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Player: Aldizog
Character: Ranalus
ID: 108731-1
Faction: Grand Lodge
Day Job: None
Track: Normal
As I noted, Ranalus is a generalist. He focuses on having a range of utility spells. He has the Travel Domain (Exploration subdomain) so Door Sight can be very useful and of course he has Fly and Teleport. Feysworn boons give him Shadow Step and Shadow Walk.
He can have a fair AC (27 with Magic Vestment on armor and shield, to 31 with Shield of Faith) but his DR 10/Cold Iron is his best defense. He doesn't normally do much damage, but in some scenarios when the party had no other frontliner he has buffed up to do that job.
He has plenty of gold to spend so I will decide that and spells to prepare based on what our party needs.

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Player Name: C. Dragos
PFS and Character Number: 17148-7
Experience: 33
Character Name: Arcturus
Faction: Silver Crusade
Day Job: None for full-length module, right?
Prestige/Fame: 46 PP/59 Fame
Other stuff: vanilla cleric. I might change the feat i just selected upon hitting 12th (Imp. Init ) to something else. Still thinking about it and will gladly accept suggestions.
Will also need to make some purchases before game begins.
Thank you for the invitation.

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Player: TriShadow
Character: Fendel, CSI:Absalom
Player ID: 151777-2
Faction: Darchive
Day Job: Craft Alchemy (Crafter's Fortune): 1d20 + 24 + 5 ⇒ (8) + 24 + 5 = 37 (May use a reroll if one is available at the end of the game)
Track: Normal

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Name: Trade Prince Slash
PFS and Character Number: 3387-3
Experience: 35
Player: Skorn
Faction: Exchange
Day Job: Slight of Hand: 1d20 + 20 ⇒ (11) + 20 = 31
Prestige/Fame: 49 PP/64 Fame
Special: Trap Spotter

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Player: ‘Eκάτη
Character: Arush Al-Fasi
ID: 342384-4
Faction: Sovereign Court
Day Job: -
Prestige/Fame: 12 pp/47 fame
Track: Normal

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I like our avatar images. The divine types have dramatic lighting on their face, the skilled types are green, and we have a red dwarf. ;)

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Player: qstor
Character: Rogar
ID: 2072-5
Faction: Scarab Sages
Day Job: engineer 1d20 + 6 ⇒ (2) + 6 = 8
Prestige/Fame: will update
Track: Normal

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Only other Dwarven wizard I recall in PFS was a meta-magic focused Magic Missile caster. The only spell I saw him cast in the game we shared was Magic Missile. Empowered Magic Missiles. Dazing Magic Missiles. Toppling Magic Missiles. etc. Was more effective than I first thought.

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I've got a dwarven Ftr/Wiz/EK in PFS Core, who also often rocks the best Diplomacy score in the party due to his natural Dwarven charm.
Great fun to play, and has something to contribute no matter the party configuration.
As to this game, anyone have any thoughts on key gaps we should look to fill with items or spells?

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In response to Ranalus: We seem light on tankage. Our pally is ranged. Our alchemist is not a Mr. Hyde type. The party rogue (me) seldom stands and fights. So our clerics seem to be our best tanks - is that ever a good plan? lol.
Mitigation could include some good summoning spells. And maybe gear and spells to protect at least Arcturus from damage if he does need to tank.

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I was thinking of tanking.
DR 10/Cold Iron goes a long way.
Add a Buffering Cap to negate crits, Magic Vestment on armor and Shield, and some AC-boosting items.
The Ring of Protection and Amulet of Natural Armor are terribly dull items but I could spring for them at +2 each. With a Dusty Rose Prism, that is a walking-around AC of 32, not bad for Level 12.
Plus, he would look like a fairly soft target, in only breastplate and buckler.

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In this case, Ranalus can count on Shield Other spell .) This will significantly increase your chance of success as a tank!

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I am very open to suggestions for items, spells, scrolls, etc...
I think I have about 12k to spend, but, I'll have to check my sheet after work today.

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@Arush - Shield Other would be much appreciated; it also gives a +1 deflection bonus so I might skip the Ring of Protection.

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There is a somewhat strait forward approach to AC buffs. Armor enchants are the best deal. Shields are worth it and consider quick draw shields. My two handed fighter can go sword and board when he needs AC. Ioun stone fits in there somewhere between +1 and +2 rings and amulets iirc. And spells that soak damage are great like Defending Bone and Stone Skin. OH, and consider Iron Skin if you do not already pack it. Short Duration but great AC bonus.

