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Organized Play Member. 112 posts. 1 review. No lists. 2 wishlists. 6 Organized Play characters.



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Silver Crusade

Hi Everyone,

I'm getting ready to run Curse of the Crimson Throne using Pathfinder rules for all NPCs and monsters. I'm really excited about it (it will be my second time running it) and I'm looking forward at doing a much better job really engaging players in this world.

I have ideas for how to bring the focus off of the character sheet and into the game, which is where I want it. As many PFS scenarios and modules have shown lately, some of the most memorable parts of an adventure are ones where characters interact or use their skills in neat ways to win over parts of an adventure (such as the investigation at the beginning of Cult of the Ebon Destroyers or the tests of Irori in Tests of Tar Kuata). However, one thing I can't seem to figure out is a method of taking such extreme focus off of magic items.

Now, Pathfinder is built around magic. It is everywhere. I get that. You can't progress without magic weapons as those are factored into CR's. However, as I am doing with other parts of execution of this game, I want to avoid the habit that many fall into, including myself, of looking forward to the next big item that a character needs. Discussions revolve much more around magic items than roleplaying and I want the opposite.

Is there a way, without creating crazy homerules, that I can take this focus off of magic items? Or do you think that just by getting to keep the magic items they find (as opposed to PFS rules) that it will make their discovery and attainment more special?

Thanks in advance!

Silver Crusade

The Player's Guide says add Sailor Skill to a ship's base AC. Do you add that sailing skill to the steering mechanism, too? Or is it just 12 for a steering wheel?

Silver Crusade

Hi all,

I'm waiting for Part 5 of "Rise of the Runelords" to come in, so while I'm waiting I started another 1-character solo game. I'm currently using Lini as a Wild Warden and she is most excellent. I chose to do her because a friend thought she was worthless so I was out to prove him wrong. Mission accomplished.

To decide my second solo character I rolled randomly and came up with LEM! My first thought was Crap, this guy's main power is to help other characters! How will I solo him?. Well, I went for it anyways and with smart playing, and a lot of luck (found the Deathbane Light Crossbow +1 on the second adventure), I am having a ball with him. Obviously will go Virtuoso later on for the bonus to self, but I need help with the interim. I know that for Skills I will mainly pump up my charisma first then go Dexterity second and for powers until I get to my role card I will go Weapons=>1d4+1=>1d4+2. But it is my Card Feats that I have no clue about. My first instinct would be to go all Spells, but there are some really good Allies and Items that can be had as well.

Input would be greatly appreciated as I am approaching my first card feat.

Silver Crusade

Hi everyone,

I'm making a new character for Pathfinder Society. So far I have

1) Mindchemist Elf
2) Natural Attack Infiltrator/Skirmisher Half-Orc Ranger
3) Shining Knight Gnome Paladin
4) Maneuver Master (Trip, Grapple, Dirty Trick) Human Monk
5) Foresight Tiefling Wizard (Makes knowledge rolls to be prepared for any situation)
6) Saving GM credit to start a Paladin/Rogue/Cleric archetype halfling at level 4.

Now I'm to the point where I need to start a new character to play low tier and I thought a sorcerer would be fun as it plays very differently from every other character. However, there are so many bloodlines I don't know what to do. I'm not looking at optimizing or anything, just making a fun character that I could enjoy from level 1-12. Here are my ideas so far, I just need help narrowing them down. My ultimate goal is going either rebuff with buffing backup, or buffing with debuff backup.

1) Dwarven Empyreal Bloodline - I like the idea of a Dwarven Sorcerer, and dwarf is a race I really want to play but haven't yet, but a minor healing ability and losing summoning prowess doesn't seem worth it.
2) Sylph Sage Bloodline - Got the race boon and this would be a fun one to use it on.
3) Aberrant Touch attack Sorcerer
4) Djinni Bloodline
5) Dreamspun Bloodline
6) Fey Bloodline
7) Maestro bloodline
8) Voidtouched
9) Shadow or Umbral

Silver Crusade

Hi Everyone,

I posted a question in the "Skull & Shackles" messageboards but no one has responded. The original post can be found here. Thanks for any help.

