Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Belkar Bitterleaf

mbauers's page

Pathfinder Card Game Subscriber. Pathfinder Society Member. 524 posts (4,345 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 20 aliases.


1 to 50 of 524 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Card Game Subscriber

My PCs sold it because it was slaughtering every encounter, making the game not fun. So yeah, I agree. And you don't even need enlarge or anything to make it crazy good, just a guy with combat reflexes and decent melee skills.

Pathfinder Card Game Subscriber

Your players captured the Dominator in Book 2? How'd they pull that off?

Pathfinder Card Game Subscriber

Here's what I came up with. I'm using the scaling up rules (I thought that was a nice addition), so Captain Tarin should have plenty of lackeys helping him.

Captain Jared Tarin CR 7
XP 3,200
Human Swashbuckler (Inspired Blade) 8
CE Medium humanoid (human)
Init +7; Senses Perception +14
AC 24, touch 18, flat-footed 16 (+5 armor, +5 Dex, +3 dodge + 1 shield)
hp 75 (8 HD; 8d10+23)
Fort +5, Ref +12 Will +4
Defensive Abilities Nimble 2, Charmed Life +2 (4x/day)

Speed 30 ft.
Melee +1 rapier +17/+12 (1d6+12/15–20 plus poison)
Ranged mwk dagger +15/+10 (1d4 + 9/19–20/×2 plus poison)
Special Attacks precise strike +8 (included above)

Before Combat If expecting combat, Tarin orders one of his lackeys to smear doses of black adder venom on his rapier and his daggers (doesn’t want to risk poisoning himself).

During Combat If aware of introducers, Tarin drinks his potion of aid (included above), then attempts to soften his opponents up by throwing his poisoned daggers. While fighting, he curses the PCs and claims that they’ll never take the pearl from him. In melee combat, Tarin uses the room’s furniture to avoid being outnumbered, and tumbles from place to
place to set up flanks with allies, using Confounding Tumble Deed and Superior Feint to provide sneak attacks for his crew.

Morale Paranoid and desperate, Tarin frantically fights to the death unless his enemies offer him quarter . If the PCs do, Tarin surrenders if reduced below 10 hit points.

Str 12, Dex 20, Con 14, Int 10, Wis 8, Cha 14
Base Atk +8/+3; CMB +9; CMD 27

Feats Alertness, Dodge, Mobility, Canny Tumble, Combat Reflexes, Confounding Tumbling Deed, Improved Critical (Rapier), Iron Will, Weapon Finesse (rapier only), Weapon Focus (rapier), Wind Stance

Skills (Includes 8 FC bonus) Acrobatics +16 (+20 move through threatened squares), Appraise +3, Bluff +8, Climb +7, Intimidate +12, Knowledge (local) +6, Perception +14, Profession (sailor) +10, Sense Motive +2, Swim +10

Languages Common

SQ inspired panache (3), inspired finesse, rapier training, deeds

Combat Gear potions of cure moderate wounds (2), potion of aid, black adder venom (4 doses: Poison—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save);

Other Gear +1 mithral chain shirt, +1 rapier, mwk dagger (3),mwk buckler, belt of tumbling, cloak of resistance +1, Pirate Queen’s pearl, polished darkwood tankard (worth 50 gp), silver ring with beautifully cut garnet (worth 150 gp), 140 gp


Confounding Tumble, Derring-Do (Ex), Dodging Panache (Ex), Opportune Parry and Riposte (Ex), Kip-Up (Ex), Menacing Swordplay (Ex), Precise Strike (Ex), Swashbuckler Initiative (Ex),Swashbuckler’s Grace (Ex), Superior Feint (Ex), Targeted Strike (Ex)

I want to take a turn but I had class late today and couldn't get on roll20. I'm planning on posting after the kids are in bed.

Pathfinder Card Game Subscriber

So, get a new girlfriend who doesn't play Pathfinder?

Pathfinder Card Game Subscriber

So with the release of the ACG, and me about to run Tarin's Crown as part of Book 3, I'm going to reskin Captain Tarin as an Inspired Blade Swashbuckler. I can post the stats here when I get around to doing it, if people would be interested.

Pathfinder Card Game Subscriber

If you made the thread title more descriptive of what your question is, you'll probably get more responses. I can't answer your question, but I can offer that advice.

Pathfinder Card Game Subscriber

What if you had a sunblade? If I had weapon finesse, slashing grace, and Exotic Weapon Proficiency (Bastard Sword), could slashing grace work without having to dip Swashbuckler?

