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Alizor's page

Goblin Squad Member. Adventure Path Charter Subscriber; Pathfinder Card Game, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber. ***** Pathfinder Society GM. 1,117 posts (1,368 including aliases). 4 reviews. 1 list. 1 wishlist. 17 Organized Play characters. 4 aliases.


The Exchange 5/5

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Kyle Baird wrote:
*continues to remember the days of 1 XP, 1/2 gold, half PP and no boons...*

*continues to remember the days of 0 XP, 0 gold, 0 PA, no boons, and no chronicle...*

The Exchange 5/5

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Thanks everyone!

The slow and steady approach is a great way to do it... that way I get to play some under other fabulous GMs and learn from them.

The Exchange 5/5

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@Benwin

You'll be able to purchase tickets at the Convention. In fact, I'm expecting that a good number of people will be walking in with generic tickets / buying tickets on site.

I'm about 90% certain that you can pay with cash at the table, so if you don't even feel like buying the tickets downstairs, you can simply give the GM/Organizer $3 when you sit down to play. So I'd suggest bringing quite a few 1 dollar bills with you.

The Exchange 5/5

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Chris Mortika wrote:
That makes no sense.

Sometimes, life just doesn't make sense.

The Guide isn't made to cover every single corner-case possible. If it did, then it would bloat to 100-200 pages long. The current rule, which I personally think is a fairly good one, is that Player's can assume a GM knows things about the Core Rulebook, the Guide to PFS, and Pathfinder Society Field Guide. Other than those three sources (as well as spells/abilities derived from those sources) the player needs to bring the book.

As a courtesy however, most players should bring a Bestiary if they plan on summoning things, but it isn't required.

The Exchange

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Male

Swift Wind's role: Swift is there to take it for everyone else. He is moderately good at dealing damage to the opponents, and also moderately / pretty decent at taking the damage. However his purpose is to use his shield bashes to prevent the opponent from getting to our... more fragile companions.

Against humans/magical beasts he is QUITE potent however.

The Exchange

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Nani and I are definitely going to be there in 2012. We're really sad we missed out this year.

Now to figure out plane reservations etc...

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To reiterate from above, sadly the only inquisition that you can use with Milani is the "Conversion" inquisition as that is available for "All Deities." Otherwise Paizo would need to spell out which inquisition would work for each minor deity on Golarion. Until this happens you will be limited to domains or the Conversion inquisition.

On a sidenote, it has been offhandedly mentioned that there were some serious errors with the assignment of inquisitions (seriously.... Zon-Kuthon doesn't have the torture inquisition...) and that in the next errata there will be changes. Whether this includes a generic guide for minor deities I don't know, but it's always possible!

The Exchange 5/5

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Similar to what Nani said...:

Drandle Dreng: Absent minded, eyes half closed, and speaks slowly. The point is to get across that he's slow, doesn't know anything, and not able-bodied... when in reality he's still pretty much all there, it's all an act, and he could probably sneak attack dead anyone lower than 7th or 8th level in one round.

Osprey: Yep, he's batman. Unlike the pellets and depending on the mood (and whether he's a bird at the time), I will add a slight "squawk" to his talking if there's a comedic moment. My favorite scenario for him is Hall of Drunken Heroes.

Eliza Petalungro: I depict her as all business, all about the Pathfinders and trying her hardest to make sure that she keeps her position. I put a little doubt into her voice to signify her new job as a VC.

Adril Hestram: A well meaning jock. Is pretty mean to the non-strength based characters, but not malicious. Might make fun of their "spellcasting" etc.

Aram Zey: A complete ass to anyone that doesn't have an Intelligence of at least 17. If they're a spellcaster he'll be nicer, but still believes wizardry (not druids, clerics, sorcerers or the like) to be the best of the arcane arts. Will probably also look oddly at the Magus type gish characters that try to mix might and magic.

These are the biggies that I can think of this morning.

