Ringeirr Malenkov

Arassuil's page

Organized Play Member. 426 posts (556 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 4 aliases.

Sovereign Court

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Slim Jim wrote:

* Your armor-check penalty will butcher Acrobatics (and APs tend to be stingy with money, so that mithral breastplate will be a long time in coming).

* The first half of your build is 100% combat feats. --You are a caster.

* As much fun as raging is, being limited to only the core archetype barbarian will murder your AC, especially when being Enlarged knocks another two off, leaving you relatively AC-4. It also costs you a feat and forfeits Heavy Armor Proficiency relative to dipping fighter.

* Mobility you're not going to need much, if ever, prior to monsters constantly having over 30' reach in the high-level game.

STR+ 17 (all bumps; belt at 4th)
DEX: 14
CON: 14
INT: 7
WIS: 14 (headband upgrades at 6th, 8th, 10th)
CHA: 12

00 saves FT RF WI
00 base: 02 02 02
01 fight1 04 02 02 Improved Initiative, Combat Reflexes, Dodge
03 cleric2 Power Attack
05 cleric3 Augment Summons
07 (Metamatic and Spell XYZ feats from here on)

* Wear full-plate + magical buckler by 3rd.
* Climb and Swim are now class (and a point in each may save your life).
* STR 19 w/Enlarge Person early, then 22 w/belt at 4th hit 1.5x 2hPA sweet-spots.
* Unless there's a sorc or a bard in the party, you are "face", so your skills are likely to be Diplomacy and Perception, with 1pt roving every level. (Then again, I've never played RotRL; if it's a dungeon-crawl, Diplomacy may not be that big of a deal.)

Combat play-by-play: 1) Bless the party, then move as appropriate; 2) stabby-stabby AoOs; 3) drink potion or Summon; 4) more stabby-stabby AoOs.

Weird. I started reading this post, and could have sworn it was a post by Sir Thugsalot.

Anyways, thanks for the advice. Couple of points:

1) Taking Augment Summoning requires Spell Focus: Conjuration.
2) Taking Dodge with 14 DEX means, once Enlarged, DEX becomes 12, making Dodge useless until I upgrade the STR belt to a STR/DEX belt or grab an DEX Ioun Stone.

Ergo, using that build, something like this makes more sense to me:

STR+ 17 (all bumps; belt at 4th)
DEX: 14
CON: 14
INT: 7
WIS: 14 (headband upgrades at 6th, 8th, 10th)
CHA: 12

00 saves FT RF WI
00 base: 02 00 00
01 fight1 04 02 02 Improved Initiative, Combat Reflexes, Power Attack
03 cleric2 Spell Focus (Conjuration)
05 cleric4 Augment Summoning

If a monster eats an AoO to close within my reach, I'll need to dis-engage, 'cause 5 ft. steps won't cut it. Which means I'll have to eat an AoO to do so. Or, I guess I could in such a case just drop my reach weapon, draw out a two-handed non-reach weapon and wail away, but that kind of defeats the purpose.

I'm not dis-counting the idea, just trying to think of what I should do in such a situation.

But, I do like the ability score array (Sir Thugsalot's 15,14,14,14,12,7 array for the win). Over the past day or two, I've been leaning towards maybe using that exact spread. Between a Ranger and either a Rogue or a Wizard, they should have skills covered.

Sovereign Court

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DeathlessOne wrote:

The easiest solution to your Acrobatic/Perception issue is a simple one, but probably won't be very popular. Multiclass, if only for a single level. I'd recommend Rogue or Bard, simply for the skill points. The Reflex bonus would be nice and the bard song/spells (limited as they are) would compliment things a bit without distracting too much from your own spellcasting. Or just dip a level of barbarian. Not a lot of skill points, but they get the Acrobatic and the Perception skills in class and gives you a few rounds of rage for emergencies.

Personally, I'd go with the Bard 1 dip route. Countersoung & Distraction, are not level dependent, merely ranks in Perform. The ability to use spell activation items on the bard spell list is nothing to sniff at either.