Silver Crusade

Hi Everyone,

I'm really confused on the ship statistics that are presented. Let's take for example the Dowager Queen in Raiders of the Fever Sea. It has 2 standard catapults that need a 3-person crew. Who is shooting these weapons? If it is the marines they do not have a high enough dex, BAB, or weapon proficiency to get a +7 to hit. Am I missing something? I'm trying to come up with ship stats in part 5 and am not sure where this information is coming from...

Silver Crusade

Hi All,

Here soon I will be running Skull and Shackles. It will be my second GM'ing of this campaign and I'm really looking forward to it! The members of the group are fun and the story and piracy theme is just too good. This group will also be great because I'm offering some good boons for those that take sea/piracy related archetypes or build characters totally around piracy. Some things are just worth running for more people.

Now, the difference this time is that there will be 6 PC's. I figured with 5 to scale the encounters to match party size that I would give each enemy the advanced template. What should I do with 6 PC's, though? With 6 you don't want battles to be over too fast nor be overpowering. I have heard 50% more minions and add class levels to bosses...well, I'm not adding class levels. Should I just give the bosses the very advanced template?

Also, what should I do about treasure? If the challenge scales so should the treasure output. Should I just look at how much their gear was worth every time they sell it and increase it by 25% for 5 players and 50% for 6?

Any input is greatly appreciated!

Silver Crusade

Hi Everyone,

My current group is getting ready to wrap up the Skull & Shackles Adventure Path. I'm looking for something to start right after it that doesn't need to be a huge story arc. I've really enjoyed the trilogy of modules that starts with Crypt of the Everflame but since I have already run the whole trilogy I was wondering if there is anything else out there like this. Thanks!

Tom

Silver Crusade

Hi All,

I just played my level 3 Foresight Wizard yesterday. In addition to being a Foreseight wizard he specializes in trip attempts with his magic missiles (Toppling Spell and Magical Lineage). I had fun playing him and I feel like I helped the party. However, I'm hitting the point where I'm not sure what to do for the rest of the time since I still only have 6 spells a day (not counting Cantrips and my bonus school spells, which are divination). I do have a wand of Magic Missile that I use quite often but 1d4+1 is already not scaling at level 3. I had one wand of Burning Hands CL3 from a Chronicle sheet but it is almost gone. What else should I do in battle to feel like I'm contributing more as a wizard? It sounds like at level 5 the wizard is a little more helpful with 10 spells a day and access to more buffing spells like Haste. What can I do until then and past them? What scrolls should I have and be using in battle?

Thanks!

Silver Crusade

Hi all,

I love this game and the simplicity of design, rules, and the cooperative nature. My wife even loves it and enjoys playing it and making her character better (now if I could just get her into Pathfinder RPG).

What I would like to know is if there are other games like this for the iPhone or computer format. A deck-building game that has a storyline, exploration, and a way to make your character better outside of finding new cards.

Willing to pay or can be free.

Thanks!

Silver Crusade

Hi Everyone,

There is so much confusion in the rules discussion about what the Maneuver Master archetype's ability "Flurry of Maneuvers" means that I thought I would ask this question and see if anyone knows. What was the goal behind flurry of maneuvers?

Early on, it is really good! A -2 penalty to all maneuver attempts to add one extra maneuver. At level 15, because of Maneuver training, that means you could make four trip attempts at +13/+13/+8/+3! That seems pretty good but doesn't provide much aside from backup plans if the first three trip attempts fail or pretty good trips against four enemies. Or instead going Trip +13/Attack +6/Attack +1/Grapple +13? Trip +13/Attack +11/Attack +6/Attack +1? With Vicious Stomp and Greater Trip and combat reflexes this actually turns into more attacks for Trip +13/Attack +11/Attack +11/ Attack +11/ Attack +6/ Attack +1! Even that seems pretty good to awesome as when prone your melee attacks would hit just as well as a fighter's BAB, though not as good as a Flurry of Blows Monk with the same feats, minus Combat Reflexes. But at level 15 if you use the full flurry adding 3 extra maneuvers instead it turns into six trip attempts at +3/+3/+3/+3/-2/-7!