EWP gives me a one-handed slashing weapon to use slashing grace. But as it also counts as a shortsword, weapon finesse would apply. It's three feats, but I get dex to hit and damage, with bastard sword damage to boot. Is this allowed?

relevant text:
This sword is the size of a bastard sword. However, a sun Blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun Blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.

Pathfinder Card Game Subscriber

Thanks for the advice!

I'm going to retrain Lingering Performance, and I think the DM will also let me retrain Spell Focus (Conj) and Augmented summoning when I get the free Augmented Summoning from Diabolist Level 3

Is there anything that lets me use up a prepared spell for some other benefit (whether it's an item, feat, etc?)

The first level domain spell for the Divine Domain is Identify. Not too useful.

Pathfinder Card Game Subscriber

I get Augmented Summoning for free at Level 3 Diabolist, but if I wait until 8th level to start Diabolist I'm now looking at level 10 before my summoning starts really kicking in (maybe swap out Lingering performance for sacred summons?)

Tough call.

Pathfinder Card Game Subscriber

Any suggestions on a summoning/buffing evil cleric/diabolist?

He worships Asmodeus--domain is Divine (magic) for the Divine Vessel ability and his feats are Lingering Performance and Improved Initiative.

I want to go into summoning devils and buffing them and the rest of the party (and get the sweet imp companion from Diabolist).

The game is set in Pre-Asmodeus Cheliax.

"Asmodeus fashioned the prison that holds Rovagug at bay. All you hold dear only remains because Asmodeus has seen fit to keep you safe. Think on this when you pray to Aroden to protect you."

Pathfinder Card Game Subscriber

Threadomancy as I'm now about to hit Level 2 in PFS.

So, my group is/was running through Skull and Shackles VERY slowly as we can't play very often. We finished Book 1 two years ago and have almost entirely stopped now in Book 3.

Can I retroactively report Books 1 and 2 for PFS credit as an ongoing campaign and apply that credit to my character now, even though he was only created recently (and after we did the S&S campaign)?


Pathfinder Card Game Subscriber


Now my subscription page says this:

subscription page info:
Most recent product:

Pathfinder Adventure Card Game—Skull & Shackles Character Add-On Deck shipped by 08/07/14 via UPS Ground (estimated 4 to 5 business days in transit)

Next product:
Pathfinder Adventure Card Game—Skull & Shackles Adventure Deck 2: Raiders of the Fever Sea is scheduled to ship September 2014


Est. Date Estimated Subtotal* Estimated Current
Shipping & Handling Estimated Total*
Payment method authorized: September 4
Should ship by: September 26

1x Pathfinder Adventure Card Game—Skull & Shackles Base Set, $47.99
1x Pathfinder Adventure Card Game—Skull & Shackles Character Add-On Deck, $15.99
1x Pathfinder Adventure Card Game—Promo Card: Owlbeartross~
1x Pathfinder Adventure Card Game—Skull & Shackles Adventure Deck 2: Raiders of the Fever Sea, $15.99
$79.97 UPS Ground: $19.20 $99.17

As it's displayed it's saying I only get the add-on deck in august, and in september I'm getting the base set (and it looks like the add-on deck again).

I'm just concerned about this because I don't want to get double charged and I want to get all of the promo cards as well (and get them in august vs september).

I've seen other people posting this problem and I know you guys are working on it, but I figured I would let you know that I have this issue too. Thanks for working to get this resolved.

Pathfinder Card Game Subscriber
Rushley son of Halum wrote:
So I need to take a bunch of feats, including 2 weapon fighting just to make my later level class feats viable? Again, that's a pretty massive oversight by the design team and can't be what was intended.

A brawler has the two-weapon fighting feat from brawler's flurry. I would rule this counts for the prereq, not sure if that would work in PFS though.

Pathfinder Card Game Subscriber
Heather Goodman wrote:


I know you are all still enjoying the splendor of GenCon, but I thought I would put my issue here and wait for your return.

Sadly we have not received our August subscription yet. Something that made missing GenCon this year all the more bittersweet. However that is not what I am writing about.

Looking at my Subscriptions I noticed that I have the Pathfinder Adventure Card Game—Skull & Shackles Base Set, coming in both August as well as September. Can you please correct this as I would like the base set in my "August" shipment.

I just don't want to lose any of the promos and what not. :)

Also, is there anyway to change my name in the system? It says I am posting as my maiden name and I have been married for some time now. :) If not no big deal.

Heather Kalafut

Mine now says september as well, and I'm now missing the promo cards. :-(

Pathfinder Card Game Subscriber

Whoops, I created a thread and then I saw this one.

In my order history it says my PACG Skull and Shackles subscription shipped on 8/7, but when I track it via UPS it says they haven't yet received it. Should I be concerned, or has it actually not shipped yet?


