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So, according to the CORE Campaign Challenge, I'll be playing a half-elf bard. I'm thinking about a mithril full-plate, shield-bashing paladin 2 or 3/bard x, maybe with a whip, maybe buff focused... Any ideas welcome, the only hard rules are: half-elf, bard. Soft rule: utilize the multiclass abilities of the half-elf.
So I'm introducing a bunch of players (some with RPG experience and some without) to PFRPG next week using the Beginner Box and hope to transition them to playing actual scenarios for credit (still using the BB). What do I have to do to make this viable (since it seems to be supported)? For now, I intend to run the BB Bash to get them the tutorial experience, and guessed that I'd do First Steps 1, afterward. Maybe Master of the Fallen Fortress, too. Any ideas? I ask because many scenarios include things that aren't covered in the BB, and I don't want to confuse my new
Joseph, is there any way we can get a sticky for messageborders who want to become a part of the online PFS community? For clarity, my hopes are for:
a drive.doc would work especially well, as would a stickeyed post with guidelines and any relevant links. Thanks.
If you aren't actually trying to find the PFS Online thread, it isn't easy to find. I'm aware of it, so I could find it to ask my other question, but...can we fix the "findability" of this thread? I feel like there are probably a lot of folks who find their way to the messageboards but never find their way to online PFS play. I hope this feedback helps bring new player-base. A
Fate's Favored seems like a potentially really useful trait. I'm trying to figure out what race/class combo feeds it best. I figured halfling priest (Desna or other Luck Domain God) would be the best, but that doesn't seem to be the case, since the combination grants Racial bonuses and re-rolls, not luck bonuses. Archaeologist bards make a LOT of use of luck bonuses... I just think that there is a way to either do better or make an archaeologist even better. Thoughts?
So, with limited time to play and a little bit more time to post, I've pretty much decided to focus my efforts on the two most extreme new classes insofar as my personal favor goes; I will work on my favorite (Bloodrager) to try to ensure that it gets all the awesome it deserves, and my LEAST favorite (Warpriest) in hopes that it gets enough awesome for me to want to play one. What are YOUR plans for this playtest? While I'm primarily asking people with limited time, I'm happy to hear from folks with less restriction on their playtest-ability. Thanks.
So I'm playing a Bard in WotR, and I wonder if there are any "Mythic Build Guides," yet. In case there are not, and somebody wants to help me out, I'm playing a Pitborn Tiefling Bard (no archetype) with 16 STR and an 18 CHA (all other stats with +1 or +2) and am focused on making my six-person-total party as awesome as possible. I'm the only arcane caster in the party and have the Trait that makes the Marshal path especially favorable. Thanks.
With the focus shifting to the Worldwound, I'm thinking about re-creating an old 2nd edition character I played, Damdaman, the tiefling bard. He was the son of a Cambion, so he'll be a Pitborn (+2 STR, +2CHA, -2 INT, shatter SLA), probably no archetype Bard with a crazy high CHA (the original tried to seduce the Simbul). What are YOU going to make?
