Artificer legal?


Advice

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Grand Lodge

Disclaimer: Sorry if that question has been asked before. I'm very new to theis board and pathfinder at all. I searched through the additional materials and forums, but couldn't find an answer, so if you know where it was asked for the umptenth time ... please point me there.

Hey all,

being very new to pathfinder, I stumbled over the society. Always eager to try something like that, I'm thinking about playing a char that caught my fancy.

I would love to play someone similar to the Eberron Artificer. I assume it's not possible as a core character, but is there an option for a standard character?

For those interested here a few short texts I wrote about here. Only read them if you want to get a "feel" for the char to give advice. ;)

Picture: https://static.f-list.net/images/charimage/5343317.jpg (specifically commissioned for this char, pls do not copy)

Familial background:

It had been the talk of the city, when Dana Avenstar, daughter of Lord Tylvran Avenstar and Akorian Leroung of house Tevineg had started to see each other. Despite being an unlikely couple, Dana and Akorian proved to be able to overcome prejudices and superstitions, and married. And as if that wasn't enough, they also started a veritable economic endeavour: Akorians Emporium of All Things Magical.

Years passed like the ships passing the floatsam graveyard. The emporium developed from a small shop run by the two into into THE largest specialist trader for high quality (and price) magical equipment. Of course the connections to both the kyonian as well as the cheliaxian houses helped significantly in this. It was the dream of every adventurer to loot a dragons lair... and then shop at Akorians. There was no item of power that could not be if not bought outright then commissioned at the Emporium. It was only a matter of time that Akorian would be reognized as a trademaster.

The couples life seemed to become one of those stories that ended with „they lived happily ever after“ when finally in 4700 their first (and only) child was born: Eirian Avenstar. Showing the mixture of her parents heritage: the violet atzlani eyes, the light chelixian skin, slightly pointed ears, and even at young age a grace and beauty like her mothers. Everything seemed to be set for a bright future.

And then came the Devils Night. While the emporium was extremely well suited to weather any such storm, it also was a prime target for anyone seeking to use the opportunity of a distracted guard. Akorian led a small but powerfull group of friends from his adventuring days, who managed to fend of the rioting groups. Sadly he was wounded during the brawls, and despite the best efforts, died from the poison. Rumor has it, that the attack was a bit too coordinated to be anything but a hidden effort to keep him from becoming trademaster.

With Akorians death darker days decended upon the emporium. While Dana was able to keep the business alife, any chance to become recognized as a trademaster evaporated. In a long and slow decline, Akorians Emporium turned from a jewel of Absalom to a mere shiny stone. Dana had to cut down on expenses, trying to not let her daughter see much of the problems. Though slowly over time, the lack of investments has left the emporium a mere shadow of its former self.

Eirian meanwhile has prospered. Showing a creative and brilliant mind from early age, she has shown much promise in the magical arts and more mundane crafting. Her abilities earned her a membership with the Mithral Madmen as well as respect from some younger casters and artisans. If her father was still alife, she would probably continue her studies at the cathedral or one of the other academies of the cities. But as it stands, her mother can barely keep the emporium from sliding further into obscurity. Eirians help is needed, to get the ship back afloat.

Short Description:

Eirian Avenstar, a mere 16 years young, is the love child of an kyonian artist and magical crafter and her husband a chelish scholar and merchant. This odd mixture of elvish, partly even pixie blood and the aztlanian heritage running deep in her chelaxian side has resulted in a interesting physique. Lithe of build, and with a face as soft and beautyful as her voice, she is often underestimated in her skills. But anyone able to see, will recognize the curiosity and intelligence burning in her dark blue almost violet eyes. Unlike most elves, she sports a sweet smattering of freckles around her nose.

Born in the city of Absalom, she has shown to be a prodigy in the mechanical as well as the magical arts. One of the youngest students of the Clockwork Cathedral to ever graduate to the higher studies, she is assumed to rise in the ranks of the artificer guild rather quickly. Thus it is uncommon to see her without the signs of her trade, some small clockwork contraption or another. Her style of clothes is usually as simple but practically as her coppery/auburn hair. Still while she might not follow the trends of la moda, or intent to caugh the eye of the young men, her natural grace, and the pragmatic body-hugging nature of her clothes (you do not want to have a long flowing robe get caught in a large clockwork apparatus) emphasize her young slender, slightly tomboyish body just in the right way.

