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Good news, everyone! I realized I'm playing in Book 1 of Reign of Winter, which means Steve will have to go away because I'm lazy I'll have a 3xp character for parts 2 and beyond, especially since a combination of turrible rolls and Golem Outage Sales will drag this on for quite some time.
Any thoughts on a role or coverages needed?
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Technically, I could be a Law Domain whatever and let folks autoroll an 11s. That's better than 10.
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Ohh, tough call. The tables has pretty good coverage already. I mean, someone with trapfinding wouldn't hurt, but even then I can disable (and at higher levels, with the right spells, I can do magical).
I would say "intelligence based character" for the knowledge skills - so, uh, witch. Or wizard, archivist bard, alchemist, sage sorcerer, investigator, lore warden or tactician fighter, rogue. Just my $.02

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After Weiman, any Archaeologist-esque characters' ships have passed (especially since my old Superknowledge Alchemist idea evolved into a Numenera character.) I'll keep digging; I see we can also use some ranged damage. Maybe an inquisitor? I've only played one, and he began play as a 20 Wis rogue in book 1 of S&S (for Autopassing all profession Sailor checks) and ended up only being Inquisitor 2/Cleric 3/Rogue 10, so he really doesn't count.
Mentioning tactician Fighter repiqued my on an old Gorumite Cleric (Tactician) who is basically Dynasty Warriors Zhuge Liang...
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Sure, do what you want :) I have found thus far that melee inquisitors fare better in melee at lower levels then ranged (probably a matter of being feat starved), but my sample size is small.
Inquisitor of Asmodeus? You could be from the Order of the Pike, out of the nearby city. Would give us an RP tie-in.
You could do some sort of character concept that grabs the belt that lets you use your strength for your ranged to-hit.

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If I wasn't running Way of the Wicked with a player who already did just that (except the pokearm is one of those better martial reach ones), I'd be considering it. A Sacred Fist (or whatever the "monks but with cleric spells" archetype) Warpriest of Diabolism, though, I did also think about.
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Cool fact: If I make a Lawful Neutral character, we'll have all six playable alignments picked. Currently pondering at a Slayer (Bounty Hunter) of Erastil who's entire about "The Hunt!" and is hard-pressed to kill something he's never met and will instead net/bolo/dirty trick it to the max. Human, so I can Precise Shot at first level with all these melees which works with his "no main weapon affinity" result. Considered a kineticist, but I'd still have to actually full-on read that to do that...

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22357-17
Steve doesn't really try while on missions; now they think he's gonna work in his free time?
We did finish RoW book 1. I'll get something LN and ranged-y written up. Good thing that Ranged Character Toolkit book came out. Edit: OH NO, they haven't gotten around to legalizing things in it yet. Maybe I'll just stick with the Nonlethal Slayer idea...
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GM Tektite |

Yeah, 3 xp, 4 PP, 1398 gp.
I'm trying to work up Chronicles on the laptop, but may not be able to get them to you until Sun. night or Mon. morning as we are out of town.
Aside from this chronicle, Emerald Spire also has a Landrush chronicle. For each level you complete, you have an opportunity to purchase a "hex" of land in the River Kingdoms for 2 PP. The first hex affords no benefits, but after that the hexes give different benefits. I'm trying to at least get a link to that, so you can check it out.

GM Tektite |

Also, other than the gold, this chronicle has-
“Clanky’s Arm” (masterwork club that cannot be enchanted; 150 gp, limit 1)
potion of cure moderate wounds (300 gp)
ring of feather falling (2,200 gp)
wand of cure light wounds (20 charges; 300 gp, limit 1)
Goblin Bane: By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

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"Well lucky-you! Them Becemburate'll reimburse this here Gobbo Stick!"
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I'm not seeing a downside to taking the Land Rush chronicle...?
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The downside is money.
Level 1-16 land grab could cost up to (32-8)=24 prestige
24 PP =
18,000 in 1st level wands, 3rd level potions, or sets of 5 2nd level scrolls
3600 in other items (under 150)
A raise dead (5450) and a half
If you could consistently get 150 gold on day jobs at level 1 then, at most, playing spire straight through you would get 5325 - assuming you cashed in on the 150 * level perk at level 12, and took the property boon the gives a day job bonus And nobody can make dc 40 day job out the door :)
If you got 3 day job rolls/mod, the math would work out better. But you dont :(
Dedicated day job is a wealth decrease, especially in a mod
Of course, there are some minor other mechanical benefits to land grab. But hardly anything to write home about. Training Grounds is nice; country estate might be nice if this weren't a dedicated dungeon crawl (ooooohhhh, +2 geography and survival is really going to help there...)
So, you do it for RP reasons.

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Oh, ha; the thing I missed was "it costs 2 PP to buy a plot."
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PFS #84916-4
No Day Job.
I think I'll pass on the land rush thing too, I suspect I have better use for the PP as a young shield/sword user.
Before I level, could any of you propose any changes I should make? Etc.
I am guessing with my PP I should go with CLW for others to use on me, and then isn't as MW sword available?

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Hey, whomever has a high perception (cough, Torque, cough) might I suggest taking and using Clear ear before the start of your next adventure. I am willing to donate some of my stock if a high perception type will volunteer.
Alchemy - magic for poor players!

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@ Nuria: That's really good. I can buy a few.
@James: I would hold off on Power Attack for a few levels since you're already taking a penalty to attack rolls. I would buy the partially charged wand of clw which I am also doing.

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Ah, I didn't see the 2pp/hex cost either. I'll also pass on the land rush thing then, since in my experience ragers are more likely to die than other characters.

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A couple of ideas. Dropping Power Attack gives me back a feat for level 1. I could take Toughness (more HP is always nice, especially since I am not the highest HP) or I could take Exotic Weapon Training and pick up a bastard sword. that would give me bigger damage die and a nice way to go two handed if the situation demanded it, although I think we have enough melee damage types. I am just wondering if the whole shield bash idea is going to work out, seems like a lot of dex is needed to get deeper into two weapon fighting. Wondering if just going with the shield to bonus my AC is better.
The partially charged CLW wand is limit 1, so we all can't buy it, right?

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Have you considered straight fighter, james? Weapon and armor training are (imo) really good class features to be giving up. Especially when weapon training is combined with ridiculously good gloves of dueling (UE or APG)
Sword and board works fine. Falcata (UE) is probably the best weapon for one-handers. Costs an exotic weapon proficiency.
Don't forget, fighters get free feat retrains at 4,8,.. Etc.
Get better armor. It will make playing a fighter more rewarding :). High end armor + shield + full plate make for a really high AC

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I just wanted to try something different than OMG Greatsword hack and slash. We do lack some martial type ranged damage, depending on what character replaces Steve. Obviously at this time, I am not really connecting to anything.
I am still relatively new to Pathfinder and way new to PFS. So I am trying to branch out and such. I think i am trying to do too much with two weapon and tankish type build. So I am stretching my points all over.

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Nuria's right, so much depends on luck for everyone at level 1-2. See the combat vs. gobbos when we didn't hit a thing with our bad luck, then started critting everything around...