What would be the point of adding all of these maneuvers if they are worthless at level 15? Is this in case you find yourself surrounded by goblins at level 15 or was it the tradeoff for offering combat maneuver feats without needing any pre-reqs? Ultimately, what was the goal behind flurry of maneuvers?

Silver Crusade

I don't think there is a rule against it, but can I roll a check for no reason?

Let's say it is the end of my turn and I want to get rid of my Standard Bearer card. Instead of discarding can I choose to roll a worthless Strength Check and use the Standard Bearer on it to recharge the card?

Thanks!

Silver Crusade

In April I will be chaperoning a high school trip on an 11 hour bus ride. Usually on these trips I bring the Paizo pre-gens and run a game introducing people to this. I snagged 4 new Pathfinder players the last time I did this. What I am looking for are 2 fun 1st-level adventures to bring with me that are not map intensive.

Thanks!

Silver Crusade

Hi Everyone,

I rolled randomly for a party to play in my friend's campaign. It is me only so I run all four characters. Here is what I rolled (both class and race) so obviously this is not optimized. It is more to challenge myself.

Fighter - Kitsune
Summoner - Human
Ranger - Halfling
Alchemist - Half-Orc

The Summoner is really going to lean towards summoning, so I'll probably take an archetype that weakens my Eidolon. The alchemist will focus on bombing and throwing stuff, so I already know what I'm doing there.

However, I really could use some help on the other two. Both martial characters take strength penalties. I have no clue for the fighter, but the Ranger I was thinking about the Guide archetype.

I appreciate any feedback.

Thanks!

Silver Crusade 2/5

Hi Everyone,

Is it PFS legal to get Greater Magic Fang cast on my character permanently?

Silver Crusade

I posted this question on another Thread but I don't think anyone read to the bottom to see my question so I'm asking it again here. For the original post and discussion that sparked this, please head here.

Some background. A guy was looking for input on his Barbarian Gnome. One guy offered maxing out Damage Reduction. I loved that idea. However, I need to ask some questions pertaining to the following passage from Ranroel:

Ranroel wrote:

you have 10HP. with Greater Stalwart and Improved DR rage powerx3 you have DR 36/nonlethal, DR 18/-. You get hit for 49 damage. Guarded Life activates and turns 22 of that damage into nonlethal damage, leaving you with 27 damage. DR negates the nonlethal damage an 18 lethal, meaning you take 9 points of damage.

this is at the price of -4 to hit.

1) Using the Invulnerable Rager with 3 x Increased DR Rage Power and Improved Stalwart I only arrive at DR 17/- at level 12 using Combat Expertise. He arrived at DR 18/- at level 11. Also, at level 11 Combat expertise is only a -3/+3 trade-off and he would only have access to Improved DR twice so the total DR would only be 13. Is my math wrong or is the original post? Or am I way off and he is actually going Total Defense with at least 3 ranks in Acrobatics making it impossible to attack in the end? And if taking Total Defense how would you even attack, or would you just be holding the line?

2) Guarded life makes it sound like once you hit 0 it kicks in, not before. Using that math, with the original stats displayed, I see the following: Original Damage is 49. You subtract your DR 18/- and are left with 31 points of damage and the original 10 HP. Then you take 10 points of damage which drops you to 0 HP at which point Guarded Life kicks in converting the last 21 points of damage into Nonlethal damage which is negated by the DR 36/lethal. In the end you should be left at 0 HP and Disabled, or am I reading that wrong?

3) It seems odd that you can take damage from one hit and, after you hit 0, convert it to Nonlethal and then negate that. Do those stack?

Thanks for any help. If I end up using this character I want to make sure I'm clear on the rules when a GM keeps wailing on my little gnome and he just won't die.

Silver Crusade

I've got a PC who has made a very flavorful and well-built Necromancer. He plays it well by being creepy but still being cooperative. However, I'm having trouble fighting against him because he is an overall evil character playing in the Skull & Shackles Adventure Path where the only thing to fight evil with is more evil. I can't seem to take out these minions he has. Any thoughts? Are there any mass destroy undead spells?

