
stormraven |

Senna is going with Expanded Arcana and taking Grease. I've got to expand my spell portfolio.
In terms of Gear homework, I use HeroLab a lot because the search function works well. But I also use d20PFSRD, the nice thing there is the lists are done by slot location (body, head, etc.), linked, and arranged by price as well so you can mix lesser and more expensive gear.

Sabelina Kinbrace-Valognes |

I don't have HeroLab, but Archives of Nethys has a section that breaks down magical items in the same way, and lists them by cost.
I'm trying to decide between Cunning and Extra Panache for the feat. Sabelina could use the extra skill point for sure. But she also has the Social Panache class ability, which is hard to use when I have to be so careful about spending Panache.
I'm sure I'll take both eventually, just a question of which comes first.

stormraven |

OK, guys, we've got a couple pieces of business to take care of - one related to succession planning and the other piece related to what Xing and Sabelina mentioned in terms of feat planning.
ITEM 1
So, I have ONE more adventure ready for you guys. It will take up the week of game time before Threshold transits to a new location. In terms of actual play time, I think this next adventure will take - at a minimum - one month, but realistically I'd bet on it taking 2 to 3 months to complete. After that, I've got nothing planned and I'll be ready to hand the reins (and reign) over to the next GM. I'm looking for a (hopefully eager) volunteer.
IF you want to take over, please drop a public note here. If we have multiple takers, we can negotiate on the order. Once we figure out the WHO, I will be PMing the new GM to work out the transition (where Threshold needs to appear) and answering their questions regarding the NPCs, city, etc. I'm good at separating player knowledge from DM knowledge so I will always be available behind the scenes to provide counsel, etc. to the next GM during their stint. I'm just a PM away.
ITEM 2
I built the next adventure when we first started playing and before I had a chance to assess the team dynamics. Judging by what I'm seeing right now, I think the next adventure has serious potential to be a series of significant combat 'challenges', equivalent to the 'Hurt Me Plenty' mode in DOOM. :D SO, I'm wondering how you guys would feel about progressing to Level 3 before we jump into this next adventure?
I think this is a good idea for a couple reasons. One, it will improve your odds, survivability, staying power, and capabilities for the next adventure. But maybe more importantly, it will give the next GM a better understanding of what the team can do so he can tweak his adventure as needed. To me, it seems to disadvantage the next GM to have the team level up just as he takes over. My preference would be to level up now OR know that the team will be L2 through this adventure and likely through the next GM's entire turn (depending on if they want to have the team level up during their stint).
Anyhow, those are my thoughts. I'm happy to go with the team vote on leveling up. And if any of you guys are ready to GM, let us know.
Cheers!

Sabelina Kinbrace-Valognes |

Regarding Item 1: So when my turn comes I will be running a pre-made adventure of some sort with some greater or lesser amount of modification. I don't have the spare time, or the experience really, to home brew something. Most of my ideas at this time would require the party to be around 5th level to start. That would mean I'd probably go after the next person, or third in line as GM.
That said, I could run one thing I know of starting at 3rd level if nobody else can go next.
Regarding Item 2: I'm fine with leveling to 3 between now and fairly soon. To me characters only start coming into their own around level 3, and that's where the real playing begins.

stormraven |

Homebrew is NOT a requirement. You can run whatever you like!
Thanks for being willing to step up. Let's see if other folks have got something they would like to GM in the L2 to L3 range.
This is a total aside... but I tend to ballpark the capabilities (not the HP obviously) of gestalt characters as being roughly 1.5x of CL. So I find that a 2nd level gestalt character plays at about a 3rd level capability.
I'm not saying you should use that yardstick, every GM has a different experience, but that is my yardstick, FWIW.

Eben TheQuiet |

Hopping to 3rd level is fine with me. I'm not looking to super-speed-level or anything, but I'm fine jumping up to 3rd. That's what I need to get Tiger Style ... which is kind of central to Xing's theme.
2nd levels spells are pretty great for Clerics, too. /shrug
So who's next?
I was cooking up one adventure idea, but mine might need to be a bit higher level, too. Let me do some noodling to see if I can find or dream up something cool for 3rd level.
Fair warning: I've said it before and I'll say it again. I'm going to give you guys my best effort, but I'm not very experienced as a Pathfinder GM. So teh going may be rough, but hopefully I can help facilitate some fun. :)

Sabelina Kinbrace-Valognes |

I've heard of the Ruby Phoenix Tournament but never played it. I know there's a season of PFS scenarios that it's important lore for. Also it's been a recommended replacement for book 4 of Jade Regent, which some don't like.