Pathfinder Card Game Subscriber

In my order history it says package 690382 shipped on 8/7, but when I track it via UPS it says they haven't yet received it. Should I be concerned, or has it actually not shipped yet?


My other game is still going on, so I just decided to make a new PFS character. Introducing...

I'll be ready in a day or two. If we start before then I'll use a pregen.

Hello everyone!

Pathfinder Card Game Subscriber

The half-orc ability Sacred Tattoo gives you a +1 luck bonus to all saves at level one, if you're considering dropping the archetype.

Pathfinder Card Game Subscriber
Kigvan wrote:
mbauers wrote:

I suppose I could start another thread as this question is off topic, but I'll try it here first--Since I can use 2 PP to purchase a single item worth up to 750 gp, does a suit of armor with armor spikes added count? I could get a masterwork breastplate (200 + 150) with masterwork cold iron armor spikes (100 + 300), right?

How does that work with the rules for upgrading it to magical (since items bought with PP cannot be resold)? What I mean is, I know +1...

That seems to be a legal 2pp purchase. The question is does armor+armor spikes count as 1 item or 2, if it is 1 than that purchase works, but enchanting both is going to be very hard on Fame Prereqs.

As for upgrading it, you can add +1 as weapon or armor any time (always available), but you'll otherwise need Fame = to the total value of the item not just what you've paid for it. So for +2 armor you'd need enough fame for a 4,750gp item not a 4,000gp item

Right, and then presumably if you sold it later you'd get just 2,000, not 2,375. Thanks! That makes a lot of sense.

The reason I assumed that armor + armor spikes equals one item is because armor spikes are listed on the armor chart of the CRB as "extras" and the cost is "+50gp" instead of just "50 gp". I might be splitting hairs, but I felt that distinction meant that it is an add-on to a piece of armor and is, therefore, one item. I'm not sure how it would work if you wanted to add an armored kilt to an armor purchase used with PP, though.

Ok, one more question--so I know that I can sell all gear back at full value as long as I'm Level 1 (stuff bought with gold, not PP). Suppose I finish my 3rd scenario and get my 3rd XP. Can I sell all of my stuff back at full value, after the scenario is done, BEFORE leveling up to Level 2?

Pathfinder Card Game Subscriber
FLite wrote:
How is shattering supposed to work on objects? If it is unattended, I don't think you need an attack roll to hit, and if you are sundering, you are rolling cmb which doesn't have crits, right?

I don't see why you wouldn't be able to crit with a sunder maneuver. It requires an attack roll:

When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a "threat," meaning the hit might be a critical hit (or "crit"). To find out if it's a critical hit, you immediately make an attempt to "confirm" the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit.

A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

Tamec wrote:

Uh actually I've seen this happen several times...I know an alchemist who regularly uses Alchemical Allocation a spell that puts "used" potions back in the bottle.

Yep, I love that extract!

I suppose I could start another thread as this question is off topic, but I'll try it here first--Since I can use 2 PP to purchase a single item worth up to 750 gp, does a suit of armor with armor spikes added count? I could get a masterwork breastplate (200 + 150) with masterwork cold iron armor spikes (100 + 300), right?

How does that work with the rules for upgrading it to magical (since items bought with PP cannot be resold)? What I mean is, I know +1 enchantments are always available. Let's say I upgrade the above armor to +1 by spending 1,000 gp. Now I want to spend another 3,000 later to upgrade to +2. What is the total value of that item in terms of fame needed to upgrade? Is it 4,750? 3,750? 4,000? 3,000? I'm not sure how that would be calculated in PFS.

Pathfinder Card Game Subscriber

Re: Breaking and Shattering--do armor and shields count as inanimate objects? I assume so...

Pathfinder Card Game Subscriber
David Higaki wrote:

You are correct!

The only hiccup to sunder builds is that you may run across the strict GM who may remove items from the chronicle sheet since, well, they were destroyed. Ask about that first, then sunder away :)

So there's table variation with that, or is that the rule? Because I learned that if you find a potion and drink it you still gain the gold for it afterwards. Along those lines, it seems strange to take away the gold value of sundered armor (especially since armor can be repaired, whereas a consumed potion can't be returned to the bottle).

I could see some people getting really pissed at me if I sunder things and then they don't get the gold value for it at the end of the scenario. :-/

Pathfinder Card Game Subscriber

According to the PFS Guide for Organized play:

You may always purchase the following items or equipment so long as you’re in an appropriately sized settlement (see above).

• All basic armor, gear, items, and weapons from Chapter 6 of the Core Rulebook, including Small and Large-sized items. This does not include equipment made from dragonhide, but it does include equipment made from
the other special materials, such as alchemical silver and cold iron

So, it seems that Adamantine weapons are "always available". Am I right about this? It looks cut and dry, but I feel like this shouldn't be allowed for some reason.