Silver Crusade

I have just built a Waves Oracle that took the Water Form Revelation. I can now turn into a Water Elemental as per Elemental Body. This is not the Wild Shape ability. It also does not state in the description of the spell Elemental Body that I lose the ability to cast spells as Wild Shape states. There is no mention of losing spell-casting abilities in the description of the revelation. Can I still cast spells in this form or is there a rule out there I am not aware of?

Silver Crusade

This has to happen a lot. You have a bunch of mooks in the room and the party just slaughters 1/4 of them without taking damage. A PC takes their free action and yells "Drop your weapons and you will be spared!" How you do this? Many enemies in PFS and Adventure Paths say fight until xxx or until dead, or run, or something. But what about everyone else? Is it a skill check? Is it an automatic point. It feel stupid when the AP provides a room of 35 NPC's that are "hostile" but no way to talk them down. Even with an outrageous bard you can only get a group down to Indifferent.

Silver Crusade

18 people marked this as a favorite.

Does anyone else get bothered by the push for optimization of characters? More and more I get tired of sitting down to a table of outrageous damage output where battles end ridiculously fast. Using feats to make a monster characters that immediately win the battle in the first round just is boring. It turns into the one optimized character getting all the fun each and every fight.

I've also run into the problem lately of bringing my characters to games that are not optimized for damage but are fun to play and everyone looking down on them.

-Mounted paladin gnome of erastil (why not be medium sized with a big weapon?)
-Combat Maneuver monk specializing in trip and grapple (Wait...you don't do damage?)
-Sea Reaver barbarian that, when raging, has a swim and climb speed (aquatic campaign) (why didn't you take all these ridiculous rage powers to cause a bunch of ridiculous damage?)

Society games are the worst. I witnessed one guy a few months ago convince someone not to use archetypes of the bard class until the person played a bunch of games with a base bard and learned how the class worked. Getting to level 5 in PFS is a 60 hour investment. The guy knew what he wanted his character to do and an archetype would have served that better and he didn't want to play every week. This awful advice came from a 5-star GM.

I'm not out to change the world with this, but man...powergaming can be pretty obnoxious. Who cares if that wizard didn't prepare "Create Pit"? If everyone built the same character all the time the game would die.

Silver Crusade

I know my PC's would just go with it, but why would my team want to be Free Captains? What reason is there for this? If I can get what I want at another grocery store without a membership fee then why would I become a member of Costco?

Silver Crusade

Hi everyone,

Does the canopy creeper stay up in the canopy or does it descend to the boat? It's got the reach to hit with vines, but that is beastly hard to kill then.

Silver Crusade

Can someone give me some help with this? Lini seems like a difficult character to slot. Everyone else has clear-defined rolls, I just can't figure out Lini. How should she be played? Caster? Melee?\

Thanks,
Tom

Silver Crusade

Hi Everyone,

I'm currently running Skull & Shackles and having a blast! My PC's have stepped into the role of anti-hero very well and have taken to mutiny and piracy like rogues to a pile of gold.

Now, I'm far from completing this AP, but I'm looking ahead thinking about the next one. I am currently watching LotR while doing housework and I read the Silmarillion over Christmas in 2012. What I'm looking for is a defenders of the world type of AP. One that gets the players invested in being heroes.

I ran Curse of the Crimson Throne and that was great! Now I'm looking for one that is written with the Pathfinder ruleset. Wrath of the Righteous looks like it may be the path I'm looking for. Any input from those that have run/played them?

Thanks!
Tom

Silver Crusade

I need a clarification on something. I am running "Skull & Shackles" and many players are taking advantage of an unconventional campaign to run characters they wouldn't usually get to. One of them is running a cleric of undeath, creating undead minions. Fine by me as long as he can handle the rules. His first idea after I asked him what sort of undead he needs for tokens for Maptool, he came back and said he is trying to figure out the cost of a skeletal whale with a battering ram attached. Now, the ram is no problem. You can attach a ram to a boat, no reason you can't pay someone enough to deal with an undead whale and attach one to it's snout.