Normally, I wouldn't be opposed to multiclassing, even on a caster. Usually I grab Magical Knack as one of my traits, and accept the slower progression of spells (only slightly worse than an Oracle). But the no traits this is making that rough.

I thought about Barbarian as well. Just don't know if it's worth it.

Dave Justus wrote:

Perception is of course a valuable skill, but it not being a class skill isn't that big of a deal. The +3 others would get for having it as a class skill will be offset by your WIS bonus, giving you a pretty good perception anyway.

Personally I think a reach cleric is just fine without Acrobatics at all, but if that is the play style you like, you could take skill focus and have a decent skill level. Personally, if that was my concern I'd be more likely to take mobility and focus on upping my AC, probably you would end up with almost as good a chance against most foes, maybe even better and it would have the advantage of sucking up opponents attacks of opportunity (if they don't have combat reflexes, and they miss you, they can't try against anyone else.) That would also leave your skill ranks open for something that might be more important, especially if you end up with a sorcerer instead of a wizard who won't have all the knowledge or spellcraft skills.

Yeah, you make a good point. On the up side, I could go Dodge/Mobility/Spring Attack while I'm at it. Maybe I'll play around with something using that route:

1st level: Combat Reflexes, Improved Initiative
3rd level: Power Attack
5th level: Dodge
7th level: Mobility
9th level: Quicken Spell
11th level: Spring Attack

Meirril wrote:

Umm...what are your stats going to look like? Are you going to be OK as a cleric? Wis is your primary, Cha if you want extra channels, Dex is needed for Combat Reflexes, and Str is a direct feed for melee. Aren't you too all over the place to be good at anything?

Wis 16(+2) Cha 12 Dex 12 Str 14 Int 9 Con 12 is one possible stat array. Assuming human, for any other race take away the (+2) and add whatever is appropriate.

I'd feel better if the character was a little more focused. Then again I'm not a huge fan of Combat Reflexes so I'm biased. I do think you'd do better overall if you went for something more like

Wis 16(+2), Str 14, Cha 14, Int 10, Dex 10, Con 10. Or Con 14 and count on buffs you throw to give you a chance to hit. But I don't like throwing a lot of buffs before you fight.

You could make Cha your primary stat too. Wis sets DC but if you stick to buffing and healing, who cares about DC? Extra channels are nice, and high Cha sets you up to become the face of the party. If there is a sorcerer they can do it, but if its a wizard then you're the only player with a reason to go Cha at all.

Personally it Irks me quite a bit hearing 'no traits' for Rise of the Runelords since the AP has its own campaign based traits. I'd argue with the GM that every character should be required to take one. Since all of the traits are in the same category, you can only pick one of them. If they don't want to let you have a second trait that is fine, just seriously you should have access to the stuff introduced in the AP!

Well, I haven't thought too much about stats. It depends on whether I want channeling or not. One thing I learned is that you don't need a high Wisdom when playing a melee-oriented Cleric. Those types usually go for buff/condition removal/utility, in which the DC isn't crucial.

I was thinking of something like:

STR+ 15, DEX 14, CON 14, INT 10, WIS 14, CHA 12 (if some usage of channeling will be needed); or

STR+ 17, DEX 14, CON 14, INT 12, WIS 14, CHA 7 (if channeling isn't needed)

1st level stat increase will be to STR at 4th. (Of course, it's more efficient for the 2nd array using this scheme, less on the first; special thanks to Sir Thugsalot's 20 Point Buy Paint By Numbers approach).

As to traits, I can try talking to the GM, but 2 of the players have some strange thoughts at times (but everyone as far as gamers/friends are concerned, are pretty awesome). For instance, they think Unchained Rogue is over the top. Probably because they think the normal Rogue is ok as it is and didn't need to be improved. *shrug*


So, 1st rough draft, assuming I'm going to need to keep some channeling for utility healing:

STR+ 15, DEX 14, CON 14, INT 10, WIS 14, CHA 12

Domains: Luck, Travel

Feat Progression:
1) Combat Reflexes, Improved Initiative
3) Power Attack (possibly moving this to level 5 or 7; not sure)
5) Dodge
7) Mobility
9) Quicken Spell
11) Spring Attack
13) Lunge
15) Strike Back
17) Vital Strike
19) Improved Vital Strike

I may or may not want crafting feats in there. I always have problems figuring out what feats I should take at higher levels. Of course, the way our group plays, I expect a TPK long before I would need to worry about it!

