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

ofstatic's page

Pathfinder Society Member. 25 posts. 1 review. No lists. No wishlists. 2 Pathfinder Society characters.


RSS


I concur.

I find it a bit disappointing to get a Chronicle filled with items I can already purchase.

A slight (5-10%) discount on Chronicle items would make Chronicle sheets more applicable. Though I feel this could eventually cause an imbalance in power by spamming cheaper expendable items. Perhaps if you could buy everything from a Chronicle discounted just one time....


Just to clarify, you cannot rage normally with the controlled rage class feature.

scroll down a while

I may have linked it wrong as I am using my phone to post.


Good to know it's referenced as untyped at not generic. If you are looking at the SRD in the familiar list it shows greensting as +2, but when you look at the scorpions description it says +4. Regardless, thanks for the clarification.


So I've got an elven wizard in PFS with a really high initiative. It's high enough that I have some concerns that I have calculated it wrong. At level 1 I have +15 to my
Initiative. Here are my bonuses.

+3 from dexterity (dex bonus)
+4 from improved initiative (generic bonus)
+2 fleet footed alternate racial trait (racial bonus)
+2 warrior of old (trait bonus)
+4 greensting scorpion familiar (generic bonus)

Does this appear to be on the up and up? Some people were skeptical when I got a 34 for initiative in the first combat.


How does one view an archetype pdf? Specifically I am looking for the Invulnerable Rager archetype for the barbarian. I see on the code.google site there is a .ai and .pdf file, but I don't know how to view to pdf.

I apologize for my lack of computer skills, and thank anyone who can help.

BTW awesome sheets!


I was considering taking step up instead of combat reflexes, or perhaps delaying combat reflexes and dropping greater sunder.

Steel soul looks like it'd be more useful than Iron Will as it gives +2 to all saves.

I appreciate the advice.


I'm gearing up to GM the First Steps scenarios for PFS and need to make a new character to give credit to. I've decided I want to make a caster killing barbarian. Here is my proposed build.

Dwarf Barbarian (Invulnerable
Str:17 Dex:15 Con:16 Int:7 Wis:12 Cha:7
Traits: Glory of Old & Reactionary
1: Power Attack
2: Superstitious
3: Combat Reflexes
4: Witch Hunter
5: Improved Sunder
6: Spell Sunder
7: Raging Vitality
8: Clear Mind
9: Greater Sunder
10: Eater of Magic
11: Dazing Assault
12: Fearless Rage

So I had an extremely tough time picking feats and even the order in which I should take them. I am not sure if Combat Reflexes is a must, nor Raging Vitality. Greater Sunder and Improved Sunder are there only for the Spell Sunder ability, not sure if Greater Sunder is necessary.

I wish I could have included the feats Steel Soul and Improved Initiative. I had originally planned on pursuing the Step Up & Strike tree, but though it might be too feat intensive and may be shut down by defensive castings.

I also considered the rage powers Disruptive and Spellbreaker, but feel they could be wasted picks. I also feel the level requirement is too high on these abilities. Having Reckless Abandon seems like a no brainer for a Barbarian, yet I didn't find a place for it in my progression...

Finally I was considering the Invulnerable Rager archetype, because DR/- is great. I was also considering the Superstitious archetype, but I am not sure if it is superior to the Invulnerable.

Well, any thoughts/suggestions would be greatly appreciated!


Thanks Jiggy.


I have one quick question regarding GM Rewards.

I see that if you GM a session you get 1xp, 100% gold, and 2pp. Now does the character you apply this credit to also gain access to the items on the chronicle sheet?

I am confused on this and am preparing to GM my first session of PFS.

Thanks


Thanks for the advice. I typically DM and never run as a PC, and I always tell my players to be what they want, and not what they think the party needs. I was just unsure how hardcore PFS was, and if dedicated casters were essential.

Are prepared casters like wizards and witches still more powerful than their spontaneous counter parts? Wizards trump sorcerers because they can come back to an obstacle the next day with a new spell. Does this come up often in PFS, or is there no time to just rest a day before coming back to face a challenge?


So I am delving into my first Pathfinder Society event this evening. I've been looking forward to this for a while now, and was planning on playing a summoner. I just looked at a list of everyone who is playing and I think I should change my character.

Originally the party was going to be a monk, oracle, and summoner. Now the list is barbarian, ranger, paladin, and samurai. Yuck. I don't know any archetypes that are being taken, but obviously the party is in dire need of a full caster.

Which caster would you recommend out of Druid, Cleric, Wizard, Witch, Oracle, and Sorcerer? I have no problems playing any of the above classes, but if I play an arcane caster I will let the melee guys deal with damage and forgo being a blaster. A healer seems useful, but I almost feel that with so many hitpoints floating around that at least some of the tanks will stay standing. This is leaning me slightly towards an arcane caster, or maybe even a gnome oracle of heavens.

