kink right there.

And no report for that 4th character, if it is a pregen being used to legalize a 3 player table?

Help?

Andoran ***

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

It is probably past time to unsticky some of the stickied threads in this forum.

Just as an example, do we really need the v2.2 FAQ stickied, now that we are up to v4.0? Especially since it appears to be locked...

Reducing the number of stickied threads will make it easier, at least for me, to find the more active non-stickied threads...

Andoran

I am trying to do a less-than-optimum build for a 4th level fighter using a reach trip eapon, currently the fauchard.

Looking for suggestuions on how to make a build that is not obscenely optimized, as the current iteration I use is +17 to trip attempts at 4th level, which is a bit much...

Below is an attempt to tone it down, but I think it failed:

Spoiler:
KINEVON CR 3
Male Human (Chelaxian) Fighter (Polearm Master) 4
CG Medium Humanoid (Human)
Init +6; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 17 (+6 armor, +1 shield, +4 Dex)
hp 36 (4d10+4)
Fort +6, Ref +6, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Silversheen Fauchard +6 (1d10+4/18-20/x2) and
Gauntlet, Spiked +6 (1d4+2/20/x2) and
Sap +6 (1d6+2/20/x2) and
Unarmed Strike +6 (1d3+2/20/x2)
Special Attacks Pole Fighting -4, Steadfast Pike +1
Spell-Like Abilities Light (At will)
--------------------
STATISTICS
--------------------
Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 7
Base Atk +4; CMB +8 (+14 Tripping); CMD 20 (22 vs. Trip)
Feats Agile Maneuvers, Combat Expertise +/-2, Combat Reflexes (5 AoO/round), Exotic Weapon Proficiency: Fauchard, Fury’s Fall, Improved Trip
Traits Bellis Honey Harvester, Reactionary
Skills Acrobatics +3, Climb +4, Diplomacy +2, Escape Artist +2, Fly +2, Intimidate +2, Knowledge: Dungeoneering +6, Knowledge: Engineering +6, Knowledge: Local +3, Perception +5, Profession: Sailor +8, Ride +2, Stealth +2, Survival +5, Swim +4
Languages Common, Osiriani, Polyglot
SQ Wayfinder, Standard (empty), Weapon Cord
Combat Gear Gauntlet, Spiked, Sap, +1 Silversheen Fauchard, Mithral Breastplate, Masterwork Buckler; Other Gear Adventurer's Sash (5 @ 3 lbs), Alchemist's fire (flask), Backpack, Masterwork (15 @ 6 lbs), Chalk, 1 piece (10), Cloak of Resistance, +1, Flint and steel, Potion of Cure Light Wounds, Potion of Darkvision, Potion of Protection from Evil, Rations, trail (per day) (2), Wand of Cure Light Wounds, Waterskin, Wayfinder, Standard (empty), Weapon Cord
--------------------
TRACKED RESOURCES
--------------------
Light (At will) (Sp) - 0/0
Potion of Cure Light Wounds - 0/1
Potion of Darkvision - 0/1
Potion of Protection from Evil - 0/1
Wand of Cure Light Wounds - 0/41
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bellis Honey Harvester DR 3/— vs swarm dam, +1 trait bon to saves vs distraction & swarm poison.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of apportunity per round, and may make them while flat-footed.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Pole Fighting -4 (Ex) Use a spear or polearm against adjacent targets with a -4 penalty.
Steadfast Pike +1 (Ex) +1 to hit on readied attacks and AoO with polearms & spears.
Wayfinder, Standard (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
Weapon Cord Attached weapon can be recovered as a swift action.

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Andoran

Mainly in a specific circumstance, but using Signature Deed on the Secret Stash Deed spells a character with infinite bullets and black powder.

Pull out 3 bullets and 3 charges of black powder in no time (no action specified), rinse and repeat. Each iteration is worth 16.5 gp for resale, but it won't take long to gain enough money to retire with capped gear.

Quote:

Signature Deed (Grit)

By spending grit, you can avoid attacks while shooting
and reloading firearms.
Prerequisites: Grit class feature, gunslinger level 11th.
Benefit: Pick a deed that you have access to and that
you must spend grit to perform. You can perform this
deed for 1 fewer grit point (minimum 0). If the amount of
grit needed to perform the deed is reduced to 0, you can
perform this deed for the normal action cost as long as
you have 1 grit point.
Quote:

Secret Stash Deed (Grit)

You are so skilled at stashing small packets of firearm
ammunition and black powder on your body that you
sometimes surprise yourself when you find them.
Prerequisites: Grit class feature or Amateur Gunslinger
feat, Slight of Hand 1 rank.
Benefit: Spend 1 grit point to recover 3 bullets and 3
doses of black powder from some hidden stash on your
person that you had, until now, forgotten about.

Consider a Type IV Bag of Holding:

Capacity: 1,500 lbs or 250 cubic feet of material

No listed weights for bullets and black powder, but this can probably hold a massive quantity.

Sling bullets weigh 5 lbs for 10 of them. Gun bullets are probably lighter, since most of their damage comes from imparted kinetic energy, not innate mass.

Andoran

I would propose adding at least one more option to the initial gun freebies available as options for the Gunslnger class, as the current options are a bit limiting.

Current option 1: Musket with 50 bullets and 50 charges of black powder(2,050 gp value)

Current option 2: Two pistols with no bullets or black powder (2,000 gp value)

Proposed option 3: One pistol with 100 bullets and 100 charges of black powder (2,100 gp value)
Reason: used for a mixed arms gunslinger, one who uses a single "fast" gun and then switches over to a (usually finesse-able) melee weapon, like a rapier. Think pirate/marine archetype.