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Item 1: I could totally run L3-L4 or 5 if we need someone. I'm a pretty experienced GM, so I can get to cooking something if none had their heart set on that level range.
Item 2: I'm also ok with advancing to 3. If you're not pulling punches then we're going to need it, though the gestalt does help in the survivability department for sure.
Ruby Phoenix: I've run it for a party of two. If youall want to experience it then I can run that once we hit 11.
As for feats and items, I haven't had a lot of time recently to think on those, but I will do my best to get that sorted soon.

Yashnarz |

I'll all for leveling sooner rather than later.
I doubt I'll be able to take up the GM hat soon, but I'm willing to run things farther down the road.

stormraven |

It appears you are the next GM, Choon. Thanks for volunteering! It sounds like you are going to homebrew something or maybe tweak something pre-existing? Either way, PM me with any questions you have when you get around to having them. As I said, I think this adventure is going to take at least a month and could be a good deal longer depending on how you guys want to go through it... so you've got time to build.

stormraven |

Also, if you plan to use any of the NPCs I've built and need their stats, let me know and I'll send you the character sheets... for the ones I needed to build, others are just sketches. So, if you feel like dropping twinkies in your shorts, ask me for the elven ghost bard's character sheet. :D
The good thing about the GM seat is you get the keys to the kingdom!

Senna Proviso |

OK, I need a DM ruling that may be a corner case for RAW vs RAI.
So, I'm debating if Senna should take Blood Intensity.
The RAW of it is crystal clear:
Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher.
I think the choice of STR or CHA is based on the primary stat used by a Bloodrager or Sorcerer. Makes sense. But what about the corner cases of Empyreal or Sage Sorcerers whose key stat are WIS or INT not CHA?
Was the intent (RAI) that Sorcerers get to use their primary stat or is this bloodline ability meant to be of far greater use to standard Bloodragers and Sorcerers?

GM Choon |

Well, as a core feat, those stat-changing options maybe weren't a thing yet, I think. You could grandfather it in. So there is an argument for allowing it from that perspective.
That being said, it's flavor kind of nudges me into the RAW perspective. Blood Intensity just doesn't scream Intelligence or Wisdom to me.
Meh. I'd probably allow it?

stormraven |

FWIW, Blood Intensity isn't a feat, it is a 1/day use bloodline mutation. They do draw a comparison and say it is basically a lower-rent version of the feat Intensified Spell which gives a flat +5 Dice limit and doesn't touch on your stats at all.
I'm not sure that clarifies anything but it is background.

Eben TheQuiet |

I don't have a strong preference either way. It's clearly not RAW, but I don't know that I think Sage and Empyreal were intentionally left out.
By simply renaming it, it makes sense and doens't feel overpowered. Brutal Insight or something would make it work both thematically and mechanically.
*shrug* I'm fine letting it work for Senna.

stormraven |

Thanks. I appreciate it. I’m going to let the other guys weigh in and see where we stand. Even if I can’t use it to great advantage, I’m taking it for Senna as I will get at least some small use out of it… more than I’ll get from the bloodline power I need to give up to get it.

Sabelina Kinbrace-Valognes |

It's fine with me if you use it Stormraven. I figure Pathfinder rules are so often a vague rat's nest that, short of obvious cheese, go with what you prefer.

Yashnarz |

Your Bloodline Arcana:
Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class...
Bloodline Mutations:
Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets.
Bloodline mutations are still a class feature, so it should be based of your Intelligence.
There's was also an FAQ for a similar question:
Does a sorcerer with the sage bloodline use her Int or Cha to determine uses per day of arcane bolt?
The sage sorcerer uses her Int to determine the number of daily uses of her bloodline powers, including arcane bolt. Therefore, whether arcane bolt lists Int or Cha, the sage sorcerer still uses her Int. The bloodline power lists Cha because that’s the standard terminology for sorcerer bloodlines (because all other sorcerers use Cha), and because there may be a way for a non- sorcerer to gain access to that bloodline power, in which case it should be based on Cha (like other sorcerer bloodline powers) instead of Int.