Any advice?


The will idea is awesome. I have encouraged back stories and family ties for all the characters, but unfortunately some of my players are more about power gaming and killing stuff than roleplaying. I am running an AP and figured since the treasure is already pregenerated I don't want to fuss with it too much, which is why I was afraid of the introduction of excessively more magic items.


I just have a quick question for other GMs. How do you handle a PCs treasure after they die? It seems that the party will loot all the dead characters equipment, which is fine by me, but then they make a new character with more magical equipment. Character death almost seems like a way to gain treasure. How should I handle this? Cut back their wealth when making a new character?

Thanks.


I am in the same boat as you, but I have at least 3 Sandpoint natives. That's why I have been so concerned about all this knowledge stuff and what they would already know by virtue of living in Sandpoint.

On a different note I have seen a lot of encouragement of using Brodert Quink as the source of much knowledge for the PCs, but how early would you introduce his character? In Skinsaw it requires a Knowledge (local) check to even realize he is a scholar of ancient history. Should I wait until Skinsaw for the PCs to begin enlisting his aid and gaining info they may have missed in Burnt Offerings, rather than having them know he is in town from the start?


Once again thanks for all the help guys. I have started reading the Skinsaw Murders and believe I have one last question. While it's not really pertinent to Burnt Offerings, it does relate to what NobodysHome said. I noticed that on page 81 of the Anniversary Edition that the party will recognize Misgivings as a reference to Foxglove Manor. The check is only DC 15. This almost makes me think that this is information they could find out before the Skinsaw Murders even begin.

Any advice on how to further handle this bit of information?


Thanks a ton Gluttony, that's some great info to give my players. I now have a second question regarding what the PCs would know. When they save Aldern and go on a boar hunt with him, should the players be given a knowledge local roll to find out some background or even some background on Foxglove manor? It seems logical that they would know this now, rather than having a revelation about Aldern in the Skinsaw murders. I fear it could spoil the mystery aspect of the second book though.

Any ideas?


Thanks for the answers. What kind of info should be given out about what a runelord actually is? I have only read through Burnt Offerings and don't know what to describe to my players.


Hey everyone, I am about to start running RotRl AE and have some questions about how to handle knowledge checks throughout Burnt Offerings. I understand that Brodert Quink is there to serve as a fountain of knowledge, but I am unsure what he can tell the PCs.

I have no Pathfinder source books or campaign resources, so perhaps that is the source of my problems. I am just unsure what the PCs should know about Thassilonian stuff. Should any of the PCs be able to speak Tassilonian?

My main question comes up in the Catacombs of Wrath. When the party finds the statue in area B3 it says they can identify it as Runelord Alaznist. Which is all well and good, but how would they recognize this runelord? They would obviously have to have some other knowledge of who she was to be able to identify a statue of her on sight.

Can anyone help me out with this?


Wow guys, great ideas. BB36 I really like the idea of causing dwarves to feud with each other. The ability to cast disguise self should help make this possible.

I think the idea of fighting near a cliff is also an excellent idea, but I was going to give the item the ability to teleport 1/day which also increases the items ego.

The dream idea Bltzkrg is freaking awesome. I'm totally going to use that.

Also thanks for the idea of making the fires part of hag coven plot.

So perhaps when they get back to town they find the paladin trying to save a bunch of dwarves from a burning building. The PCs come to help, only to realize that these dwarves died from neither fire, nor smoke inhalation, but rather axe wounds.

I had considered the axe raising dwarves it slayed as undead minions, and that it grew in power the more dwarf blood it spills. Going from a battle axe to a great axe and steadily gaining more and more enhancements/intelligent item/special purpose abilities.


I've been torn about the alignment honestly. It was crafted by a LE race, but with the purpose of slaying dwarves. Its purpose is to slay dwarves and send their souls to stoke the flames of his forge. Yet CE seems plausible as I was considering giving the axe the ability to cast protection from law.

NE may be the best way to go as it does have a blood lust for dwarves, yet it has this blood lust for a very specific purpose.

I was considering the town to be too enraged to accept his apology and only through PC intervention could they save him.

The Paladin would know nothing or everything. I am unsure if the best way to do it is to have the Paladin be trapped inside his own body, forced to watch these heinous acts unfold at his hands, or if he is blissfully unaware of the axes dominance, either he has absolutely no recollection of the events, or he believes he is actually slaying evil creatures.