Sadly none of the interested boys (or girls) has yet been able to find the right key to her heart. It seems as if she is (till now) almost oblivious to the meanings of the hidden or even open compliments given to her. Like a young budding cherry tree, she is at the brink of blossoming, opening up like a flower her petals for the sun. A sweet tease to all the bumblebees looking for nectar, to drink deep from the Calistrias and Shelyns blessings of love and lust. They have to wait... just some time longer.

Coming to the gods, Eirian surely isn't one of the most devote of followers. Some would even say, her sceptic scientific mind is headed towards agnosticism. Which is not an easy task, living in a city where anyone could attempt the trial of the cathedral of the starstone... and return as a deity him or herself. Who knows, if Eirian herself wont one day attempt this feat? Just out of spite of the uncaring gods? But not yet, not at her age and inexperience.

If there are gods that have importance to Eirian, it would be Shelyn goddess of art, beauty and love, Desna goddess of the stars, travel and luck, and lastly Calistria with her lighter aspects of knowledge, trickery and lust.
Though none of even these three is really touching Eirians heart in a way that would kindle the flame of true faith. As the aspects Eirian herself holds most dear are creativity, invention and curiosity, which are yet not represented by any deity.


Pathfinder Society play is restricted to only those books released by Paizo. The Eberron sourcebook, being a 3.5 D&D supplement released by Wizards, is not a legal source for Pathfinder Society Play. If a book's title does not show up on the Additional Resources page, it is likewise not a legal source for Pathfinder Society Organized Play.

That said, you might consider an alchemist or investigator (released in the Advanced Player's Guide or Advanced Class Guide respectively) as a legal alternative to the artificer, as they share some similarities.

Grand Lodge

I have looked into both, though the differences are still fairly large.

Well, I'll have to wait till Paizo comes up with their own version of Artificer then.

Thanks for your answer.


I am sorry I do not know what artificer does.

Can you describe to me some of the abilities you want your character to have and I can find something similar

There are sooo many class options that you can do a wide variety of things.


Finlanderboy wrote:

I am sorry I do not know what artificer does.

Can you describe to me some of the abilities you want your character to have and I can find something similar

There are sooo many class options that you can do a wide variety of things.

If memory serves, the artificer was focused on magical item crafting (reducing gold costs and supplying a reservoir of exp to be consumed in crafting in lieu of the character's normal exp) and amplifying the effects of spell trigger and spell completion items, often by applying metamagic feats to them. They also had a suite of pseudo spell casting ability.

It was also horribly broken, rivaling most full casters in scale of sheer power.

Pathfinder Society play specifically disallows magic item crafting, which precludes the possibility of a class focused around such from being legal. The other half of the class, that pertaining to spell trigger and spell completion items, can be replicated to a degree using things like rings of spell knowledge or other pathfinder rules elements, but not fully nor easily. My recommendation of the alchemist or investigator was predicated on classes focused on item crafting (in this case, alchemical items) and being a pseudo caster capable of manipulating a class of magic item (potions, with Enhance, Extend Potion discoveries and extracts of Alchemical Allocation and Amplify Elixir.) It's very much not a 1-to-1 match for an artificer, but it is the closest approximation Pathfinder Society can provide at this time in my estimation.

Frankly, I'd be happy if the artificer were left to rot. I played two in my 3.5 tenure and I retired each early due to the imbalance each created. Having homunculi create magic items at 12.5% of market price in an extradimensional space for zero exp resulted in very real problems with the WBL chart. Then I picked up wands of Orb of Force that I crafted on the cheap and amped the caster level of by four, attached them to a rod of many wands, and applied multiple metamagic feats on the fly as I activated three wands at once. For those playing the home game, that ended up being 6 ranged touch attacks, each connecting for 10d6 force damage (60d6) with Repeat Spell to replicate the effect next round. I also had an AC of 54 or thereabouts, thanks to having extra magic item slots and being able to manipulate the bonus type of magic items I wore (changing rings of protection from a deflection bonus to a profane/divine/alchemical/foo bonus, for example) And that was just two tricks one of my characters had up their sleeve. At level 12.