I have a 1st level character now, but I've GMed Skull and Shackles as an ongoing campaign and am considering applying that credit towards this character (a bloodrager). If I do this, at level 3 I'll be able to buy an Adamantine Bec de Corbin. Does anyone make sundering builds in PFS? At Level 5 I'd have Combat Reflexes, Power Attack, and Arcane Strike.


Pathfinder Card Game Subscriber

Are smelling salts PFS legal? Pretty awesome for 25 gp.

Yep, I don't use herolab or anything. Looks like I screwed up some of the bold tags though

Almost ready too, my post coming in an hour or two

Pathfinder Card Game Subscriber

Awesome! I'll make a profile and post the info here tonight!

Pathfinder Card Game Subscriber

I'd like to try PFS and I have a Level 1 Half-Elf Bloodrager. I can make a profile sometime tonight.

When are you anticipating the game starting?

Pathfinder Card Game Subscriber

A lot of good suggestions here. Re: turns taking too long--instead of arbitrarily telling someone they're taking too long, use an hourglass timer (a minute long one from any number of board games). This way the sorcerer cant complain about being singled out and will learn to cut down the time.

Extracts are different, but regarding the sorcerers spells (which are spontaneous, not prepared) gov him little game pieces (gems, tokens, etc), different colors for each spell level. Each time he casts a spell he gives you a token.

As a rule I would always in the future ask to see any 3rd party content for preapproval.

Finally, if you institute some rules and talk to the players and they keep making it unenjoyable for you and the other players, politely ask them to find another group. 4 PCs is a great group size and should speed up combat specifically.

Pathfinder Card Game Subscriber

I'm interested in starting a PFS character at Level 1 as well.

Pathfinder Card Game Subscriber

Suppose I take the Arcane Training Racial Trait with a Half Elf Bloodrager (and choose Bloodrager as my favored class)

Arcane Training:
Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

It wouldn't affect wands, but would it affect scrolls? If I'm a level 1 Bloodrager and I count as Level 2, do I have a caster level? Bloodragers don't gain access to spells at Level 4, so does this mean they don't have a CL until then?

Secondly, assuming they don't get a CL until Level 4,can they still make CL checks to activate scrolls? If I want to cast a scroll of Shield CL 1, can I make a CL check to activate it even though my caster level is 0?

Thirdly, when I am a Level 3 Bloodrager with Arcane Training, so I now count as Level 4, can I activate scrolls on my spell list (assuming they have CL 4 or lower) without having to roll?

Pathfinder Card Game Subscriber
Rebis Ouroboros wrote:
doc the grey wrote:
I kind of want to know more about the rageshaper. I've got a dragon blooded bloodrager in my home group trying to become a dragon warrior and I'm wondering if it will allow him to become more dragony and what the trades are for it?

I'm playing Sss'Thokk, a PFS-legal Nagaji dragonblooded bloodrager (tonight at AFK in Renton where we're having the Paizocon meet and greet, actually) and I'm planning on moving in to Dragon Disciple at 6th level. The Rageshaper does sound tasty...

- Rebis

So if you use the Bloodrager information from the Revised ACG in PFS, how does it work when the actual ACG comes out and there are changes to the class (for example, the spell list)? Are you allowed to adjust your PFS character to meet the actual published version of the class?

I ask because I'm thinking of trying out PFS, and I am strongly considering trying a Bloodrager.

Pathfinder Card Game Subscriber
KrispyXIV wrote:

A bag of holding, secret chest, or portable hole is the most reliable way for the party to do this.

Alternatively, if I were a high level wizard in a high Magic setting, an 'on demand' bank is easy to run. Dig an underground Vault somewhere, and make some succubus Simulacrums 'tellers' and a portable hole. Charge a subscription fee to 'link' someone to a teller via profane gift, and you can allow people to request access to their account in minutes from anywhere. Their Deposit goes into a Hole, which a teller can deliver anywhere on the plane instantly

Some people might balk at accepting a profane gift from a demon just to have convenient access to gold ;-)

The easiest way to avoid having to cart around thousands of gold is to by a gem worth however much gold you have. That's why enemies always have gems on them when you kill them. An evil cultist doesn't have a sapphire because he's admiring its beauty, you know?

Other than that, handy haversack is your best option.

Now, as far as banks go, the teleporting thing is much more complex than needed. Even in our modern time, banks are not required to have on hand at one time time ALL of the money that their customers have deposited. Why couldn't the same thing apply to a medieval bank?