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Joseph Caubo wrote:
** spoiler omitted **

Spoiler:
My understanding is that because AH couldn't actually get up into the room without aid, you have a chance of saving her. It is possible to save her... but it takes some heroic action. Our group actually had two of our entire party spending actions protecting her, with a readied action heal just in case she was hurt, a wall of ice encasing her and our two party members, and we buffed her with some spells while we waited to see if AH got through our hemisphere of ice.

Note that I think it's appropriate that the campaign point only come if you protect her. She expects to die, but so long as the enemy is defeated she also would expect to be resurrected. So keeping her from dying is extraordinary in her eyes.

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I currently am playing in Legacy of Fire and have turned into the "tank" of the party mostly accidentally. My feat selection obviously won't work for you, as you are taking Pharasma as your deity, but it does show you possibilities. Also, I would highly recommend not multiclassing for your first character. Done right, it really works well, but there are a lot of… unintended consequences of multiclassing that you may not think of. I.E. 3 monk levels is an entire spell level lost (yes, you regain it near level 20, but levels 18-20 are only 5% of your game); your caster level is 3 lower meaning that shield of faith will be 3 levels behind (+1 deflection difference); your BAB will permanently be 1 lower than normal with 3 monk levels; the list goes on.

Mehrzad, Inquisitor of Sarenrae
Human Inquisitor 20
Base stats
Str 10 Dex 18 Con 12 Int 14 Wis 14 Cha 8
For a true tank build I’d recommend higher Con. Thankfully you have 25 point buy. I’d move Cha down to 7, and put Con all the way up to 15 if you can, and put the remaining point into Str for carrying capacity. At 4th, put the point into Con, 8th and on put it into Dex for Initiative/AC/Hit.

Feats
1-Dodge 1-Weapon Finesse 3-Dervish Dance 3(Teamwork)-Precise Strike 5-Craft Arms and Armor 6(Team)-Outflank 7-Combat Expertise 9-Mobility 9(Team)-Lookout 11-Spring Attack 12(Team)-Shielded Caster 13-Whirlwind Attack
The original idea of the build was to have bane up and whirlwind like-typed enemies to do great damage. It still will work that way, but Dodge, Mobility, Spring Attack, and Combat Expertise have turned me into a great tank, so I still plan on getting whirlwind despite not needing it as much.

Key Skills
Acrobatics, Intimidate, All Knowledges (to ID monsters), Perception, Sense Motive, Spellcraft
Sense Motive and Perception are the highest skills I have, followed by Intimidate and some of the Knowledges. Favored Class alternates between Skills, HP, and new spells. At level 12, I’ve taken 1 HP, 3 Skill, and 8 new spells. I expect HP to be used more as I level.

Deity Sarenrae Domain Heresy Inquisition
While my deity is Sarenrae, Heresy Inquisition is available to all Inquisitors. It’s a wonderful domain replacement that lets you bypass having lower charisma. Your intimidate score will be based off of Wisdom, so it’ll stay really high. Word of Anathema is also a decent ability to get and might piss off the enemy.

Key Spells
4th - divine power, stoneskin 3rd - heroism, greater magic weapon, ward of the faithful 2nd - lesser restoration, invisibility, perceive cues, see invisibility 1st - disguise self, expeditious retreat, shield of faith 0th - acid splash, sift
Spells for the inquisitor are there to buff yourself to hell when you can and give some utility as well. Heroism is quite possibly one of your most powerful buffs. It lasts an extremely long time, and helps you get past the hit problem of a ¾ BAB class. Ward of the faithful likewise is an extremely good buff. It is like magic circle vs. evil, but the bonuses go higher, and useful against all alignments. Even without another Pharasman in the group it’ll be useful. Perceive cues will boost your perception/sense motive so you can see everything happening, same with see invisibility. Before ward, shield of faith is the spell that is key to making AC high. Also at low levels acid splash is a good spell to use against hard to hit enemies and high DR mobs.