OK, so trying to capitalize on the ability to gain 3 natural attacks, I came up with this. There are other builds posted that ROCK the natural attacks but have significant shortcomings (like poor Will saves); I wanted to make a character that takes advantage of the tengu natural attackiness but a little more generalized. Here's what I came up with: tengu doomcroaker str 11(1)-
Traits: not yet determined, probably something to add Perception to class skills and....I dunno Level1::
Fighter (Lore Warden) 1
Feats: Weapon Finesse, (Fighter Bonus)Agile Maneuvers BAB: 1 Fort: +3 Ref: +4 Will: +3 Full Attack: claw +5 (1d3), claw +5 (1d3), bite +5 (1d4) Level2::
Cleric 1(Separatist, Hei Feng- Destruction/Darkness)
Feats: (Darkness Bonus)Blind Fight BAB: 1 Fort: +5 Ref: +4 Will: +5 Full Attack: claw +5 (1d3), claw +5 (1d3), bite +5 (1d4) [able to use destructive smite or touch of darkness 6/4 times/day, touch of darkness grants concealment for 1 round] Domain Spells: true strike, obscuring mist Spontaneous Casting: inflict, Channel: negative 1d6, darkness (1/2 damage, light reduced by 1 step) Spells: 3, 2+1 Level3::
Fighter (Lore Warden) 2
Feats: (Lore Warden Bonus)Combat Expertise, (Fighter Bonus)Improved Dirty Trick, Moonlight Stalker BAB: 2 Fort: +6 Ref: +4 Will: +5 Full Attack: claw +6/8 (1d3/1d3+2), claw +6/8 (1d3/1d3+2), bite +6/8 (1d4/1d4+2) [able to use destructive smite or touch of darkness 6/4 times/day, touch of darkness grants concealment for 1 round, activating Moonlight Stalker, also able to inflict blindness via Dirty Trick] Level4::
Cleric2
BAB: 3 Fort: +7 Ref: +4 Will: +6 Full Attack: claw +6/8 (1d3+4/6), claw +6/8 (1d3+4/6), bite +6/8 (1d4+4/6) [able to use destructive smite or touch of darkness 6/4 times/day, touch of darkness grants concealment for 1 round, activating Moonlight Stalker] Important Gear: Amulet of Mighty Fists: Agile Spells: 4, 3+1 Ability Increase: Int+1 Level5::
Cleric3
Feats: Channel Smite BAB: 4 Fort: +7 Ref: +5 Will: +7 Full Attack: claw +7/9 (1d3+4/6), claw +7/9 (1d3+4/6), bite +7/9 (1d4+4/6) [able to use destructive smite or touch of darkness 6/4 times/day, touch of darkness grants concealment for 1 round, activating Moonlight Stalker] Channel: 2d6, darkness (1/2 damage, light reduced by 1 step) Spells: 4, 3+1, 2+1 Level6::
Cleric4
BAB: 5 Fort: +8 Ref: +5 Will: +8 Full Attack: claw +8/10 (1d3+4/6), claw +8/10 (1d3+4/6), bite +8/10 (1d4+4/6) [able to use destructive smite or touch of darkness 6/4 times/day, touch of darkness grants concealment for 1 round, activating Moonlight Stalker] I've also considered a straight Lore Warden for Weapon Training and sick CMB/CMD. Lemme know what you think! Also, I'd probably GM baby him until he could get the Agile Amulet- I don't want to be "that guy" who can hit all the time but never does any real damage. [Significant shortcoming alert! This character will have a hard time dealing with DR, please help me avert this disaster!]
Ok, so I have a PFS boon that lets me take an axebeak as an animal companion or bonded mount despite it not being on my class' list. Cavalier was my first choice (as well as the obvious one if you know how I got it) but for whatever reason, I really wanted this axebeak-claimin' character to be an elf (I think that WoW's hawkstriders are to blame for that one). Turns out that elves can make some pretty awesome oracles and the Nature Mystery has bonded mount as a revelation... Now, I still have the picture in my head of a melee-oriented knight (admittedly not-so-optimized with elf stats...). Here's the issues:
1)Nature Mystery has junk spells but good revelations and skills. 2)Stargazer archetype has great spells (at levels 2 and 4, anyway) 2a)SG loses a lot of important skills (but adds perception) and imposes a heavy two revelation tax. 3)Ancient Lorekeeper has the best spells an oracle can have. 3a)Those spells are a level higher than they are normally (unlike SG's spells) and AL's skills are poop for an AC/Mount character. Here's what the dips that I'm looking into fix/provide:
1)+1 BAB for all of them, allowing me to take Power Attack at first level 2)All of them provide the skills I need (Handle Animal, Ride, and Perception) 3)Barbarian eliminates the 10' penalty to move speed (lame curse) and gives a little bit of rage; at oracle level 5, no fatigue. 4)Ranger (Guide) gives a bonus to attack and damage on one creature/day and opens up a bunch of wands (including longstrider) 5)Cavalier (Dragon) adds to effective druid level for mount and opens up heavy armor (while eliminating it's penalty to Ride!) but Challenge is about 1/4 as good as Ranger's Focus. Any advice or thoughts welcome. Thanks.