You make one company that has banks setup around the world. You make a deposit and get a piece of paper that has an arcane mark from a "teller" on it and an amount of gold submitted. You may redeem that for gold at any bank in the world.

Asking for 1st level sorcerers to cast a cantrip is a lot better than demons, IMO, and achieves the same end.

Pathfinder Card Game Subscriber

Every Fighter needs a quickrunner's shirt. Get two, if you're still stuck with 2k

Pathfinder Card Game Subscriber
Mathius wrote:

You know the permanent damage idea has merits.

I did warn the players to have new PCs ready just in case so that is not an issue.

Your right about the swim speed being and ineffective but they do not know that any of them can breath water. Good point on the channeling energy.

The coup worked because on the previous round the cleric had miss with his touch attack on inflict light wounds. I know that slumber is only1 round but the cleric was already there with a charged spell.

Even if you can breathe under water, a triple keelhauling would kill any first level character from the damage it inflicts.

Pathfinder Card Game Subscriber
paz wrote:
I'm assuming this first batch of questions is about 'normal' PFS play, rather than adventure paths...

Yep, I want to create a first level guy and either play or GM to get him to 2nd level so I can apply the credit from Wormwood Mutiny to that character.

paz wrote:
Yes... if you spent none of your starting gold (which is unlikely). The gold on your chronicles is a running total, so you'd need to subtract whatever you spent of your starting gold.

Hmm, this point confuses me. Suppose for simplicity's sake I bought a chain shirt (100 gp) and a heavy crossbow (50 gp)--hey, it's cool, I'll try to steal some bolts during play ;-) Then during the first PFS module I play, I get 200 gp. What happens to the 150 gp of my starting equipment? Do I have to "sell" it for 75 gp, so I'd have 275 gp to buy stuff for the next module? Or do items carry over on my sheet once I've purchased them (So I'd have my 150 gp worth of items and an additional 200 gp)?

paz wrote:
The max gold on the chronicle reflects the PCs successfully capturing and liquidating for gold everything they find in the adventure. The PCs never get more than this max gold. Selling things during the scenario (because they need the cash for something vital) is just the PCs getting their reward early; it doesn't add to the reward on the chronicle sheet.

Hmm, so as a GM, how do I know how much gold they get? I thought it was based off of the coinage that they get and the items they sell, but your point here makes it seem as though they get a monetary reward for completing adventures.

paz and mbauers wrote:

Also, is there a place where max gold per level is found? I couldn't find it.

No, because every scenario has slightly different rewards.

The Wormwood Mutiny Chronicle sheet says max gold is 3,711. Are you saying that's just the maximum you can earn from that adventure and not the maximum you could have at Level 4? So there's really no maximum per level? I guess that makes sense since you can only play a few scenarios per level anyway.

The below quote seems to support this point:

paz wrote:

Now I want to apply my GM credit from running The Wormwood Mutiny to make him Level 3. Does he get any gold for that, or is he still at 1,536?

He gets the max gold on the chronicle sheet (appropriate for his level). So if you GM a tier 1-5 scenario and apply credit to a 5th-level PC, you'd get the subtier 4-5 gold. Modules/APs only have one subtier, so it's simple for them.

Thanks again! I think I'm starting to get it!

Pathfinder Card Game Subscriber

Thanks for all of your responses! Of course, each one sparks another question, hehe.

So, starting gold is 150. Suppose you create a character who completes a module and gains 100 gp. Does he now have 250 gp on his chronicle sheet? Also, suppose a 4-person party gets an item worth 4,000 gp and sells it for 2,000. They all get 500 gp for this, but the maximum for first level characters is 417. Does the GM put 417 gp for all 4 of the characters?

Also, is there a place where max gold per level is found? I couldn't find it.

Finally, suppose I run a first level character and get him to second level, and along the way get the maximum gold for level 2 (which I believe is 1,536). Now I want to apply my GM credit from running The Wormwood Mutiny to make him Level 3. Does he get any gold for that, or is he still at 1,536? Also, does he get the same items unlocked on his Chronicle sheet as the PCs for the game in which I GMed?

Thanks again!

Pathfinder Card Game Subscriber
Paz wrote:
Talon Stormwarden wrote:
I'm in the same boat as the OP. When creating the event, should I put the date that we finish the sanctioned content? We started a month or 2 ago, and just finished up last week.

Presumably you dated the chronicles with the current date when you handed them out at the end of the sanctioned section; use the same date in the online reporting.

When you create an event (to get an event number) the dates you fill in are irrelevant; that information is only used to populate the PFS event calendar on this site.