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Ah, no wonder I don't see it. Likely for good reason. Infusions of Shield potion could be good but I do not think our alchemist knows Infusions.

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A cracked vibrant purple prism ioun stone can store Shield and be recharged by a wand I think.
Alternatively, retraining a domain selection to Defense subdomain (which Shelyn offers) would give both Shield and Barkskin.
Boosting Dex is often good if you have a reach weapon, as Arcturus does, for more AOOs with Combat Reflexes. He is well below his armor's max Dex. Unfortunately, having a +4 Str belt means 24,000 gold to boost Dex.

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Might go the retraining route to get rid of charm domain.

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Also looking for a feat for 12th level. Any suggestions?

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You don't get a feat at 12th; you got one at 11th, and another at 13th.
If you do retrain the domain, then I will get a 2nd-level Pearl of Power so you can cast extra Barkskin spells.

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Oops. My 11th level feat. I can switch it out since I never played him during 11th level.
600 gp to retrain a domain. I was thinking of going with the luck domain. I guess defense domain would be better, huh?

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@Arcturus, do what you like. Shelyn has several powerful domains.
If you go for Luck, then I will probably pick up some scrolls or potions of Barkskin (may look through my Chronicles to see if any are of higher CL).
The only item Ranalus is definitely buying is a Buffering Cap (2,000 GP). Other purchases depend on what Arcturus does.

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I went with Defense domain. I partially updated my profile. I have about 16,000 gp to spend.

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Going Defense also frees you to sell that +3 Cloak if you want, to get a different cloak (since the domain provides a +3 resistance bonus to saves at your level).
Okay, Ranalus will get a 2nd-level Pearl of Power (4,000 GP), a Dusty Rose Prism Ioun Stone (5,000 GP), and Lesser Talismans of Freedom (900) and Beneficial Winds (50) making his total expenditures 11,950 GP.

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I do have a boon to sell back an item at 75% back. Might have to do that.
I'll need a bit more time to make purchases over the next couple days.

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I went with Defense domain. I partially updated my profile. I have about 16,000 gp to spend.
maybe upgrade your armor?

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Oooh. Quicken channel is good.
I was thinking of picking up a rod of extend spell for buffs to last longer. Or, deathless enhancement added to armor.
Any suggestions for scrolls?

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Ranalus has the following spells prepared:
0 (4): Guidance, Detect Poison, Purify Food and Drink, Light
1 (6+1): Expeditious Retreat (D), Shield of Faith (2), Murderous Command, Liberating Command, Protection from Evil, Divine Favor
2 (6+1): Blindness (D), Resist Energy, Spiritual Weapon, Sound Burst, Silence, Bull's Strength, Lesser Restoration
3 (5+1): Fly (D), Prayer, Bestow Insight, Communal Resist Energy, Magic Vestment (2)
4 (4+1): Shadow Conjuration (D), Blessing of Fervor, Freedom of Movement, Death Ward, Dimensional Anchor
5 (3+1): Summon Monster V (1d3 Shadows) (D), Breath of Life, Plane Shift, Life Bubble
6 (2+1): Teleport (D), Heal, Chains of Light
In some cases duplicates would be fine; Prayer and Blessing of Fervor each only last for 1 combat usually, so another one would be appreciated. Liberating Command can't be used on yourself due to swift action economy, so more casters having that is good.
Shelyn gives Good Hope as a 4th-level spell, even though it isn't normally a cleric spell, and it's really quite good.

