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Belkar Bitterleaf

mbauers's page

Pathfinder Card Game Subscriber. Pathfinder Society Member. 503 posts (4,023 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 20 aliases.


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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?

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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.

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

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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. :-/

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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.


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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

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

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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?

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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.

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

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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?

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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.

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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.

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

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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.

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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!

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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!

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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?

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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...

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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.

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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. ;-)

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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.

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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..."

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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?

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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.

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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?

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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!

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So that applies to the GM too, right?

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So, I have actually never played PFS before, but I have been thinking about it for a while. I just read through the Skull and Shackles information regarding applying it to PFS, and it said this:

"Alternatively, if you are participating in the Skull
& Shackles Adventure Path with an ongoing group
undertaking the entire, six-chapter campaign, you may
receive credit for playing the sanctioned portions of the
adventure as if you had played a pregenerated character.
In this case, GMs running the Adventure Path are not
bound to the rules of the Pathfinder Society Organized
Play campaign (such as 20-point buy, unavailability of
hero points, etc.) when running the campaign or the
sanctioned portion of the adventure. Pathfinder Society
characters and characters from an ongoing Adventure
Path campaign may not play in the same adventure."

I'm GMing S&S. Does this mean that when my group and I complete the AP, we can apply credit towards a PFS character? Do I have to have a PFS completed first? And how do I go about doing that? Do I have to submit it somehow?

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Slayer--d10 hit dice, full BAB, 6 skill points per level, 2 good saves, and a host of abilities that more than make up for armor training, weapon training, and feats at every even level (oh, and bravery, can't forget that).

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I don't see any difference between a "magical darkness effect" and "magical darkness". It seems to me it would work.

Seems like it would go nicely with Enforcer as well.

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You don't gain the bonus spells until you are of a high enough level to cast that spell.

So as a 1st level sorcerer you would gain your 2 first level bonus spells. Once you reach level 4, and thus the ability to cast 2nd level spells, you would then gain your level 2 bonus spell.

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tbug wrote:
Did anyone other than Shaun say which Pirate Lord was the previous owner of the Pearl? I don't want to add any new lords (since twenty-seven of the thirty seats have already been filled, and I want to leave the remaining three open in case the PCs luck out).

Bought Tarin's crown a few days ago, looks cool, and this was the question I had, just out of curiosity.

I like Tempest Rising, but one thing I wanted to change was the fact that the two opening leads for the spy ring investigation conveniently have the information that the other is seeking. I think instead I'm going to have Tarin's crown sculpted to depict Besmara and Calistria embracing and it was made as a gift for Tessa Fairwind (who is a worshiper of Calistria but, I think, would still have a healthy respect for Besmara). My destruction conditions would require a pirate captain devout worshiper of Calistria having to forsake his/her life of piracy, choosing to retire in anonymity, take a spouse, and work the land. Upon his or her uneventful death of old age, the crown dissolves.

Tessa doesn't have the time to personally go and retrieve it (investigating the spy ring and all), and she disdains crowns anyway. But she recognizes that her rep will suffer if she doesn't get the crown back, so she sends the PCs to get it. Upon the retrieval of this sacred object, Tessa asks the PCs to aid her in her efforts to find spies. The church of Calistria is willing to impart some info they've heard about the spy ring, especially to the people who just recovered the object sacred to Calistria.

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Fruian Thistlefoot wrote:
I would argue heavily that The Moutain is Chaotic Evil, he literally revels in destruction and causing suffering to others. He only follows Tywin because he has to, not out of any sense of loyalty.

What you described is Lawful evil. A chaotic person cares not about laws, Authority, or respect of persons. The mountain's Brother the Hound is Chaotic Neutral as he does not respect authority any longer "F!&+ the King" and all that Jazz.

A Lawful evil person can just as much enjoy Destruction and Causing suffering to others. Example is the Hell Knights. They enjoy bringing destruction...when ordered to do so...and Quiet enjoy Torturing victims.

Alignment is subjective, but I still disagree with you. Gregor doesn't have any respect for the law at all. He follows Tywin's orders because doing so allows him greater access to more destruction (and probably because he's smart enough to know that anyone who defies Tywin ends up defeated/destroyed).