My concern is skeletons in water. Or zombies for that matter. In the end, is there any sort of undead that can still swim that is a base character that just gains the template?

Silver Crusade

In the Jade Regent, in order to have someone work on your caravan they had a monthly wage. Skull and Shackles does not appear to have this set for a crew of pirates. In order to sail the Man's Promise, the ship needs a crew of 20. Minus the PC's (6), that is a crew of 14. How much plunder is needed to pay the crew? How often do they get this pay?

Thanks!

Tom

Silver Crusade

Hi Everyone,

So I have a PFS Gnome Shining Knight Mounted Paladin at level 5. I was updating his stuff and found that, after this weekend, I am one game away from level 7. Time to make sure my feat choice will work.

So here is my progression planned:

1- Mounted Combat
3 - Ride by Attack
5 - Spirited Charge
7 - Vital Strike
9 - Power Attack
11 - Toughness

However, I just came to find out that Vital Strike can not be used with a charge. Well, shoot. My question then becomes what should my 7th level feat be? I usually get off one REALLY strong hit. Assuming 7th-level, while mounted on a charge with a lance, I do 3d6+9 (3d6+30 on a smite hit). My first instinct is put Power Attack at lvl. 7 so that I can increase my damage which I believe would be 3d6+21 (3d6+42 on a successful smite).

Now, that is obviously the best option. But what should I do a level 9 and 11? Toughness at 11? What else can I add to make my 1 REALLY BIG hit hit harder?

Silver Crusade 2/5

According to Hero Lab, Improved Natural Armor is illegal in PFS. However, can I take it for my Paladin's Holy Mount? That seems fair to me.

Silver Crusade

1 person marked this as a favorite.

I am playing a PFS Gnome Shining Knight Paladin that just hit 5th level. I now have my holy mount! It comes with 3 feats. Now, I spend most of my time charging. Which feats would be good for my mount?

Silver Crusade

Hello Everyone,

I'm trying to select my new character for a PFS game on Saturday. He will start at Level 3 because I am using GM credit for the first two level-ups.

I have a concern. I want this monk to be a helpful member of any party but I want him to be exceptional and not just a fighter without big weapons. My solution was a dex-based Maneuver Master as detailed here.

Dex-Based Maneuver Master Monk:
Monk, Maneuver Master - Dex
Male Human (Tian-Shu) Monk (Maneuver Master) 3
LN Medium Humanoid (human)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+4 Dex)
hp 27 (3d8+9)
Fort +6, Ref +8, Will +7
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee Masterwork Kama +7 (1d6/x2) and
Masterwork Shortsword +7 (1d6/19-20/x2) and
Unarmed strike +6 (1d6/x2)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 14, Int 8, Wis 16, Cha 7
Base Atk +2; CMB +7 (+9 Grappling, +9 Tripping); CMD 19 (21 vs. Grapple, 21 vs. Trip)
Feats Agile Maneuvers, Combat Reflexes (5 AoO/round), Improved Grapple, Improved Trip, Improved Unarmed Strike, Stunning Fist (3/day) (DC 14), Weapon Finesse
Traits Reactionary, Suspicious
Skills Acrobatics +10 (+14 jump), Climb +6, Perception +9, Sense Motive +10
Languages Common, Tien
SQ ac bonus +3, fast movement (+10'), flurry of maneuvers (1 maneuver, -2), maneuver defense, maneuver training, stunning fist (stun), unarmed strike (1d6)
--------------------
Feat Progression:
1 - Agile Maneuvers
1H - Weapon Finesse
1M - Improved Trip
2M - Improved Grapple
3 - Combat Reflexes
5 - Ki Throw
6M - Greater Trip
7 - Snake Style
9 - Snake Sidewind
10M - Greater Grapple
11 - Snake Fang

My long-term goal is that he will be a monster tripper and grappler. The Snake Style is purely to take advantage of a high Dex and use combat reflexes and to get piercing damage option.