The artificer would require significant revision before I'd want it anywhere near a home game, let alone organized play.

Grand Lodge

No idea if it was broken or not, never played an artificer before. I just like to play tinkering chars, and given how badly the whole social and mechanical and such are treated in the whole aDnD family ... I was just happy to find one class that was specialized in that area.

My main idea with that char is to invent and build clockwork robots and such. The magical and mundane crafting is supposed to allow that kind of stuff.

If anyone has an idea on how to achieve that legally... I'm not really bond to any class, just need something that isn't too cheesy to get worked into my cute clockwork girl.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

The not society legal Construct Rider alchemist archetype is the closest you'll get to an actual tinkering character I think with actual mechanical benefit.

For PFS, my suggestion would be to play a gnome illusionist with maxed out knowledge: Engineering and profession: inventor, and simply use illusion magic to prentend it actually works (and with failed willsaves, npcs will believe it :P)


What about the Tinkerer from Inner Sea Intrigue? You have a clockwork familiar that you can tinker with and it is PFS legal.

Grand Lodge

Trying to explain it a bit more thoroughly, to give you guys some more of an idea:

Eirian is intended to start as the daughter of a formerly successfull "Emporium of all things magical" trademaster.

She herself is gifted in both the social/mercantil as well as the mago-mechanical crafting aspect.

Highly innovative she has a knack for developing small clockwork trinkets and constructs.

At the beginning she is merely a "merchant/artisan girl". But over time she becomes a hero by accident.

Staying away from the frontline, she supports and helps her comrades, especially when faced with weird contraptions of some kind. She is also in to harvest all those nifty resources highly sought after by enchanters and such.

In the first few levels she might also pick up a distance weapon of some kind. Later one, more and more her magomechanical constructs come into play. Not large brutes like the eidolons, more the small kind, for spying, distraction and general support.

In later levels her focus shifts more and more to the social and mercantile part. She gets a reputation for being able to arrange deals, get things done. Never alone, always with her allies but also her "army" of tick-tocks.

In the highest levels her focus shifts even further, towards (guild) politics and diplomacy.


You definitely want to be an Alchemist with the Tinkerer archetype. A Bonded Investigator who later takes a Clockwork advanced familiar would fit as well. Both of those archetypes are in Inner Sea Intrigue.

Grand Lodge

Quote:
Archetypes: All archetypes in this book are legal for play except the Anaphexia thought-killer, provocateur, and royal accuser. The Galtan agitator gains the Persuasive feat at 12th level rather than Leadership. The studious librarian gains Skill Focus (Knowledge [any]) instead of the Scribe Scroll feat. Equipment: All equipment in this book is legal for play except bloodlink, Brastlewark brew, Harrow deck of secret schemes, mask of the cursed eye, masterful gray gloves, seemless skin, and the training weapon enchantment. Feats: All feats in this book are legal for play. Prestige Classes: The enchanting courtesan and Lion Blade prestige classes are legal for play; a Lion Blade PC must be a member of the Sovereign Court faction. Spells: All spells in this book are legal for play except assumed likeness, brightest light, oath of anonymity, and recorporeal incarnation. Daggermark's exchange can only create poisons that are legal in the organized play campaign. Other: The investigator talents, rogue talents, social talents, and vigilante talents are legal for play except false spellcaster and Twilight Talon improvisation. All inquisitor inquisitions in this book are legal for play; the sedition inquisition grants the Persuasive feat at 8th level, not Leadership. The special building materials and room augmentations are not legal for play.

Hmm, are there any things forbidden for that alchemist tinkerer due to society rules? I suppose the whole "clockwork magic creating" is out right? Also, as far as I can find info on that book, the tinkerer has only 1 clockwork tick tock, correct?

Thinking about getting that book, but I have already sunk €40 in the last few days in more or less usefull PF material. So I want to make sure that I got something worth it's money this time.


Correct, in PFS you can have only one combat pet. Some GMs might let you have other tick tocks with you, but they can not have an in-game effect.

Grand Lodge

sigh, so not the correct class. I'm not interested in combat pets at all... that's what you've got barbs for. Well seems as if PFS is too combat focused for me.