So I ran We be Goblins tonight, and when we ended up with a couple too many for one table, a player who had already GMed the mod a bunch of times ran another table to accommodate. I reported it all. Under "notes" on my GM Sessions, it indicates "GM Credit +2," and my credit went up by 2 rather than the 1 that I expected. Can anybody explain this for me? I'm by no means upset about getting an extra table, but did the other GM not get credit? Am I supposed to be getting double credit for this for any particular reason? Thanks for the help.
Not new to PFS, new to PbP. I'm considering "attending" a Play-by-Post PFS scenario or two but would like to know what I should expect. By "what I should expect" I mean I would like to know about how much time per day I can expect to be, well, expected to play. I have no problem dedicating a few hours (real time) daily to being near my computer, but for some scenarios, I'm sure that some parts would have to take a backseat to RL stuff (kids, work, you know...RL stuff). Also, how to prove ownership of additional sources and chronicle sheets? Caveat to Paizo web team: I may be on the opposite side of the "LFG" fence posting this here. If I am, please feel free to move me!
Do PFS gunslingers get a MW gun for only 300gp per the Gunsmithing feat?
PRD wrote:
Additional Resources wrote: Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed reduced price, but does not grant a discount on the purchase of any firearm. Resold items gained through this feat are worth half the actual cost paid, not half the regular market value for the item. No PC can purchase a gun without this feat, even if they possess the Amateur Gunslinger or Exotic Weapon Proficiency (firearm) feats.
So I was setting up an event and I noticed that Kids Track was one of the checkable options. I'm at work, so I can't benefit from the copy sitting on my computer at home or the one in My Downloads but I don't remember any mention in it for earning GM credit for running it. Could anybody fill me in on anything I'm missing? Thanks, I'd like to start something like that up in my neck of the woods.
Many forum-goers maintain that the rules do not state that it must be loud or, for that matter, even audible. I do not disagree that the rules do not provide specific clarification, however, let's look at what we do know:
PRD wrote: Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Dictionary.com provides the following definitions: Cackle:1.to utter a shrill, broken sound or cry, as of a hen.2.to laugh in a shrill, broken manner. 3.to chatter noisily; prattle. Madly:1.insanely or wildly: The old witch cackled madly.
Now, the only really good way to indicate quantitatively in PFRPG just how loud something is would be to give it a base Perception DC. According to Perception in the PRD:
So, since laughing in a shrill, broken manner insanely or wildly should be at least as loud as a typical conversation, and certainly no louder than a battle, it stands to reason that the Perception DC to hear a witch using the Cackle hex (before adjustments like distance or obstacles) would fall somewhere between -10 and 0. If any of this sounds wrong, please let me know.
Where were the songs? Sure, we got the dwarf songs in Bag End, but I really wanted to hear Fifteen Birds in Five Fir Trees. I understand that Wingnut wasn't making a live-action remake of the 1977 animated film, but, with the exception of "The Greatest Adventure," all of those songs were written by J.R.R. Tolkien and were in The Hobbit. Oh, well. I think that it would be a little difficult at this point to convince Peter Jackson and crew to rethink including those songs that I loved back in the day.
If I want to play in a scenario that I don't have a character high enough level to play in I get to play a pregen. Of the pregens that I am aware of, there are 4 CRB: Cleric, Fighter, Rogue, and Wizard. Too easy. There are also 3 UC pregens: Gunslinger, Ninja, and Samurai. If I want to play one of the UC pregens do I need to carry a copy of UC with me. Sorry if this was answered a year ago.
Addressed here as a side conversation, but not resolved in-thread or in FAQ, what happens when one arrow (for sake of the question; any ammo will do, though) bypasses DR but another does not? So, shooting at a Rakshasa...2 hits! Yay! First arrow 1d8+5 (and good, too!) for 10 (bypasses) and the other with a plain ol' arrow for 1d8+5 for 11... Did I just hit that tiger-headed baddy for 21? Or did I hit it for 11 (which would be the same as if I didn't have the feat)?