As you can see, though, this character never will get much in the line of damage bonuses. My question for the community is, if you showed up to a PFS game, and this character was there knocking everyone down or taking out an NPC by grappling them, would you appreciate them being there or just consider them a table nuisance because they didn't deal any damage?

Silver Crusade

My wife has expressed interest in playing Pathfinder. I don't want her first experience to be with a group, especially because groups tend to start quoting rules and "helping" the person enjoy their first game, which usually just adds to their confusion. Having started a number of players, and managed to get them hooked, I feel that the best way would be just one-on-one for her first game.

Here is my problem, which I have often thought about but never come up with an answer: What is the APL of a party with one PC? I know the rule that 4-5 players is average level, 6-7 is APL+1, and 3 or less is APL-1. However, a CR 4 encounter for one level 5 character seems pretty challenging. Any thoughts?

I have heard a number of ideas.

  • Subtract 1 from the APL for every two characters under 4 (so One character is APL-2).
  • This tool seems to suggest that an appropriate encounter for one character is APL-4.
  • Take total party levels and always divide by 4, then round up.
  • 1) Square each PC's level. 2) Add all those squares together. 3) Take the square root of that sum. 4) Divide it by 2 to get the effective average party level.

Silver Crusade

What advice could everyone give me for long-term goals for my gnome mounted paladin (wolf mount)? Any specific magic weapons that could make me better at what I do?

I already have in plans:

+1 lance
+1 Full plate
+1 barding chain shirt
+1 mithral heavy steel shield
Belt of Strength +2

Thanks!

Silver Crusade

At the end of the month I am expecting my current society character to be level 5, which has me preparing a second character if I need it. My current character is as follows:

Elhorn Foechuckle, Gnome Shining Knight Paladin of Erastil:
  • Specializes in Mounted Combat, Ride by Attack, and Spirited Charge
  • He currently rides his loyal mount, a Giant Mastiff named Clauncy
  • At level 5 he will take his Divine Bond as a Holy Mount and gain the access to another riding dog or a wolf, undecided
  • Adopted by humans on a frontier town became part of the town militia, excelling in riding combat(Trait: Militia Veteran)
  • Family then uprooted and traveled the land until finally settling in Absalom(Trait: Adopted-World Traveler)
  • Now, Elhorn Foechuckle has realized his arrival in Absalom as a calling from Erastil. Knowing of the corruption that has often come to taint the Grand Lodge, Elhorn is a member of the Silver Crusade and a defender of the weak and communities on his campaigns.

What I am looking for now are some other builds that have some background and depth, such as Elhorn, but are also extremely effective in combat and fill that niche.

Here are some ideas I currently have.

Half-Orc Beastmorph Alchemist:
  • A Dr.Jekyll/Mr. Hyde type.
  • Focuses on attacking and personal buffs

Human Brutal Pugilist, Hurler Barbarian:
  • Will carry one big weapon
  • Truly excels at throwing (either weapons or objects) and grappling
  • Also will be able to fight unarmed
  • This barbarian is not perceptive, but is oddly Diplomatic, resorting to violence only if necessary

Half-Orc Inquisitor of Abadar:
  • This character worships order and wealth and seeks to bring to justice all who get in the way of Qadira and Abadar
  • Domain: Trade
  • An intimidating (big 'ol bully) and very aware (sense motive and perception) individual
  • Carries one big weapon
  • Spells center around personal buffing

Human Maneuver Master Monk:
  • Dex-Based monk that makes use of the Grapple and Trip combat maneuvers to great success
  • Absolutely no social skills, except for Sense Motive
  • Trained in the Snake style
  • Suspicious of everyone

Human Brawler Fighter:
  • All about close combat, using a Heavy Shield and Tonfa in a two-weapon fighting style
  • Profession (gardener)
  • Good, but not great, at Bull Rush, Drag, and Reposition
  • From a poverty-stricken family and quite observant

Half-Elf Archer Fighter:
  • Everything bows, pretty straightforward
  • Profession cook
  • Proud of Elven background and quite aware of everything that goes on around them

Human Polearm Master:
  • Everything is about reach here
  • Uses reach for tripping, disarming, and Attacks of Opportunity
  • Profession (baker) like in "Kung Fu Hustle"
  • Tries to do things that often other people are much better at, which includes baking, diplomacy, and survival

Half-Elf Two-Handed Fighter:
  • Dealing Damage and Sundering Items
  • Using a Falcata two-handed
  • Profession (fisherman), using time to practice overhead and backswing casting
  • All about seeking out danger and raiding tombs

This is what I have come up with. But I feel like there are some builds that would also be a blast to play that I haven't thought of. Any input anyone has is greatly appreciated!