Thanks anyway all for your time and answers.


Eirian wrote:

sigh, so not the correct class. I'm not interested in combat pets at all... that's what you've got barbs for. Well seems as if PFS is too combat focused for me.

Thanks anyway all for your time and answers.

There are a lot of scenario that are more skill based, especially in season seven. By combat pet, I mean one with stats. It can still be built more for scouting and spying. While the character that you described might not be a good fit for PFS, please give it a chance.

Grand Lodge

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Well, the problem is not the character. :D

I'm from that european school of role playing, where getting into a combat usually means, you have f... up somewhere on the way to it. And where playing a role is more important than "winning the game".

Which is probably on a real clash with the classical american school of "CHARGE". ;)

So even if I somehow managed to built a char that fits my likes... I'd probably have a hard time finding a GM... or my char wouldn't survive the first encounter.


I woudl suggest an unchained summoner with an Inevitable Eidolon.

You have this mechanical like outsider companion you tinker on. It counts as a construct.

Surviving is easy. Remember you are a team so it is not just you. You have friends watching your back and working with you.

Grand Lodge

Huh? I looked into Summoner. Unchained though limited it so badly in the way the eidolon could fluff, that I have immediately dismissed it. Am I wrong in assuming that eidolons for an unchained summoner have to strictly follow the "packages" written down?

Also, an Eidolon again is one "combat pet" where I'm looking for severeal utility pets. :/

As said, I'm really getting the strong hunch that it's more of an incompatibility of playing paradigms than just a lack of class options.

Every class I look at seems to be geared for combat first, everything else a (sometimes remote) second.

EDIT: looked into inevitable eidolon... lawful sadly isn't cutting it. ^^ Also, as assumed, it's clearly a combat pet. So thank you for your suggestion, but yeah...

Grand Lodge

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

It really sounds like you need to find a homegroup instead of society play, where a GM can tailor the adventures to you and the other players taste.

The reason why most of the crunch influences combat is because that bit of the game is the most regulated.


Damanta wrote:

It really sounds like you need to find a homegroup instead of society play, where a GM can tailor the adventures to you and the other players taste.

The reason why most of the crunch influences combat is because that bit of the game is the most regulated.

This does seem to be the case. Pathfinder can give you the sort of game you want. The Adventure Path Hell's Rebels might be of interest to you, or you might need a GM to create a homebrew campaign.

If you are having trouble finding other people, you could join in on some PFS games in order to meet people. At any rate, good luck and good gaming.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

One of the players in my upcoming Kingmaker wants to do something similar.

Since it's going to be a homecampaign I've allowed him to go for the Machinesmith 3d party class.

Shop around in your neighbourhood, put up an add at the local grocery stores and gaming stores, visit a PFS gameday to get to learn more people and go from there.

Grand Lodge

Yeah, I've sunk most of the money into the Machinesmith books. It's one of the options, though well still too close to combat for my taste. But I might find a group for a Artificer or something like that.

thinking .... thinking...

Is there any PFS compatible social char? Not a tinkerer, but really strongly social? Oh ... and please ... no Scanlan, as funny as he is, I can't stand that kind of "social".

I might not be able to play my favorite here... but maybe something else can be worked out.

PS: oh and is there a chat or something where I could ask for help designing chars? Not just mechanics, more "compatibility" and suggestions what fits well and such.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Any character in PFS can be social by simply putting ranks in Diplomacy (or bluff or intimidate) :).

The (legal) ultimate intrigue archetypes for various classes provide more social savvy (as in, chrunch focused slightly more towards non-combat options) characters.

Of my 9 active PFS characters, 2 are "non"-social, as in they have not a single rank in either bluff, diplomacy or intimidate.
I usually go out of my way to get diplomacy as a class skill, or even make it go via intelligence if I have dumped charisma but not intelligence.

Edit: going to edit this with some archetype options from ultimate intrigue.

Edit 2: Interesting social archetypes and their blurbs:

Ranger: Dandy:
The antithesis of the gruff and wild woodsmen, a dandy takes effort to master the subtle etiquette of noble courts, the whispers of dark rumors, and the customs of the cultured world. Nonetheless, he is still a ranger at heart, and he hunts for rumors and gossip throughout the grand ballrooms of the wealthy and powerful just as most rangers hunt for enemies in the wilderness.