Edit: Also, the guide says "as if you had played a pregenerated character". What level is that considered to be? In other words, at what level do you get to apply the chronicle? Assuming you aren't applying it to a first level character that is.
Use the level range given on the chronicle. So if it's 8-10, apply to an 8th, 9th, or 10th level PC immediately, or assign to a lower level PC, to be applied as soon as they reach 8th level. As stated above, it works pretty much the same way as GM credit.

Ok, so Book 1 of Skull and Shackles says Levels 2-4. So if I make a Level 1 PFS character and get him to Level 2, I can then apply the credit from GMing Book 1 to boost that character up to Level 3? Is that correct?

2 people marked this as a favorite.
Pathfinder Card Game Subscriber
CanisDirus wrote:
Tell her, Corbin...

I-I-I-I-I ain't got no fire, I mean, I don't smoke, I mean, if I knew...

Pathfinder Card Game Subscriber

Well, I know you altered the number of crew and everything, but did you present the rest of Harrigan's rules as written in the AP? I mean, a dude gets keelhauled on Night 1 for, I believe, stealing from an officer. And Harrigan's two rules are don't talk to me, and don't kill anyone. So, personally, I would rule that the cleric who coup de graced Scourge would be triple-keelhauled (I believe it says the penalty for attempting to poison the officers is that, and this is outright murder of an officer). There really shouldn't be any way to survive that.

As for the others, beat the tar out of them and let them take turns living in the sweat box. There's one point where Plugg starts assigning the worst job to each PC. I'd start that now for your PCs. "You used to be the Cook's Mate (relatively decent job)? 'F' You, you do nothing but work in the bilges now. You have one eye? 'F' You, you're the permanent lookout, and if you fail you get 20 lashes..."

The Cleric has no right to complain about being killed--there was a lot of info presented on why NOT to have mutinous actions on the Wormwood. The others get to keep their lives but get a miserable time of it, which gives them more reason to hate Plugg while also showing them, IC, why you don't screw with Harrigan when you're level 1.

If they further try anything, have Harrigan TPK them easily. I made a thread on here for a modified Harrigan, and I'm actually stating him up again as a Slayer, just need to format and post it. A level 1 party should not mess with a highly respected/feared Free Captain.

Pathfinder Card Game Subscriber
Matt Goodall wrote:
Sounds good to me. Haste is rounds per level so she might have to drink that after combat starts. I would also personally go for greater invisibility instead of dragon's breath as her other 4th level extract. It gives both offensive and defensive options.

Yep, I forgot to specify but if her defenses aren't holding up and she drinks her invisibility and runs away, she'll use displacement and haste (and Cure Serious Wounds, if needed) while she flees invisibly. Then she'll pop out again and start throwing more knives, preferably in the Kamadan's lair.

The reason I switched off of greater invisibility is that Zarskia has some pretty good defenses with stoneskin and displacement, but she has low damage output and is relying on poison. If she can weaken several of the party members and catch a few of them in the cone, it would be an unexpected sort of burst damage. Invisibility can serve her purposes almost as well, and since regular and greater are both thwarted by See Invis, I went with saving the 4th level spell slot.

I almost gave her a potion of Stoneskin crafted by a summoner so she could benefit from that with Alchemical Allocation, but I thought that was too cheesy. ;-)