Gregor's disregard for the law:
1) In the Hand's tournament he slaughters his horse after losing to trickery, then proceeds to attack his unarmed opponent to try to murder him in front of everyone. That is Chaotic, not Lawful.

2) The story that Polliver tells--in a sour mood after losing the above joust, Gregor and his cronies stay in an inn. The lackeys start grabbing the innkeeper's young daughter and call her "whore" and other awful things. When the owner petitions Gregor to act according to his "knightly" duties and defend his daughter's honor, Gregor rapes the girl. This is not lawful.

3) As Oberyn made clear, Gregor raped and murdered Elia and murdered her children. This is chaotic, not lawful. And please don't say that he was ordered to do so, so he's lawful. A lawful person doesn't follow an unjust order. Would a paladin be forced to murder Elia if he was ordered to do so? No.

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I'm working on converting Zarskia Galembar from an alchemist to an investigator. I hope to post the full stats in a couple days. Slayer is an interesting option--hmm, may have to redo Harrigan again.

Eben TheQuiet wrote:

Also, “maybe some big bash melee weapon when things get rough”… *scratches head* thought that’s what the gun’s stock was for. ;P

That was my first choice, honestly, but I didn't want to eat the -4 penalty for using an improvised weapon. Mechanics won out over flavor, sadly. :-)

I like everyone's characters so far! I have some ideas for a backstory, but I'm not sure when I'll be able to type it up. Hopefully before the weekend, but we'll see.

Pathfinder Card Game Subscriber
Gnomezrule wrote:

In the end this is my 2 coppers and just a suggestion. I would be just as happy being Matias Murdok aka the Daredevil who is a robin hood figure in a nearby metropolis.

A brawler/Oracle (/w blind curse) would be pretty awesome for this.

Just saw this thread now--looks pretty cool, but I unfortunately can't apply since I'm spread thin over my current games already.

Is Street Smarts a skill? It's listed in the attribute section but not the skill section.

Also, are any knowledge skills added or removed? Like, suppose i want to understand how the ship works to be able to diagnose problems. Is that just prof (aership mechanic), or something else like know (engineering)?

Eben TheQuiet wrote:

I didn’t realize the Boon Companion feat had changed. This version is way more versatile. I'll have to remember that.

I’m certainly not against you taking the feat a few times. However, I’m not a fan of the idea that you’ll be running around with a brood of dogs. It just seems like it would complicate combat fairly quickly … or at least very likely slow it down, something I’m not really keen on in a pbp game.

How many were you envisioning and how do you think you’ll want to use them?

Three at the most, and that's awhile away. For most of the time I'll just have two with me (and all of the class features are really built around multiple dogs being with you). I'm planning on maybe an attack dog, a hunting dog, and a guard dog. I may have other dogs on the ship, but they woukdn't leave the ship or fight (just pets, not in the official "pack".)

I understand your concern about bogging down combat, but I think I can avoid it. I'll make an alias for the dogs with all their stats and try to stay organized--they don't have too many combat options, so I think it should be okay. Now my phalanx soldier with combat reflexes and ready pike, that's annoying in PBP. Every round i have to post all these contingencies based on how many/which enemies move through my reach. I've stayed pretty quick with my updates with that character.

Regarding the captain--I can pretty easily modify my vision for the character to make him the captain if no one else wants the job. He's smart but not educated and has the (invaluable) leadership trait of knowing his own weaknesses and surrounding himself with the best crew he can to compensate. He'll get the best navigator, the best mechanic, best fighter pilot, etc, and defer to their expertise.

As to the captain thing--I agree we should have one, but I respectfully request not to be it. I see my character as someone who will be honest to the captain, not sugarcoat or be a yes man, but when the final decision is made will abide by the decision, even if I personally disagree. I think that goes along well with Order of the Dragon too.

Eben, how do you feel about me taking Boon Companion two (or possibly 3) times for different dogs? I ask because I'm not trying to be cheesetastic, I just know they're going to be in harm's way and I don't want them to die. Would that unbalance things too much?

E Evelyn Long, PhD wrote:
Just throwing in my 2 cents here, mb, feel free to ignore it... but I think the Order of the Dragon would dovetail perfectly. It is very Mal Reynolds... he's fiercely loyal to his crew because they are his crew.

Yep, that's what I was thinking. And he would make an interesting co pilot with your professor.