Thanks for the help so far though. I really needed some help with ideas


@Genetic Drift
I had planned for the axe to immediately attempt to dominate any non-dwarf who wielded it. Fortunately for me only the Dwarven fighter touched the axe in the party. I was going to have it try and dominate a PC if they handled it. To play up its evilness I had them see dreams of an undead dwarf hammering away on an anvil in some evil forge.

The PCs immediately noticed something was wrong with the Pally, but didn't do anything to stop him from leaving. They also left town without doing a follow up on what he was doing which gave him many days to do as the axe pleases.

I had originally imagined the party selling the axe to some schmuck merchant in town who went around as a dwarven serial killer, but the axe ended up in the hands of a much more powerful npc, so I figured serial killing would be too subtle.

Yes the axe is sentient and I planned on having it slowly gain in power throughout the campaign until it reaches minor artifact status. That is unless the party can stop it firt


@BB36
The Paladin (Bjorn the Goldhearted) is being controlled by the evil axe. He took the axe from the party with intent to destroy it, but he didn't get that far before being controlled.

The Paladin and the party had no idea it was sentient, let alone magical, only the Paladin's detect evil ability revealed this. He snatched it and it has 4-5 days since the party has been back in town. I figured he murdered both Dwarves and maybe his other adventuring companions as they defended their friends.

I am unsure what else he has done in this span of time. The first night was a celebration for the Pally and his party, but also the night he got the axe. Does he murder one Dwarf in his sleep and play innocent the next day, or does he just go on a bloody rampage around town slaying dwarves and anyone that gets in his way?

There is a mason's guildhall that could have been burnt by the Paladin, but that building is stone, so it seems unlikely.

If they confront the Pally would he have lost all of his Paladin abilities at this point? If not he wouldn't be too terrible of a challenge. This is why I was considering antipaladin. Perhaps he has collected Dwarves around town and is actually burning them in a sacrifice to the axe.

I also thought it would be an interesting role playing opportunity as the Paladin pleaded with the town that it wasn't his fault, while the town doesn't believe him after his atrocious actions.


Alright, so I am DMing a group of 7 characters that have managed to reach 6th level after our last session. The campaign started rough, with the party killing someone they accused of being part of a demonic cult without any evidence. They high tailed it out of town and adventured in some ruins. There they found this wicked looking axe being wielded by a kobold caster. After looting the place and walking back to town the Dwarven fighter who was carrying the axe started to have nightmares about it. They returned to town where a large parade was taking place for an adventuring party that exposed the sinister cult that had pervaded some of the town. While visiting a church in town they happened to stumble across the Paladin leader of the previously mentioned adventuring group. He detected the evil axe and demanded it to be turned over. Once in his possession something obviously changed and he rushed out of the church.

The axe was created by a duerrgar lich that worshipped Droskar. The axe is a dwarf bane axe (excluding duerrgar) with a variety of yet to be determined other abilities. Now the Paladin is under the control of the axe (very high ego) and has murdered the 2 dwarves in his adventuring party. The PCs don't know this yet, as they left town to investigate a nearby vineyard that has spread a fungal disease through its wine. On their way back to town they can see fires burning inside the town.

Now what? I really have no idea what to do with the story at this point. The two main plot points are that there is a hag coven in the swamp that wants to spread fungus everywhere and the Droskar lich who created the evil axe.

Now I can't decide if the fire is caused by the Paladin or if its just from the mayhem of people turning into shambling fungal beasts in the town.

I was considering the PCs making it back to town in time to see the Paladin about the executed. He would be mortified and have no recollection of what he did.

The PCs could also come back to town and have a showdown with the Paladin (probably ex paladin at this point, but not yet anti-paladin).

I am unsure what would be a good way to continue on with this plot point. I was planning on having him come back as a graveknight who protects the lich they keep hearing stuff about.

Thanks for the help guys/gals, and sorry for the semi-rambling post.


I was looking specifically at the oceans domain ability. I ran the PCs through a beefed up version of Master of the Fallen Fortress and wanted to make the shield emblazoned with a dolphin they found magical.

The shield is going to a dwarven fighter in the party. I was thinking about water breathing or water walk for a few rounds a day. Maybe fire resistance coupled with electricity vulnerability. I thought the ocean domain ability would be a unique and more memorable item.

If anyone wants to offer a suggestion to the magical quality of the dolphin shield.

The party is level 2 going on 3.

Edit: As for the number of times per day I was looking at the modifier for CMB rather than the actual times per day given. Thus the seemingly overpowered item.


Hey everyone I have a question.

Of what value would a magic item be if it gave the bearer a domain power of a cleric? It would be a first level power that could be activated a number of times per day equal to the bearers level. I really have no idea how to rank this ability and any help would be appreciated.


©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com 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.