Pathfinder Card Game Subscriber

Zarskia Galembar
Female Human Investigator 11
LE Medium Humanoid (Human)
Init +3 (+3 Dex); Senses Perception +16
AC 22, touch 13, flat-footed 19 (+5 armor, +4 shield, +3 Dex) (+3 additional vs traps)
hp 90 (11d8 + 37)
Fort +8 (3 base, +1 Con, +2 resistance, +2 morale)
Ref +14 (7 base, + 3 Dex, +2 resistance, +2 morale) (+3 additional vs traps)
Will +13 (7 base, +2 Wis, + 2 resistance, +2 morale)
DR 10/adamantine; Immune poison [/b]
Spd 30 ft
Melee mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Ranged mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Space 5 ft.; Reach 5 ft.
Str 10 (0)
Dex 17 (+3)
Con 12 (+2)
Int 17 (+3)
Wis 14 (+3)
Cha 8 (-1)
Base Atk +8
CMB +8 (+8 BAB, +0 Str)
CMD 21 (10 +8 BAB, +3 Dex, +0 Str)
Extra Talent (Empathy), Extra Talent (Poison Conversion), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger)
Acrobatics +17 (11 ranks, +3 class, +3 Dex) (ranks from Headband of Intellect)
*Bluff +13 (11 ranks, +3 class, -1 Cha)(can roll inspiration twice and take higher when passing secret messages)
Craft (Alchemy) +17 (11 ranks, +3 class, +3 Int) (+11 additional competence when creating alchemical item)
Craft (Traps) +17 (11 ranks, +3 class, +3 Int)
*Disable Device +19 (6 ranks, +3 class, +3 Dex, +2 masterwork tools, +5 trapfinding)
*Disguise +3 (1 rank, +3 class, -1 Cha)
Fly +8 (5 ranks, +3 Dex)
Heal +7 (2 ranks, +3 class, +2 Wis)
*Intimidate -1 (0 ranks, -1 Cha)
*Knowledge (Arcana) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Local) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Nature) +11 (5 ranks, +3 class, +3 Int)
*Linguistics +8 (2 ranks, +3 class, +3 Int) (can roll inspiration twice and take higher when making forgeries)
Perception +16 (11 ranks, +3 class, +2 Wis)(+5 additional to locate traps)
Sense Motive +16 (11 ranks, +3 class, +2 Wis)
*Sleight of Hand +12 (6 ranks, +3 class, +3 Dex)
*Spellcraft +11 (5 ranks, +3 class, +3 Int)
*=can use Inspiration on these skills without expending a point of Inspiration
Total Points: 110 (10 Investigator x11 levels)
Languages Abyssal, Aklo, Common, Infernal, Osiriani, Polyglot (2 base, +2 Int (w/o headband), +2 linguistics)
Combat Gear
Giant wasp poison (2), purple worm poison (changed to contact) (2), shadow essence (contact) (2), Deathblade (contact), Nightmare Vapor (contact)
Other Gear
+1 Mithral Chain Shirt
Blinkback Belt
Masterwork Daggers (6) (4 in blinkback belt)
Cloak of Resistance +2
Headband of Vast Intelligence +2 (Acrobatics)
Masterwork thieve’s tools
Tindertwigs (3)
Potion of Heroism
Potion of Invisibility
Keys to all locks in the apothecary
Formula book
Diamond dust worth 500 gp

Formulas known
All prepared extracts, plus Alter Self, Barkskin, Crafter’s Fortune, Discern Lies, Greater Invisibility, Invisibility, Keen Senses, Perceive Clues, Spider Climb, Undetectable Alignment, and Water Breathing

Extracts Prepared--Concentration checks +14

DC: 14 1st—Anticipate Peril, Cure Light Wounds, Disguise Self, Expeditious Retreat, Longshot, Shield

DC: 15 2nd—Alchemical Allocation, Bear’s Endurance, Cat’s Grace, False Life, See Invisibility

DC: 16 3rd—Cure Serious Wounds, Displacement, Fly, Haste, Protection from Energy

DC: 17 4th—Dragon’s Breath (Green), Stoneskin

Bonus Feat Gain a bonus feat at Level 1 (human)
Skilled Gain +1 skill point per level (human)
Alchemy (Ex) +11 bonus to craft alchemical items, can prepare extracts
Inspiration (Ex)Can add 1d8 to an ability check (free action), skill check (free action), attack roll (free action), or saving throw (immediate action) after the roll is made by expending one point. 8 points per day
Trapfinding +5 Bonus to locate traps and to Disable Device
Poison Lore Can examine and neutralize poisons
Poison Immunity (Ex)
Investigator Talents Poison Conversion (as Rogue Talent), Empathy (with Sense motive rolls 2d20s and twice for inspiration, takes higher of both; once per day can spend inspiration to use Detect Thoughts WS DC 18 on single target), Sticky Poison (poison lasts for 3 strikes), Underworld Inspiration, Amazing Inspiration (d8 instead of d6 for inspiration), combat inspiration (only costs one usage for attacks and saves), Hidden Agendas (roll inspiration twice and take higher for Bluff to pass secret message or Linguistics to create forgeries, can use inspiration without expending a usage on saves vs divination spells/effects)
Keen Recollection Can make all Knowledge checks untrained
Trap Sense +3
Studied Combat Standard action to study an opponent, gain +5 insight to melee attack rolls for one round.
Studied Strike +4d6 Add precision damage vs studied target (and cancel the studied effect)
Swift Alchemy Create items quickly.
Proficiencies Simple weapons, hand crossbow, rapier, sap, shortbow, shortsword, sword cane, light armor.

I didn’t want the PCs to have to face bomber alchemists in two consecutive adventures, so I thought it would be cool to change Zarskia to a poison-specializing investigator. I focused on her information gathering/deceptive role as the leader of the spy ring, so I’m playing it that she will know a great deal about the relatively-famous PCs when they come to attack her.