Eben TheQuiet wrote:

All excellent questions.

mbauers wrote:
1) How do shields work? Do they add to AC or armor? From what I recall about armor as DR rules it's the former.

Good catch. Shields add to a character’s Defense score (stacking with their class defense bonus). Not DR.

mbauers wrote:
2) The defense bonus--do you get that bonus to your AC based on your highest proficiency regardless of whether or not you are actually wearing the armor?

Armor and Defense have no bearing on one another short of Max Dex bonus. So both would apply if a character were wearing armor.

mbauers wrote:
As of right now I'm leaning towards a Huntmaster Cavalier pilot from Dunhaven. I have to read up a bit about huntmaster, but after looking at all of the orders it seems that Dragon (sworn to protect the other crew members) or Guard (sworn to protect the ship--weird mechanically but could be cool) are the most appropriate.

Very cool. I think it’s a great concept. As for using the Cavalier, are you going to reflavor the mechanics to work with whatever Dunnish concept you want? Or is he going to have some kind of cavalier-esque element to his background. I don’t actually have a preference either way … just curious. (I get flak for re-skinning class concepts and abilities all the time.)

mbauers wrote:
Are firearms still exotic weapon proficiency? I don't want to bring a knife to a gun fight, so to speak. ;-)
Nope, given how prevalent they are, firearms are martial weapons. I'm guessing your Dunman would be quite comfortable with a nice double-barrel shotty parked next to his cockpit seat. :D

Ok, cool. Well, some of the Cavalier orders don't really fit, but the two I'm considering seem to fit in line with what I have for the character. I don't want him to swear fealty or anything, I just picture him as being indebted to one or more members of the crew and he will protect them at all costs (I'm thinking, maybe he's an Ex-Con? I have to read the rest of the docs first before I finalize anything).

Here's Order of the Dragon, which is my first choice right now:

Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

The second choice is Order of the Guard, with me picking the ship as my ward.

Cavaliers who join the order of the guard dedicate themselves to the staunch and unyielding protection of a specific person or object—generally one they have been hired to protect. Members of the order of the guard are often mercenaries, offering their valuable services for a fee to those who wish to protect their investments. An order of the guard cavalier can offer his services to a cause in which he believes without accepting a monetary payment, though the cavalier's protection must come at some price, be it a favor, the release of knowledge, or other intangible trade. A tenet of the order is that the high level of protection the order strives for is only obtainable if the protector invests something of himself in the task and stands to lose something valuable should he fail.

Edicts: An order of the guard cavalier must strive to protect his ward to the best of his ability, even if doing so costs the cavalier his life. The cavalier must always receive some compensation for his services, be it money, a favor, or other payment. A member of the order of the guard must carry out the orders stipulated in his contract or dictated by his employer as long as doing so does not violate other elements of the order's code or a previously agreed upon contract.

That one requires some "flavor re-skinning".

Nice, Stormy!

So I've read through maybe half of the documents or so and I have a couple minor questions.

1) How do shields work? Do they add to AC or armor? From what I recall about armor as DR rules it's the former.

2) The defense bonus--do you get that bonus to your AC based on your highest proficiency regardless of whether or not you are actually wearing the armor?

As of right now I'm leaning towards a Huntmaster Cavalier pilot from Dunhaven. I have to read up a bit about huntmaster, but after looking at all of the orders it seems that Dragon (sworn to protect the other crew members) or Guard (sworn to protect the ship--weird mechanically but could be cool) are the most appropriate.

Are firearms still exotic weapon proficiency? I don't want to bring a knife to a gun fight, so to speak. ;-)

Oh, don't get me wrong--im genuinely excited to read it. It's just going to take me a while.

So im leaving work now, but first--i just printed ALL of those documents. Gonna have some light reading now for awhile.

So my first idea was an investigator (the class, from the ACG) who kind of runs the business operations of the ship. Keep track of profits/losses, have a network of contacts to find jobs, that kind of thing. It looks like crunch-wise that may infringe on Dien, though. So I'm thinking of other ideas (still have to read all the docs).

As of right now I'm considering a Huntmaster Cavalier who is the pilot of our trade ship (or maybe a cook on the ship, if that exists).

I just think the image of a pot-bellied guy steering an airship with dogs running around the "cockpit" is a cool one.

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