Sabelina Kinbrace-Valognes |

3rd Level Swashbuckler / Archaeologist
HP: 1d5 + 5 ⇒ (2) + 5 = 7 +2 +1 for 10
BAB +1
FORT +1
ABP: Resistance +1
New Spells: Detect Magic, Heightened Awareness
3rd Level Deeds: Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative.
Nimble +1
Trap Sense +1
Archaeologist's Luck +1
Feats: Cunning, Extra Panache
Skills: +1 Bluff, Diplomacy, Disable Device, K Arcana, K Local, Perception, Spellcraft, Stealth.
Background: +1 K Geography, Sleight of Hand.
Retro Points for Cunning: +1 Acrobatics, Escape Artist

Xingxun Zhe |

XING'S LEVEL 3 CHANGES:
Classes: Unchained monk 3 + Cleric 3
Favored Class bonus: +1 skill rank
Updated HP (rolled above): 30
New Feat(s): Tiger Style (lvl 3), Power Attack (1k campaign freebie)
New Adv skills (5 total): Acrobatics, Perception, Sense Motive, Survival, Knowledge: Planes
New BG skills (2 total): Linguistics (learning Canto), Profession (Barkeep)
New Class Abilities: Fast Movement (speed now 50), Ki Pool (4/day), Ki Flurry (extra attack), Ki Strike (Magic)
Spell stuff: level 2 spells! Woot!

Senna Proviso |

1K Posts bonus Feat: Expanded Arcana – Grease
Sorcerer 3/ ZAM 3
ABP: Resistance +1
L3 Feat: Spell Specialization
HP: +9
BAB/CMD: +1
~ Monk Stuff ~
Perfect Strike 3/day
Zen Archery - use WIS not DEX for arrow shots
Ki Pool – YES!
Fast Movement +10’
~ Sorcerer Stuff ~
Blood Intensity
1st Spell – Magic Missile
0 lv Spell – Breeze
Use Sausage to deliver Touch Spells
Sausage increases
Skills
(bg) Linguistics – taking Canto as a language
(bg) Know: History
Acrobatics
Climb
Intimidate
Know: Arcana
Perception
Sense Motive
Stealth

Mama Cookie |

Update!
1k post freebie: Extra Hex: Misfortune - Mama learned something from that Hag
Ranger 3/ Shaman 3
APB Resistance 1: my saves go up by 2 this level!
HP+8
Normal Feat: Extend spell
She normally prepares an extended Unseen Servant every day giving it 6 hours of duration. Her room cleans itself! And maybe yours too!
Ranger stuff:
The big thing here is Adaption from my Infiltrator archetype. Instead of a favored Terrain, I get 3x 10 min. increments of the following options: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.
Shaman Stuff:
lvl 2 spells! I gained Spiritual Squire which is a more capable form of Unseen Servant.
His name is Bob. He will be makeing lots of Aid Another attempts with a +6 attack bonus. Though his is aid bonus he gives is only +2, I can now Aid Another 3 times/round! One from Bob, one from my normal actions, and one as an AoO from Bodyguard!
The most biggest update is the Hexes. She now has Evil Eye and Misfortune, making her a real debuffer!

Yashnarz |

Edited... Dex not high enough for Two-Weapon Fighting.
Classes Bloodrager + Oracle
Favored Class bonus: read magic
Updated HP (rolled above): 30
New Feat(s): Mad Magic (3rd); Splintering Weapon (1000k bonus)
New Adv skills (3 total): +1 Perception, +1 Knowledge (religion), +1 Intimidate
New BG skills (2 total): +1 Craft (alchemy), +1 Knowledge (history)
Spell Slots: +1 1st level Oracle slot
Spells Known: face of the devourer (1st)
New Class Abilities:
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.
Wisdom of the Ages (Su) The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom Charisma modifier instead of her Intelligence modifier on all Intelligence-based skill checks. (Ancestor Spirit)

Mama Cookie |

- Celestial armor, because Celestial Armor (22400k gp)
- Clawhand Shield for casting spells while holding another item! (8158 gp)
- Blouse of the Cackling Hag for more better Cackles! (6k gp)
- any staff with spells on my list (for walking)
- Handy Haversack (for treats)
- pearls of power (for my necklace so I can clutch them when offended)