Note) I changed the terinav root on the Toxic Door Handle to Burnt Othur Fumes (changed to contact poison via poison conversion). I also changed the guards’ swords just to masterwork and gave them each a tanglefoot bag. Combining this with the slight gear changes (blinkback belt is most notable) /poison differences results in a little less treasure (assuming Zarskia crafts the poison), but my PCs are overtreasured so I don’t mind. I also assumed that there will be a feat called Extra Talent that allows Investigators to get an extra talent. Finally, I allowed Zarskia to take the Sticky Poison Rogue Talent even though it wasn’t one of the listed ones, as I feel it fits.

Before Combat) Zarskia drinks an extract of falselife every day and stoneskin and haste (from a potion using alchemical allocation) as soon as she is aware of visitors or trouble at the apothecary.

If the PCs come in with a password and try to get the drop on her instead of coming in guns blazing, Zarskia has time to prepare. She has her guards offer food and drink (poisoned with Black Lotus Extract changed to ingested) as well as Elven Absinthe (Hey, I think my Drunken Master PC might just do it and if he lowers his Con in the process, so be it. Muu hu ha ha ha). They will take their time to fetch the items to give Zarskia more time to prepare. While the PCs are waiting, she applies her Giant Wasp Poison doses to two guards’ swords (lasts for 3 strikes due to Sticky Poison). She also poisons all of her daggers (4 in the Blinkback Belt get Deathblade, Nightmare Vapor, Purple Worm, Purple Worm), and her two others get Shadow Essence. She drinks extracts of Fly, Protection From Energy (Fire), Expeditious Retreat, Bear’s Endurance, Cat’s Grace, Longshot, Shield, Anticipate Peril (none of these are included in her stats). This takes less than a minute and a half and hopefully won’t make the PCs too suspicious.

During Combat) Zarskia will talk for awhile to try to let any ingested poison take effect, while trying to learn what the PCs know. At some point she tries to sleight of hand draw the deathblade dagger and throw it at the party’s most powerful caster. Once combat begins she will continue throwing daggers, retreating as necessary. Any guards with her will use tanglefoot bags on heavily-armored foes first, then try to use their poisoned blades to further hurt their opponents’ defenses. If she isn’t slowing them down, Zarskia will drink her potion of invisibility and flee farther into the building, trying to lure them through her traps and her pet’s lair. Her last desperate move is to use her extract of Dragon’s Breath to finish off weakened PCs. Zarskia values her own life far more than anything and will try to flee, but if captured she will do whatever she can to save her own life.

2 people marked this as a favorite.
Pathfinder Card Game Subscriber

Has anyone mentioned Diehard yet? One point of nonlethal damage can circumvent Diehard's benefit and knock the person out.

"You want to hit me with a longsword? Fine, I'll stand my ground and keep fighting. But please don't have a small child punch me for one nonlethal..."

Pathfinder Card Game Subscriber
Deadmanwalking wrote:
mbauers wrote:

I figured, thanks.

My brother and I are thinking of trying out PFS using characters who are brothers as well. Ive been thinking of going TWF kukri butterfly's sting Slayer with him doing naginata-wielding Sword Saint. Maybe get a couple of teamwork feats too.

Very solid team build. Outflank and Paired Opportunists make this build absurd if done properly.

Yep, those were the two I was looking at. Great minds think alike! ;-)

Not to threadjack too much, but do you have any other suggestions for this combo? I'm decent about planning ahead, but don't have a lot of practical experience with higher-level play. For example, is combat reflexes ok just for the sword saint, or should the slayer get it too?

Pathfinder Card Game Subscriber

I figured, thanks.

My brother and I are thinking of trying out PFS using characters who are brothers as well. Ive been thinking of going TWF kukri butterfly's sting Slayer with him doing naginata-wielding Sword Saint. Maybe get a couple of teamwork feats too.

Pathfinder Card Game Subscriber
Deadmanwalking wrote:

Power Attack is, IMO, pretty sub-par for TWF builds given that it only give +1 damage for any -1 to hit on off-hand attacks. So...on half your attacks it's probably worth it damage-wise, and the other half definitely not. That's a poor basis for a Feat.

And it decreases your crit-fishing effectiveness to boot.

Is this true of piranha strike too?

Pathfinder Card Game Subscriber
roll4initiative wrote:
I'm running a PFS sanctioned Reign of Winter AP. I'm running it like a homestyle campaign. Doing each book all the way through with some side treks here & there. To keep things simple, I had each player create a PFS legal character but we use hero points and the crit & fumble decks (sparingly). After each book, I ask the players which of their other PFS characters would like credit for the AP so that I can report it and give them a chronicle sheet. They are awarded 3 xp & 4 pp on each chronicle and will apply this to an in-tier PFS pc.

So how do I report it?

And thanks for your help!

1 to 50 of 524 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.