Silver Crusade

The rules for Paladin Smite Evil against Undead, Evil Outsiders, etc., says:

"the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses."

I've always heard it referred to that it is always double damage, even after the first hit. Clarification is needed.

Thanks,
Tom

Silver Crusade

I have a gnome mounted paladin in PFS riding a dog. I want to avoid the pony and horse option. I know in other threads posters said just get a different version for your animal. However, in pFS, can I use the horseshoes on my dog?

Silver Crusade

Can I cast Magic Vestment on my clothes and still use my +2 Chainmail and have all the bonuses stack?

+2 Magic Vestment Clothes
+
+2 Chainmail
=+10 to AC?

Silver Crusade

So, I built a Maneuver Master Monk. At level 8, the Monk has a +15 to grapple CMB and a Grapple CMD of 36 (while fighting defensively). That is great! So I grapple a fighter with a Flaming Greatsword. While grappled, I'm under the impression that the fighter can't use that sword. Anyways, first he has to break the grapple. Now, my base CMD is 34 (fighting defensively). Here are my questions:

1) Can I fight defensively and still use combat maneuvers?
2) When grappled, does the enemy I'm grappling try to break my grapple using my Base CMD or my Grapple CMD?

Here are my stats:

Stats:
Unnamed Hero
Dwarf Monk (Maneuver Master) 8
LN Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 22, touch 20, flat-footed 18 (+2 Dex, +2 natural, +1 deflection, +2 dodge)
hp 75 (8d8+32)
Fort +11, Ref +10, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Temple sword +12/+7 (1d8+6/19-20/x2) and
Cold Iron Temple sword +11/+6 (1d8+5/19-20/x2) and
Silver Temple sword +11/+6 (1d8+4/19-20/x2) and
Unarmed strike +11/+6 (1d10+5/x2)
Special Attacks hatred, ki strike, cold iron/silver, ki strike, magic, relentless +2
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 16, Int 10, Wis 16, Cha 6
Base Atk +6; CMB +13 (+15 Bull Rushing, +15 Grappling, +17 Tripping); CMD 31 (33 vs. Bull Rush, 33 vs. Grapple, 33 vs. Trip)
Feats Crane Style, Crane Wing, Dodge, Greater Trip, Improved Bull Rush, Improved Grapple, Improved Trip, Improved Unarmed Strike, Stunning Fist (8/day) (DC 17)
Traits Friend of the Family (Koya) (Ex), Reactionary
Skills Acrobatics +13 (+17 jump, +21 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +12, Perception +15 (+17 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Stealth +13, Swim +12
Languages Common, Dwarven
SQ ac bonus +5, fast movement (+20'), flurry of maneuvers (2 maneuvers, -2/-5), greed, hardy, high jump, ki defense, ki pool, maneuver defense, maneuver training, meditative maneuver +3 (-choose-), reliable maneuver, slow and steady, stonecunning +2, stunning fist (stun, fatigue, sicken), unarmed strike (1d10), wholeness of body
Other Gear +1 Temple sword, Cold Iron Temple sword, Silver Temple sword, Amulet of natural armor +2, Belt of physical might (Str & Con +2), Cloak of resistance +2, Headband of inspired wisdom +2, Ring of protection +1, 3490 GP
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Special Abilities
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Silver Crusade

I'm toying with a monk archetype for the AP. I know I don't like being evil, but good sounds obnoxious. So LN it is. However, how would you play a lawful neutral pirate? A CN one makes sense...it is Jack Sparrow. Any thoughts on a LN pirate?