Skald: Instigator:
The instigator inf luences the will of the people, turning them toward his own purposes. Regardless of whether
what the instigator says is true or not, he inf lames emotions in others and suspends their reason. Instigators are often revolutionaries, political or otherwise, but they might also be warmongering firebrands or wicked souls who spread prejudice against others.

Swashbuckler: Noble Fencer:
The noble fencer is an aristocrat or other upper-class socialite who trained in dueling from a young age.
Noble fencers fight with their own style, with distinct differences from those of alley bravos or gladiatorial duelists. They use their quick wits and panache in both physical and social confrontations, and they rely on their training and discipline to emerge victorious, rather than merely trusting to luck.

Cleric: Cardinal:
While a cleric’s faith is her highest priority, her church may wield significant political power in some regions. In these cases, cardinals arise from the ranks of the clergy, engaging in the game of intrigue on behalf of their churches. While some cardinals manage to join the world of politics and retain the purity of their faith, many cardinals find that they must compromise some part of their beliefs in pursuit of their church’s political power, and some cardinals even fall prey to the corrupting influence of their power.

Monk: Sage Counselor:
Sage counselors are ascetics and mystics who leave the confines of the monastery walls to advise secular people
about spiritual truths and to seek knowledge of the outside world. They often find work as mentors teaching religion and martial arts, and some of them even become counselors for people in high places. Sage counselors often speak in metaphors, knowing that indirect persuasion is more effective than speaking plainly, and they use indirect tactics in combat as well.

Grand Lodge

Which base class would you suggest going by what you read from my descriptions?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Based on your description I think I'd suggest the Dandy archetype, which has ranger as a base class.

Grand Lodge

Is there a druid or bard version as well?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

For druids the best social archetype is from Faiths and Philosophies: The Green Faith Initiate.

As for bards, it's base class is very strong social, as are a few archetypes, the ones I think come closest for you:
Court Bard from the Advanced Players Guide
Hoaxer From Black Markets (if you don't mind going more towards the conman instead of honest businesswoman)
Negotiatior from Champions of Balance

Grand Lodge

All of them PFS compatible? I assume all standard, not core, right?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Yes, the ones I linked are all legal for PFS in the standard campaign.

Core has no archetypes as those were introduced with the Advanced Players Guide.

Grand Lodge

So for Core it's bard basically, right?
And for Standard it's Dandy or Negotiator, correct?

Shadow Lodge

As another aside (I haven't seen it mentioned yet), virtually all crafting (with two notable exceptions) are not permitted in Pathfinder Society. The notable exceptions are a) alchemists/investigators crafting non-magical alchemical goods and gunslingers "crafting" (although it essentially buying at reduced price) guns and bullets via alchemy.

One of the hardest parts of this concept is that you'll never really be a crafter, even with the right archetype.

Grand Lodge

Thanks Mr. Slanky, that was mentioned already (and rather killed the concept).

So I'm now looking for alterantives... probably a very severe case of thread drift. :D

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Ryzoken mentioned the crafting in his post already.

I think we are now looking for a more social crunch character that fits it a bit.

For Core, yes I would suggest the bard as most social, also bardic performance is one of the most awesome buffs in the game imho :).

For standard, dandy would be bit more martial inclined, due to having full base attack and d10 hitdice, while the negotiator would be more magically inclined.

Grand Lodge

What is the real difference between core and standard? Why would I choose Core, when I've got more options with standard?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

Core is/was introduced last year? as an extra option for people who would prefer to have less sources to have to learn things from, and as a way to replay scenarios.

The mode largely depends on the one organising the game/game days, so it's fairly regionbound as to what is being offered.

Here in the Netherlands there have been like 5 or 6 core sessions in total as far as I'm aware, all the other sessions have been standard, as most people seem to prefer having all the options, and with the exception of a few players, everyone still has enough scenarios left to play.

Grand Lodge

Looking into the bard atm... do you have experience with a "healer bard"?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

The drawback a bard has as being the "healer" is that he doesn't get a lot of status removal spells, and has slower spell progression.