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Sold back stuff, and, since I purchased the upgrade to +3 on that cloak of resistance this last time I leveled up to 12th from GM credit, I just took the gp back like it never happened. I made some purchases (Breath of Life scroll in wrist sheath among other purchases including some partially charged wands from chronicles), and chose spells.
Orisons: (4/day): create water*, detect magic*, detect poison, guidance*, mending, read magic, stabilize*.
1st (5+1/day): bless*, cure light wounds, detect demon, detect undead, divine favor*, liberating command*, longstrider*, magic weapon, murderous command*, obscuring mist, protection/evil (DC 15)²*, remove fear, sanctuary (DC 15)¹, shield of faith*.
2nd (5+1/day): aid, align weapon², barkskin¹*, cure moderate, hold person*, locate object, Protection From Outsiders, remove paralysis*, resist energy, restoration, (lesser)*, shield other, silence (DC 16)*, spiritual weapon*.
3rd (5+1/day): align weapon (communal)*, bestow curse (DC 17), dispel magic (DC 17)*, fly*, invisibility purge, life shield, magic circle/evil²*, prayer, protection/energy¹, remove blindness/deafness, remove curse, remove disease, searing light, speak w/dead (DC 17), stone shape, summon monster III.
4th (4+1/day)
blessing of fervor*, death ward, divination,
divine power*, freedom of movement*, hallucinogenic smoke, holy smite²* purify body, restoration, spell immunity¹* spiritual ally, thaumaturgic circle, warp metal.
5th (3+1/day)
air walk (communal)*, breath of life*, command (greater), dispel evil², flame strike, forbid action, holy ice*, plane shift, respectful quiet, righteous might, spell resistance¹*, true seeing.
6th (2+1/day)
anti-life shell, antimagic field¹*, banishment, blade barrier², dust form*, geas/quest, summon genie (greater)*, (Shaitan Link), heal, inspiring recovery, truespeak.
I was thinking of leaving a spell slot open on 4th-6th level spells just in case we need something in a hurry. Well, within 10 minutes to prepare the spell.
I heard there are lots of demons & devils in this. I sold back my cold-iron morningstar to go towards the purchase of a +1 adamantine morningstar. But, I read that if you have a +3 weapon, it also counts as cold-iron vs. damage reduction.

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@Arcturus- how do you get Fly? Ranalus gets it as a Travel domain spell, but it isn't normally a Cleric spell.
And if you have the Defense subdomain, your 1st-level domain spell is Shield.
I am also not sure what your list of spells represents. Clerics know all the spells in their class list, and can pick from any when they prepare spells (well, Core spells plus the PFS legal ones from books you own, anyway). Are those just your favorites?

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I heard there are lots of demons & devils in this.
I have not heard anything about the mod but if what you heard it true I would think a Banish would be handy.

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@Ranalus-- Yes, they're pretty much favorites and I'll add more url-linked spells as time goes on. I copy/pasted some of the url-linked spells from another cleric of mine that has fly as a domain spell. It's fixed now.
@Slash-- I quickly skimmed through the first page of the product description and read stuff about demons & devils. Upon going back and paying more attention, I realized it was a complaint about not having demons and devils in it.
Apparently, this is more of a steampunk, guns & clockwork style adventure, wich looks like a lot of fun!

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That is what I was thinking as well. Hope we can stay out of the no-magic zones. :)

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That is what I was thinking as well. Hope we can stay out of the no-magic zones. :)
Ranalus's DR 10/Cold Iron is (Ex) rather than (Su). So while his AC and HP would suffer in a no-magic zone, his DR would remain.
This is also relevant for Arcturus possibly casting Antimagic Field, as I see he has it prepared. I know some players think AMF always hurts the PCs more than the monsters, but that isn't necessarily true in my experience, and the spell can be used tactically if the other PCs move in and out of it.
I will make sure to write up my AMF stats whether it is a Mana Wastes effect or Arcturus's spell.

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I was going to google/look for how AMF actually works. I'm having difficulty understanding it.

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I do not recall any more. Might turn golems off, which could be nice...

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Read some good discussions. I totally get how AMF works now.

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Ok... So does it shut down Golems. What about interactions with summoned creatures?

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No, it doesn't shut down golems or undead.
It does make summoned creatures wink out temporarily.
It shuts off all of your magic items and prevents your spellcasting, but that can be a worthwhile trade if you are still a 3/4 BAB armored type with a MW glaive and your foe is a primary arcane caster (or something with an especially nasty Su ability).
At higher levels, there are some no-save you-lose spells, like Maze or Waves of Exhaustion. AMF is one of the few counters.
In a party, the key is movement. Everyone else moves ahead of you and casts spells or makes ranged attacks, then you move up to cover them with the AMF to protect against magical retaliation.
It is definitely a very situational tactic.

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I have a one shot Maze solution from a chronicle reward. The trick is remembering to use it. :)

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Ready also. I can't believe I don't have any partially charged cure X wounds wands on any chronicles. Gonna spend 2pp for a wand of cure light wounds. 2pp for 5 scrolls of cure moderate, too.