Sovereign Court

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I almost forgot: if allowed, one of the best feats for Monks is Celestial Obedience (albeit, more useful at higher levels). If you worship Falayna, then you can get:

+4 sacred bonus on Grapple checks and CMD
Divine Favor 3/Day as a spell-like ability
Strong Arm, which allows your weapon damage to increase by one size.
Crushing Hand 1/Day as a Su ability.

Granted, the two good boons don't kick in until 12th and 16th levels. But an extra +3 luck bonus to attack and damage rolls at 12th, plus Strong Arm at 16th is pretty good use out of a feat. And the obedience is pretty good if you're doing grappling.

Neat trick for Divine Favor: stock up on several 1st level Kitsune Star Gems. By the time you get Divine Favor, making DC 25 Use Magic Device checks to fool them into believing you're Kitsune shouldn't be too hard (even with dumped Charisma). Quicken Spell-like Ability is great if it's allowed.

Another good Empyreal Lord is Lymnieris. At 16th, Greater Polymorph which lasts until you use it again or dismiss it is pretty good too. Transforming yourself into a Large Elemental gives some cool options.

Only downside is that Celestial Obedience is from Chronicles of the Righteous, which isn't among the core line of books.

Lastly, one of the best 1 level dips for a Monk (if one were to dip), IMO, is Bloodrager. Take Extra Rage once or twice, and it brings a significant boost to DPR. It also gives access to the Furious weapon enhancement, for further boost to DPR. It also gives access to Wands (Mage Armor and Shield are great for low levels).

If you have access to Familiar Folio, you can even get a Bloodline Familiar (Protector is a great archetype for your familiar). Taking Boon Companion on a Protector familiar also gets your Familiar the Shield Master ability if one was so inclined.

Urban Bloodrager is a great archetype to consider, as it also eleviates SBDS (Sudden Barbarian/Bloodrager Death Syndrome).

Sovereign Court

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Disclaimer: Wandered into here out of boredom, and with reading up on some recent rules clarifications...

I haven't played PFS in about 2 years now. However, I was around when Aasimars/Tieflings were being grandfathered in. I saw the speed runs being played (and was in one myself; but I was playing my Tiefling Barbarian/Martial Artist Monk if I remember correctly, and was playing her just because I liked the character. She would have been grandfathered in regardless). I shook my head at it, didn't enjoy the Master of the Fallen Fortress scenario because I hadn't played it before then. But whatever floats peoples' boats.

There are a few reasons why I haven't participated in PFS (real life obligations mainly). However, the string of errata being issues by the design team is one of the reasons. In a home game, you can pretty much throw those kinds of clarifications out the window. Sadly, you can't really do that in PFS.

I don't envy the campaign leadership's job here. It's tough, and PFS is certainly still more inclusive than past living campaigns I was a part of (*cough*Living Greyhawk*cough*).

The biggest threat to PFS is the coin flip rules FAQs that has been coming out over the years (Monk Flurry of Blows is TWF debacle, and now I'm reading on costs regarding special materials for different size creatures) upsetting the rules as is commonly accepted because it goes against how the rules team intended them to function (Greatsword/Armor Spikes TWF anyone?).

So, yeah, with that kind of errata coming in to the game, the stance of campaign leadership (and probably rightly so) being harsh on rules rebuilds due to some abuse by players, has pretty much made me glad I haven't participated in PFS in these past 2 years. For me now, it's either a home game or find something else to do with my time. Which is a shame, since the local PFS community here was pretty awesome (and could very well still be, just haven't been around that much lately).

Take this post for what you will. (And if it gets removed because it's too harsh, I'm not going to get upset over it).