That being said, with some support from other characters, a bard as main healer is quite viable up to a certain point, say around level 11ish, (once you start needing Heal, a bard simply doesn't cut it anymore).

Our "main healer" in skull and shackles is a bard, who utilizes a reach weapon in combat, next to her bardic performance and buff spells.

Grand Lodge

Hmm, and multiclassing is probably not cutting it, right? Lacking knowledge if MC can be pulled off well with my limited knowledge.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber

It depends on what you want to accomplish with it.
If you want a healer-like charachter with bardic performance support ability have a look at the Evangelist cleric archetype, it offers up a few dice of channel and has a different list of spells it can convert spellslots to.

If you want to have the full bard experience with healer options, I cannot give any meaningful suggestions right now, due to typing this on a phone in the train and swithcing tabs is annoying on this thing.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Eiran, I want to encourage you to try society play. There will be some combat, but there is a lot of room for skills and diplomacy in society play. I run three different bards, a life oracle/paladin, and a skills based oracle. All of my characters have been very welcomed at the tables I play.

For your original concept, have you considered an occultist? You can flavor it as making your implements or charging them up...

Grand Lodge

Thx Damanta and Hilary.

I dropped the original idea for PFS.

At the moment I'm looking into a Buffer Bard, hopefully with some healing abilities. Hmm, are Aasimar core or standard?

The Exchange

Aasimars currently require a special certificate to create, and the boon only works in the standard campaign. There are less than a handful of boons that open extra races in the Core campaign.

The races currently open for use, in standard PFS, are those in the CRB, tengu, kitsune, wayang, nagagi, sylph, oread, Ifrit and udine.


Core mode characters are allowed only stuff from the Core book and what is on their chronicle sheets.

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Eirian wrote:

Thx Damanta and Hilary.

I dropped the original idea for PFS.

At the moment I'm looking into a Buffer Bard, hopefully with some healing abilities. Hmm, are Aasimar core or standard?

Eiran, there are lots of great bard archetypes in standard campaign. Although aasimar are only available with a boon (and no longer have as excellent a favored class bonus for increasing inspire courage), you can create a good buffer in many different ways.

If you go human, half-elf or half-orc, you can gain extra bard spells known with your favored class bonus.

Are you looking to have both inspire courage and bardic knowledge?

  • There is the gnome only prankster bard archetype if you like gnomes.
  • Flame dancer for its third level performance that can allow your entire group to see through mist.
  • Watersinger bard that is undine only -- unfortunately, undines don't have a charisma boost, but it's still a lovely archetype nonetheless.

Hmm

Grand Lodge

Hmm race... I was looking into the Prankster, but not sure if a story teller wouldn't be more fitting for my likes....

But now we are definitely getting really off-topic. Is there a place to discuss char generation?

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Eirian wrote:

Hmm race... I was looking into the Prankster, but not sure if a story teller wouldn't be more fitting for my likes....

But now we are definitely getting really off-topic. Is there a place to discuss char generation?

The mods will move this discussion to the advice forum soon enough! You can just keep posting here and then follow your thread there when it's moved.

Hmm


The Advise section of the Pathfinder message board.

Grand Lodge

OK, then I'll just use your advice here. :D

Thinking about a gnome ... but you know, no gnome is perfect without a nice bronze bathtube to travel in. Is such a thing possible in PFS? :D

Oh and is it 15 point buy, or what to do for attributes?


Strictly speaking, not with out animate object or something. However, most GMs will probably let you. They may require you to buy a mount.

EDIT: There is a free pdf that covers all of the special rules including how to make your character, 20pts. It is a free pdf.

Grand Lodge

Still going through that pdf. :D As said I'm new to it.

And yes, I planned on buying a mount anyway, short legs and such. :D

Attributes:

Str 5
Dex 12
Con 14
Int 16
Wis 10
Cha 18

Does that sound right? (Going by the buffer bard guide ^^).

Grand Lodge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

There is a collapsible bathtub that is PFS legal.

Your mount will want saddlebags, because you are not going to be able to carry anything without dealing with encumbrance. Flags are heavy as is armor!

Do look at both flame dancer and prankster archetypes.

Hmm

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