Milani

Aniya's page

No posts. Organized Play character for Aaron Reichgott.



Wayfinders

I have a soldier character who primarily uses thrown melee weapons, but have a bit of a conundrum. For the purposes of abilities that refer to melee/ranged weapons, are thrown melee weapons considered melee, ranged, or both when using them to make a ranged attack? For example, the Melee Striker gear boost adds damage to melee weapons, and the Far Shot feat reduces range penalties for ranged weapons (which has been discussed on this thread).

If those abilities referred to melee/ranged attacks instead of melee/ranged weapons, or if the thrown weapon property clarified which type of weapon it counts as when thrown, it would certainly make things clearer.

Wayfinders

On the boon from the Skitter Shot chronicle, it has boxes that you check based on future games that you play or GM. If you play a normal scenario, you get one box checked. If you GM a normal scenario, you get two boxes checked. However, the boon also says:

Skitter Shot wrote:
You cannot earn credit from a particular adventure (even a repeatable one) more than once.

So if I were to play a scenario and check a box, what happens if I GM the same scenario later? Do I get no additional boxes checked? Do I check one additional box to bring the total boxes checked for that adventure to 2? Do I count GMing separately and check two additional boxes?

Wayfinders

Harm Undead wrote:
"When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area."

If a 4th-level mystic with this feat has expended all of their available 2nd-level slots for the day, would they be able to use their 1st-level spells, since that's now the highest they can cast? I'm a little torn which way to lean on this. If they can't, then it means that mystics lose total available uses of this ability whenever they gain higher spell levels. If they can, then mystics may have too many available uses of it (though they'd still be limited by resolve points).

Wayfinders 4/5 5/55/55/55/5

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So I spent several hours making this, only to realize that The Lucky Halfling had actually done this a couple months back. Still though, I figured I'd share what I made.

I have difficulty keeping track of off-character-sheet info. This is particularly the case with the new boons, so I figured I'd create cards to help keep track of what I have available to slot in a given scenario. The cards are organized alphabetically, and are color-coded by faction:

Black = All
Light blue = Acquisitives
Dark blue = Dataphiles
Gold = Exo-Guardians
Purple = Second Seekers
Green = Wayfinders

There are also some blank template cards if you want to create your own. Say, for example, after receiving a chronicle sheet with new boons.

Here is the PDF file of the cards.

Also, I figured I'd share my raw data in case someone wants to take a stab at it themselves. The data is better organized on the second tab.
Here is the Excel file.

Wayfinders

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The two new scenarios (7-18 and 7-19) are not downloading when I click them in My Downloads. The other scenarios still appear to work. We're running 7-18 this weekend at MAG Con and I'd like to start prepping as soon as possible. Is there a fix for this? Thanks.

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Sign up on Warhorn here.

The Iroran monastery of Tar Kuata nestled in Osirion’s Barrier Wall Mountains is famous both for its extensive history and its curious order of dwarven monks known as the Ouat. When the Society uncovers a dusty field report that identifies Tar Kuata as the home of a strange, otherworldly relic, Pathfinders set off to recover it. However the Ouat are strict judges of perfection, and the PCs must prove their worth if they are to win the monks’ trust and treasure.

Content in “Test of Tar Kuata” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Scarab Sages faction.

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Moved from last Wednesday. As of right now, we just need one more player to make this a legal table. Sign up on Warhorn here:

https://warhorn.net/events/tactical-encounters-pfs/schedule/2015/07/06/sess ions/80773

An email with the VTT link will be sent out on Sunday requesting character details.

Wayfinders 4/5 5/55/55/55/5

Sign up on Warhorn here.

An email with the VTT link will be sent out on Tuesday evening requesting character details.


Advanced Race Guide wrote:
Benefit: Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.

Does the bonus to critical confirmation rolls apply only once per day? Or is it a constant benefit?

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I have a question regarding the secondary success condition for this scenario:

Spoiler:

Secondary Success Condition wrote:
The PCs successfully complete their secondary mission if they finish the scenario in possession of Amenopheus’s geode and are not caught sabotaging one of Grandmaster Torch’s missions more than once; he finds a single show of rebellion amusing but begins to act against the Society if he senses any further insubordination.

If the PC's do not attempt to sabotage Grandmaster Torch, they obviously wouldn't get either of the associated boons, but would they automatically complete the secondary success condition? I'm leaning towards yes because they would avoid any unwanted attention from Torch, they just wouldn't get the benefit of sabotaging him.


I want to make a character who is good at hindering/disabling enemies, but I'd rather not rely on spells or limited use abilities if I can avoid it. While the witch's hexes effectively do accomplish this, I already have a witch character (who is a blast to play), and would like to try something that relies on martial ability. Right now I am thinking some kind of fighter or monk and relying on combat maneuvers, but am open to ideas. Any suggestions or guides?