So my PFS alchemist is level 2 now. Not to worry; I haven't played him at level 2, yet, so I can still tweak him. Having played him as a vanilla alchemist before realizing that the poison class features are not especially cost effective, I decided to go Preservationist. Now that PFS allows 1st-Level Character Retraining, I'm considering making him a Grenadier. If I do, though, I'm not sure what I want to take as my Martial Weapon Proficiency since I definitely want to keep him as an elf. Do I keep Weapon Training? If so, what weapon to pick up for free? Do I trade Weapon Training? If so, for what alternate racial ability? Do I just go ahead and play him as a Preservationist like I was going to? Any advice welcome. Thanks.
Ok, so alchemists add their INT modifier to splash weapon damage.
Throw Anything:
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. The pellet grenade from Ultimate Equipment deals three types of damage. Pellet Grenade:
This variant of a fuse grenade
has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use. Crafting a pellet grenade is a DC 25 Craft (alchemy) check. Assuming, let's say, a +4 INT modifier, how much damage does it deal?
I discovered the Thunder and Fang feat last night, did some research and found it in A History of Ashes (Curse of the Crimson Throne) and saw the art for Krojun Eats-What-He-Kills and now I wanna make an Earthbreaker/Klar wielder. Krojun:
Krojun is a vanilla barbarian 12 (he's also 3.5)whose only non-T&F feat is Track. What barbarian/ranger/fighter class/archetype would reap the most benefit from the T&F feat?
Like the title asks, does the standard tiefling racial ability Fiendish Sorcery affect the feat Eldritch Heritage? EDIT: you know, for purposes of 3+Cha modifier abilities and so forth...
So a coworker who can't get an L5R game gave up trying just as I am giving up trying to resurrect my old gaming group. He has 4 players (plus himself, so I'd have 5) who may be up for a One-Shot adventure. I REALLY want to create a stable group of gamers so I want to offer a..."typical" adventure; playing goblins to learn PFRPG may turn 'em off. 'Might turn 'em on, too, but I want to play it kinda safe. Point is: what's a good, published adventure that is good for a one-shot that I can use to convert some gamers of varying levels of experience to PFRPG? Thanks in advance.
So....Well, first let me say: I love PFRPG, PFS, and, really, all that Paizo has done to reinvigorate the TSR spirit of gaming. That said, I feel a certain loyalty to Gary Gygax and Dave Arneson's Lake Geneva work that leaves me in a weird spot: PFRPG took D&D 3.5 from the WotC "loyalists" and made a great game; "toy company" is making a sincere (as best I can tell) effort to make a real RPG with the same kind of forward thinking that brought us 3E to begin with. I feel like we may have come to a point where D&D has finally split on itself and the two paths no longer have a definite "superior," and we are instead left with two different, roughly "equal," if different, versions of the game that old-heads like myself literally grew up with. Paizo, please don't hate, I still love my old DMG with the Efreeti on it and when I say Russ' art in the latest Kobold I could only think of the Fiend Folio. Anyway, I wish the best to both. I want to play both on opposite weeks.
OK, so the alchemist discovery "wings" functions as the spell fly with the duration altered. Does a winged alchemist potentially suffer a 10 foot drop when damaged (NOT like the fly spell) for being winged flight? Does the wings discovery allow for 60 feet per round safe fall for 1d6 rounds? Basically, does the wings discovery act like the fly spell or does it give the alchemist a fly speed and a +1/2 caster level bonus on fly checks, all subject to the limitations described under the fly skill as a winged flier?
Ok, so...I'm making my first PFS character (and backups, I don't want to be that guy who shows up with everybody else's character). My "go-to" character is a human ranger, going the switch-hitter path. I know I need my armor, a back-up, alternate damage type weapon, and a light weapon. What can I expect to be expected to have? Do GMs and players care about rations, generally, in PFS? Will a ranged weapon be REALLY necessary for 1st level? What about alchemical items? How do I avoid being chastised as a noob in PFS when I've been playing D&D since there were rogues prying gems out of Baal's eyes on my PHB?
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