Maybe one that demands order for piracy? Kind of like a Pirate Navy? All for the good of the ship? Maybe opposed to all forms of piracy except flat-out killing and slavery?

Silver Crusade 2/5

My first PFS game I GM'ed was a module. I'm taking it as a GM reward towards my Level 1 Paladin. However, according to the PFS rulebook I get 1 XP and 2 PP for a scenario. But this was a full-day module. Do I get 3 XP and 4 PP? 2 XP and 4 PP?

Tom

Silver Crusade

Hey Everyone,

This is going to be a weird one. I'm developing a hybrid class. The party I'm playing with wants to do a sort of monk-based group. The GM has allowed a lot of tweaking of classes to make it work. It is an aquatic campaign and I had already thought about making a sea-reaver barbarian. However, with the monk/eastern aspect, I'm trying to think of how to make the barbarian fit. Here is my idea so far. It seems fair for the most part.

-Lose Armor Proficiency => Gain Monk AC Bonus
-Lose Weapon Proficiency => Gain Monk Weapons and Monk Unarmed Strike (Monk weapon proficiencies would include those from ultimate combat)
-Remove rage powers to gain the flurry of blows (while retaining full BAB progression) at levels 2, 8, and 14

Thoughts? Or is there an archetype/class I'm completely missing?

Thanks!

Tom

Silver Crusade

Hey Everyone,

This is going to be a weird one. I'm developing a hybrid class. The party I'm playing with wants to do a sort of monk-based group. The GM has allowed a lot of tweaking of classes to make it work. It is an aquatic campaign and I had already thought about making a sea-reaver barbarian. However, with the monk/eastern aspect, I'm trying to think of how to make the barbarian fit. Here is my idea so far. It seems fair for the most part.

Lose Armor Proficiency => Gain Monk AC Bonus
Lose Weapon Proficiency => Gain Monk Weapons and Monk Unarmed Strike (Monk weapon proficiencies would include those from ultimate combat)

Thoughts? Or is there an archetype/class I'm completely missing?

Thanks!

Tom

Silver Crusade

I would like to do a first-level introductory game for some people but I don't want to use the beginner box. Is it okay if I use PFS scenarios or are there other 4-hour adventures that I am not aware of available for PF?

Silver Crusade

I am playing a gnome summoner and my eidolon recently took the exotic weapon feat and is using a Katana (suishen, guardian of the Amatatsu). I used this character and was under the impression I could use all of my natural attacks (at a penalty) as well as my two attacks from the Katana. Here is my statblock for the eidolon (the statblock shows the sword as being equipped).

Eidolon Statblock:
Grendel
Male Quadruped
NG Medium Outsider
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 25, touch 13, flat-footed 22 (+4 armor, +3 Dex, +8 natural)
hp 42 (+6)
Fort +6, Ref +8, Will +2 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee Bite (Bite) +9 (1d6+2/x2) and
Claw x2 (Claws) +9 x2 (1d4+2/x2) and
Slam (Slam) +9 (1d8+2/x2) and
Suishen, guardian of the Amatatsu +13/+8 (1d8+7/18-20/x2)
Special Attacks energy attacks (fire)
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Statistics
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Str 20, Dex 17, Con 13, Int 7, Wis 10, Cha 11
Base Atk +6; CMB +11; CMD 24 (28 vs. Trip)
Feats Exotic Weapon Proficiency (Katana), Multiattack, Power Attack -2/+4
Skills Acrobatics +9 (+13 jump), Climb +11, Perception +6, Stealth +9
Languages Common
SQ devotion +4, pounce
Other Gear Suishen, You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Energy Attacks (Fire) (Ex) Your natural attacks deal 1d6 additional energy damage.
Evasion (Ex) No damage on successful reflex save.
Pounce (Ex) You can make a full attack after a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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Using this statblock I am under the impression that, on a full attack, I can use 1 bite, 1 claw, 1 slam, and 2 katana attacks. I am likely wrong as that makes this creature INCREDIBLY powerful, which wasn't exactly my goal.

Also, the eidolon has an AC of 25 because of Mage Armor.

Thanks!

Tom