The biggest key to tanking in Pathfinder is that there is no “aggro” mechanic for monsters. Well, there is, but it’s called “pissing the DM off.” If you have high AC, but nothing else, the monster will try to hit you once, shrug, then go kill the wizard. However, if you can interpose yourself, or use spells on him, or do decently high damage that annoys him, you can keep it on you. For this Inquisitor, the key is to act first (High Dex + wis to Init) hopefully lets you act first. The combination of Mobility, Spring Attack, and acrobatics lets you get yourself into the best position. Remember that Spring Attack can be used “defensively.” Even if you have 1 enemy and all you want to do if move up to the monster, you can move up, attack, and move closer to your desired square, even if it’s still next to the monster you attacked.

Craft Arms and Armor will let your tailor some of the items you’ll want. Celestial Armor is absolutely wonderful. You keep your full speed and mobility, but gain the benefit of high dex and breastplate AC. So long as you have the dex, this is even better than mithral fullplate (9 AC + 3 dex vs. 6 AC + 8 dex). It also will let you add a bunch of nice abilities to your sword; menacing, flaming/icy burst, holy, area all good options. Combined with greater magic weapon you have a very formidable weapon.

At level 12, I only have 31 AC without buffs / judgements (+8 dexterity, +10 armor, +1 Dodge, +2 natural armor). However, consider than ward adds 3 deflection, combat expertise adds 3 dodge, and judgement adds 3 sacred. That gives 40 AC, 28 touch, 28 flat-footed. All at the same time pissing off the enemy with my greater bane ability.

The Exchange

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Didn't see another thread on this so I thought I'd start.

Inquisitor page 41, the Slayer ability was not reworked for the new Judgement system:

APG wrote:
Slayer (Ex): At 17th level, an inquisitor learns to act quickly in combat. Whenever an inquisitor uses her judgment ability, she can select one of her judgments—that judgment grants the maximum bonus from the first round of combat onward. If that judgment is changed during combat, it resets as normal.

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jscott991 wrote:

Now for perspective from the real world:

In 1086, between 5% and 6.5% of English dwelled in cities out of a total population of around 1.5 million.

In 1377, the population may have been as high as 2 million, with 8.5% to 10% living in cities.

In 1348, over 90% of a French population of 10 million lived in rural areas.

While real-world examples are extremely useful in determining the populations of these countries, there are a couple things that need to be taken account for.

First, while many fantasy settings assume a feudal type of system, Golarion simply does not apply this philosophy to the world as a whole. In fact I can only think of a few countries that this might even remotely apply to (Cheliax/Taldor). Golarion nations are as we say... nation-states. If you went back 1000 years in Earth and asked a Frechman what country he lived in, he wouldn't know what you were talking about. Neither would an Englishman or a German. The differences between countries were minute, small, and to be honest, convoluted. It wasn't until the late 1600s that the idea of a nation as one unit even began to solidify. By the 1700s this had truly solidified and we could even begin to compare population numbers.

Secondly, Europe was devastated by the Bubonic Plague between approximately 1100-1300. In fact in many places you can find that population was HIGHER around 1000 AD than it was in 1300 AD. Using any population numbers to compare to Golarion at this time would simply not be valid for this very reason.

Third, also remember that these "nations" have been around for longer than any of the nations on earth. Even China is only 2000 years old as a single country for all intents any purposes (221 BC to current). This would gives more time for population to grow.

The big variables to compare then would be:

Technology vs. Magic
Real-world threats (War & Disease) vs. Fantasy Threats (Dragons/Monsters/Deities)
Rate of Innovation in Earth vs. Golarion

From these I'd probably use a rough estimate to say that Technology and Magic are mutually replaceable.
Fantasy Threats I see as much higher than real world, which would reduce the population in Golarion.
For the rate of Innovation I'd guess that Technology has a higher rate currently, but was much lower than magic for most time... Essentially I'd view magic as having a higher beginning point but being a linear increase, with technology having a lower starting point but some sort of exponential increase.

Just my two-cents, and probably way too involved. Personally I'd use land-mass/density comparisons of Europe in the 1700s-1800s and Asia in the 1800s as a good comparison to find figures.