Proposed option 4: Muket and pistol, no bullets or black powder (2,500 gp value)
Reason: Variant on two weapon fighting, where the gunslinger starts with a long ranged snipe with his musket, then switches to the pistol when the target gets closer. Hard to describe for me. Also less likely, since it is not in the same ballpark value as the current options.

Proposed option 5: I can't think of one with the currently available black powder weapon line-up, since there are so few options available.

Andoran ***

So, it isn't clear in the Ninja playtest, and it isn't (currently) covered by the Additional Resources web page, so, which poisons are legal for Ninjas to buy & use?

Is it the same list that Josh made for the Alchemist?

Quote:

Alchemists, because of their Poison Use (Ex) class ability, are allowed to purchase and use poisons. For now, they are the only class that has a list of "always available poisons" as noted below—no other class may purchase poisons unless they appear on a chronicle sheet. Alchemists are limited to the following poisons from the Core Rulebook:

Quote:

*Giant wasp poison
*Large scorpion venom
*Medium spider venom
*Shadow essence
*Small centipede poison

Andoran

While I like the idea of Words of Power, I don't think the point costs add up correctly at this point. Case in point:

Fireball equivalent:
Target: Medium Burst (Level 3, Cost 5)
Effect: Fire Blast (Level 3, Cost 6)
Level: 3
Point cost: 11
Range: Medium
Area: 20' radius burst
Damage: 1d6/level, max. 10d6

Unfortunately, this costs more than a third level spell has available in points, 11 rather than the cap of 10; and is still not as good as a normal third level spell, Fireball.

Fireball
Level: 3
Range: Long
Area: 20' radius burst
Damage: 1d6/level, max. 10d6

Unfortunately, the same issues exist for a Lightning Bolt equivalent spell, as well. So, my thoughts on this:

First, you should be able to put together an X spell level target word and a same-level effect, and have a spell within the cost of that same level.

Now, at a glance, the point costs of the words seems to be close to being in line, so it appears to me that the level point caps are a little low. And, on looking over the spell point caps, it apperars that there is an odd bobble in the cost progression.

Current:
0: 0-3
1: 4
2: 5-7
3: 8-10
4: 11-13
5: 14-16
6: 17-20
7: 21-24
8: 25-28
9: 29-32

1st level seems to break the progression, and would, if adjusted to match the similar low levels, make same-level target and effect spells work out.

Possible (but not totally checked):
0: 0-3
1: 4-6
2: 7-9
3: 10-12
4: 13-15
5: 16-19
6: 20-23
7: 24-27
8: 28-31
9: 32-35

Also, as mentioned, having status effects separated from the damage words makes for more flexibility. At present, fotr instance, sickened is available as a stackable single word, Wrack, butis also included in certain other effect words already, like Acid Wave.

They should eother be separate words, that could be added as desired, or fully built-in to various damage effects already.

I would vote for having them as separate words, but making the cost adjustment consistent. The same cost consistency needs to be applied to damage words as well.

For example, why does Fire Blast cost 6/8 while Lightning Blast cost 7/9? Other than Lightning being available as Druid 3, and the different energy types, they are identical.

Andoran

So, Point-blank master gives an archer the ability to attack while threatened without provoking, so should the flanking rules allow an archer with this feat to grant flanking?

Or should I just spend 5 gp to buy a spiked gauntlet....

Andoran

Unlikely combination at 3rd level Fighter, but possible at some point with too much multi-classing:

Mithril Full Plate, which gives movement as though it were Medium, even though it still needs Heavy proficiency.

So, with the Fighter Armor Training, would you get full movement in Mithril Full Plate at 3rd level, when they get it with Medium armor, or would he have to wait until he is 7th, when it would apply to Heavy armor?

Andoran

Pathfinder Comics Subscriber; Pathfinder Card Game, Companion, Modules Subscriber

Am I missing it, or is there no board for PFRPG character optimization?

Andoran ***

Not quite what the title might make you think. This question is not about max PA, or anything like that. It is related to the "spend 2 PA for an item worth up to 750 GP".

So, I am working on translating my PFS Season 0 PC into Season 1 legality, and I am leaning toward making him an archer. So, with his stats, I am wondering if the following item could be legally purchased, hopefully at the start of his first module, for 2 PA:
Masterwork Composite Longbow, Darkwood, Str +3. I think it comes to 730 GP, so it is within the cost guidelines, but I want to make sure that the material and such is legal, as well.

Also, could I use the last 20 GP from the PA to add some arrows to the purchase, or is it only a single item, even when accessories are a "normal" part of the item?

Andoran ***

Okay, I was looking at the various pregens from the web site, and just have a question on the Wizard 1 pregen, Ezren.

He comes with a bunch of pre-bought equipment, and it includes a Scroll of Burning Hands.

Now, does this mean that a new PFSOP PC can purchase scrolls during generation, or is this an error?

From the PFS CCG v2.01, page 16:
You may not purchase any magic items during character creation.

So, should the Wizard have a different item, or are scrolls not considered magic items?

Andoran

Okay, Adamantine clearly spells out that the cost is +60 GP per piece of ammunition.

Cold Iron is a simple double the price, which can be done individually or as a bulk purchase.

Unfortunately, Alchemical Silver shows a +2 GP for the Ammunition cost. Is that per piece of ammunition, like Adamatine, or for a set, like a quiver of 20 arrows?

That makes a serious price difference:
3 GP (at +2 for a set of arrows) or 42 GP (at +2 per arrow) for a quiver of 20 silvered arrows...

Serious archers want to know. ;)

Andoran

1 person marked this as FAQ candidate.

Okay, I searched for whether this was asked previously, and it was, but no official answer was ever given.

So, the Extra Channel feat, unlike all the other Extra ... feats, does NOT include the special that the feat can be taken multiple times.

Is this correct, or was there an oversight, and it can be stacked?

Thanks!


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