EDIT: And my apologies to Sean K. Reynolds to the abuse he received over the years when he was the spokesperson for the rules team. Clearly, he wasn't the problem.

Sovereign Court

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Start off as a 1st level Tian Human Druid from Po Li. Choose Chosen Child and Rich Parents as your traits. You start the game with 1,800 gp. You will need the alternate racial trait Eye for Talent, so your animal companion can start with +2 to its INT.

So, your animal companion (say a dog) has 4 INT. You can give it any feat at 1st level. Choose Additional Traits. Give it Chosen Child and Rich Parents. Now your animal companion starts the game with 1,800 gp.

Release your animal companion from service. Search for a new animal companion, giving it +2 to its INT score when you gain it. Choose Additional Traits, and give it Chosen Child and Rich Parents. Wash, rinse, and repeat.

Congrats. You can make a fortune and never have to do anything but find stray dogs off the street, which carry sacks and sack of gold.

Sovereign Court

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Hi James,

I was working on a Kellid character from the Realm of the Mammoth Lords who would have been adopted by a Giant. In your opinion, which race of Giant (if any) would be the most likely to raise a human to adulthood?

Sovereign Court

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I didn't realize that the guide had been updated until I saw the post indicating so (the link on the first post goes back to the old guide).

While I realize the original post can't be edited, is it possible to add a link to the original guide pointing to the new guide?

In case it hasn't been mentioned yet (as I haven't been following guides for a while): why is Half-Elf blue, while Half-Orc is green? As far as I can tell, the real benefit for Half-Elf is the ability to pick up a martial or exotic weapon, whereas the Half-Orc has access to Greataxe & Falchion by default, plus a nifty suite of alternate abilities (Sacred Tattoo + Fate's Favored = almost gaining the Dwarven 'Hardy' ability. And let's face it, as an Inquisitor will be picking up Fate's Favored if he can have access to it). Unless Ultimate Campaign is not one of the books used with the guide.

Even if Ultimate Campaign isn't used, the alternate abilities of Half-Orc and Half-Elf are about on par - so both should perhaps be blue or green.

I do, however, like the formatting of the Paladin & Inquisitor guides - kudos.

EDIT: Also, I'm not sure if the 20-point buy stat array you proposed for the Devastator Inquisitor is an efficient use of spending for your point buy. While I get that the Inquisitor has a lot of use for Wisdom, I'm not sure if a 16 in Wisdom is warranted. (I haven't taken a look at other point buys, as 20 is what I usually make characters with.)

For comparison:

STR 16, DEX 11, CON 14, INT 8, WIS 16, CHA 7


STR 15, DEX 14, CON 14, INT 12, WIS 14, CHA 7

At levels 1-3, the first stat array will yield +1 to attack/+2 to damage when 2-handing compared to the second.

At level 4, if the first stat bump gets places within DEX for the first array, while the second array puts it into STR, both will have the same bonus to hit/damage. Due to Cunning Initiative, both will have the same Initiative modifiers, so again that's a wash. However, the second stat array will have better bonus to Knowledge checks, plus better vs. identifying Monsters (INT + WIS = +2 for the first array, INT + WIS = +3 for the second), as well as having 2 more skill points per level.

The tradeoff is -1 to Will saves and -1 to saving throw DCs (the latter is probably more important due to the Inquisitor already having a good Will save). But as a Devastator Inquisitor, your spells will probably be more utility/buff type spells, so the save DC may not be as important.

Just some food for thought.

Sovereign Court

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Imbicatus wrote:
Let me explain.. No, there is too much. Let me sum up: This book is made of awesome.

I'm just quoting this because I think the link title is made of awesome.

Sovereign Court

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... you find yourself playing a Bard at a table with a Paladin, Sorcerer, and Summoner. Not by itself any trouble, but you do note that your Bard has the lowest Charisma at the table of 14.

And then comes the trouble when you walk through some mists and 3/4 of your party has their Charisma reduced to 6. (True story)

Silver Crusade

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BigNorseWolf wrote:

The grand lodge:

Ambrose Valsin: Announcement! Starting this year will will allow unlimited number of kitsune to join our field teams!