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I've been playing in PFS for about a year now and am having tons of fun, but half of the time I have no clue who I'm dealing with or why certain story points are important. What would you guys suggest for learning more about who's who and what's what in these scenarios?

Full Name

Kito the Scholar

Race

| HP 23/23 | AC 14 Tch 10 Fl 14 | CMB +2 CMD +12 | F +3 R +1 W +4 +1 vs fire +4 heat | Init +0 | Perc +1, +2 when Thera near

Classes/Levels

| Speed 30 | Spells: 1st 5/5 2nd 3/3 | Active Conditions: Mage Armor

Gender

Female Human NG Witch 4 | Wand CLW 2/50

Size

5' 2", 130 lbs. Black hair, green eyes, bronze skin.

Age

23

Alignment

NG

Deity

Pharasma

Strength 10
Dexterity 10
Constitution 15
Intelligence 21
Wisdom 10
Charisma 10

About Kito the Scholar

Kito
Female human (Garundi) witch (hedge witch) 4 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
NG Medium humanoid (human)
Init +0; Senses Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 23 (4d6+12)
Fort +3, Ref +1, Will +4; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
. . silver light mace +2 (1d6)
Special Attacks hexes (cackle[APG], flight[APG], misfortune[APG])
Witch Spell-Like Abilities (CL 4th; concentration +9)
. . At will—feather fall (self only)
. . 1/day—levitate (self only)
Witch (Hedge Witch) Spells Prepared (CL 4th; concentration +9)
. . 2nd—web, glitterdust (DC 17), see invisibility
. . 1st—ear-piercing scream[UM] (DC 16), mage armor, burning hands (DC 16) x3
. . 0 (at will)—dancing lights, detect magic, guidance, message
. . Patron Trickery
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 15, Int 21, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Combat Casting, Extra Hex[APG], Toughness
Traits affable, desert child (desert), self-taught scholar, trap finder
Skills Diplomacy +7 (+9 to gather information.), Disable Device +10, Heal +7, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +10, Knowledge (planes) +10, Knowledge (religion) +6, Linguistics +12 (+13 to decipher unfamiliar language), Perception +2, Profession (midwife) +5, Spellcraft +12 (+13 to decipher scrolls), Swim +4, Use Magic Device +5
Languages Ancient Osiriani, Aquan, Auran, Common, Dwarven, Ignan, Kelish, Osiriani, Polyglot, Terran, Vudrani
SQ spontaneous healing, witch's familiar (thrush named Thera)
Combat Gear potion of darkvision, Pearl of Power (1st); Other Gear cold iron dagger, silver light mace, bedroll, bird feed (per day) (4), masterwork thieves' tools, mess kit[UE], spell component pouch, waterskin, influence (worth 15 gp) (5), 160 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can "lose" any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------
Resources
--------------------
145 gp.
4 Influence.
--------------------
Spells in Familiar
--------------------
0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue
1: Animate Rope, Burning Hands, Comprehend Languages, Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Identify, Long Arm, Mage Armor, Mudball, Obscuring Mist, Ray of Enfeeblement, Web Bolt.
2: Defending Bone, Glitterdust, Mirror Image, See Invisibility, Web

--------------------
Background
--------------------
Kito grew up on the far outskirts of Wati, in the farming area that surrounds it. Her parents ran a small farming supply store that was along one of the routes caravans frequented. She always found the caravans much more interesting than the farms. There she met people that spoke different languages and had tales of far off places. She quickly learned all of the common languages used by the traders along with a few others. New languages always delighted and fascinated her.

Terhk Fourwinds runs one of the caravans that often passed by the store. When he learned of her linguistic talents, he started bringing her texts to translate from the ancient dialect. He would also frequently mention her to any foreigners in need of a translator.

Although a follower of Pharasma, she is not a strongly religious person. She grew up in the religion and hasn't wandered away. She was much more interested in their texts about history than those about spiritual matters.

In her early teens, she found and took in Thera, her 'pet' thrush. Those with a more objective view might say that Thera found her. Kito was out picking Ziziphus leaves and berries. The little thrush flew up and started eating some of the berries. Taking lessons from the bird, Kito has slowly been growing in arcane learning and magical power.

In addition to the magical lessons Thera provides "her mistress Kito", they share gossip from around town. It is amazing how much the bird overhears.

She has been supporting herself acting as an intermediary between merchants, translating discussions or documents as required. She is always very polite and does her best to be fair in such dealings, although the details of any business deals bore her.

Social contact:
Terhk Fourwinds (male half-orc), owner of Terhk's Fine Expeditions, a caravan company and desert travelers' lodge. She has served as an interpreter and translator for him.

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Kito the Scholar, daughter to Akhom Zaki the shopkeep. My family runs a general store along one of the routes through the outer farms.