"Woo hoo! now i don't have to hide." *turns into a kitsune*

"Me either!" *wolfs out*

"Me too!" *pops into foxform*

Ambrose facepalm. "Is anyone here NOT a kitsune?"

A seemingly Keleshite man wearing a burnoose and hot weather outfit raises his hand while whispering to his herald

The herald turns to Ambrose Valsin and speaks

"His Royal Highness Prince Abdul Bin Falafel wishes to inform you that he is not a Kitsune, but rather, an Aasimar whose heritage is so distant he just looks as if he is human."


Sovereign Court

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Well, if there is one thing that I have gathered from this thread, it's that when my Bard picks up this Masterpiece (which is what it is, and not a feat, which some people have mentioned; just FYI), is this: declare to the GM about my having it before the game starts (or at the beginning of the game).

Something along the lines of "By the way, my character has Pageant of the Peacock. If you don't know what it does, here is a printout. I understand that there is some controversy surrounding this Masterpiece, so I'll use it however you say. I'm perfectly OK with using it only when other people have failed their Knowledge checks just to see if I can succeed, or if people don't have the appropriate Knowledge check. Regardless, the main use of it is to convince everyone, both PCs and NPCs, that this character is really a Prince." :D

Because at the end of the day, it's all about everyone having fun (both GM and players), and that's the main reason I like playing RPGs in the first place.

So thanks to everyone for allowing me to figure out how I want to present this Masterpiece to the GM in PFS. :)

Sovereign Court

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... the GM says "The scenario I'll be running today is the Dalsine Affair.", and everyone else at the table says "Cool. Haven't heard of that one."

Sovereign Court

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captain yesterday wrote:
so what are all the available PFS races?

Do you mean ones without a boon?

As far as I know: all of the CRB races, plus Tengu, Aasimar, and Tiefling.

Once August 14th rolls around: all of the CRB races, plus Tengu, Kitsune, Nagaji, and Wayang.

Silver Crusade

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Jiggy wrote:
David Haller wrote:
Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.
Considering the possibility of table variation, a handy haversack is probably a safer place to store a scroll of breath of life.
Except that it's no more helpful there than in your pocket or wherever you normally carry it. The point of putting it in the sheath was so that you could save the move action so you can get to the dead guy in the same round. The haversack doesn't help with that.

Or you could be like me and be a Tiefling with a Prehensile Tail and be able to draw several "light objects" such as that scroll of Breath of Life (probably accepting DM interpretation) as a swift action ;)

(Granted, this character isn't a cleric or oracle, but being able for her to draw her sling as a swift, load as a move, and then throw as her standard has been cool thus far).

But I digress. One item a lot of people here didn't know about were Air Crystals. For 50 gp, get air in a can. I once prevented a TPK by having one of these on my person when we were caught in a burning building.

Sovereign Court

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First off, just wanted to say that Liz Courts is a great forum moderator who doesn't get as many thanks as is probably deserved. So, thank you Liz for your moderating efforts on these boards.

Now with that out of the way...

I'm a bit disappointed that Aasimars and Tieflings are going away. I only have 1 Tiefling PC that I actively use (my Barbarian/Monk), and made 2 Aasimar characters who haven't even been played yet (my Aasimar Oracle of Battle and my Aasimar Dawnflower Dervish Bard). Gotta make sure I play at least 1 scenario for my Oracle before August 14th now (not too concerned for the Dawnflower Dervish, as the race for that character doesn't matter as much).

The biggest reason why there's so many Aasimars and Tieflings in PFS, in my opinion, is because of Blood of Angels/Blood of Fiends, which allows a lot of customization in terms of racial adjustments such that you can make a decent character at any class. I would have preferred having those heritages being put as "not available" unless allowed by a boon. Perhaps with existing characters being grandfathered in. But, things are the way they are and are unlikely to be changed, so might as well accept it. :)

Kitsune, Nagaji, and Wayangs ... can't really think of any character to make with those races. Must put on my thinking hat when August 14th rolls around....

Sovereign Court

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I was recently re-reading the Spring Attack feat, considering options for my PFS Barbarian/Martial Artist Monk, and suddenly wondered how the rules interact in this case.

I tried to do a search on this topic, but didn't come up with anything.

First, the relevant texts:

Spring Attack wrote:

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.

Combat Maneuver wrote:
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

(I've bolded and italicized some parts of the feat and combat maneuvers for clarity).

Obviously, you can combine any combat maneuver than can replace an attack with Spring Attack (say, Trip/Disarm/Sunder), but what isn't clear to me is whether those types of maneuvers provoke an attack of opportunity when you attempt.

So, my question: if you use Spring Attack, replace the attack with a Trip/Disarm/Sunder combat maneuver, does that provoke an attack of opportunity from the target of your maneuver if you do not possess the Improved Trip/Improved Disarm/Improved Sunder feat?

I'm on the fence about whether it does or not. If it doesn't, suddenly Spring Attack is starting to look like a feat I may want to take for my Barbarian/Monk...

Sovereign Court

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Dabbler wrote:
Entilzha wrote:

I find a thought I had kind of amusing (but not in a good way):

Developers have repeatedly stated that a new magic item for unarmed strikes cannot be made better than the Amulet of Mighty Fists, because that would be replacing a core item, and that is something they were not prepared to do.

However, that logic apparently does not apply to coming up with a new class that does something better than a Core Rulebook class (Brawler, Warpriest of Irori, etc vs the Monk). :-/

You are not the only person to have noticed this. I think the Class Guide is quickly turning into another missed opportunity to fix the weaker classes rather than offer more and more replacements for them.

You're probably right. Quite the shame, really. Still, I'm holding onto a sliver of a hope that we'll see improvements to some of the weaker classes (Monk, Rogue, ?) sometime later. (The pessimist in me, however, feels like that won't be the case).

Shame that Paizo can't hire you, Master Arminas, Tels (plus a few select others) to help re-write the Monk. I'm sure it'd turn into a thing of beauty ;)

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Tels wrote:
The Brawler still overshadows the Monk in many ways. Same skill points, same scaling unarmed damage dice, better flurry, slightly weaker AC bonus, better DR penetrations, full BAB, better hit die, awesome spontaneous feat mechanic... The monk was basically gutted of all of his combat abilities for the Brawler.

I find a thought I had kind of amusing (but not in a good way):

Developers have repeatedly stated that a new magic item for unarmed strikes cannot be made better than the Amulet of Mighty Fists, because that would be replacing a core item, and that is something they were not prepared to do.

However, that logic apparently does not apply to coming up with a new class that does something better than a Core Rulebook class (Brawler, Warpriest of Irori, etc vs the Monk). :-/

Sovereign Court

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LazarX wrote:
TriOmegaZero wrote:
I have no idea what any of this is.
You have truly lived a deprived life. :) But consider carefully the answer to the questions "Who Are You?" and "What do you want?" It might mean your life someday. :)

And don't forget the following questions:

"Why are you here?"
"Do you have anything worth living for?"

Those answers can also save your life when you go to Rahadoum :)

Sovereign Court

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Osric Stonebrook wrote:

When I went to MegaCon 2012 in Orlando, I had the awesome opportunity to meet Peter Jurasik, Stephen Furst, and Bruce Boxleitner.

My wife walks up to Peter's table:

Wife: So, do you still looking stunning in purple?
Peter <in Londo's voice>: I don't know my dear, and I sincerely doubt I could still fit in it if I tried.

Stephen Furst was so enamored with my 5 year old daughter that he gave her a free B5 collectible trading card game card of himself from his table.

It was an awesome day.

Nice! Totally awesome.

I've only ever met Andreas Katsulas and Tim Choate of the B5 cast at a convention years ago. I wager Andreas was relatively shy, but was awesome nonetheless. And Tim spent several minutes talking with me. Both autographed some B5CCG cards I had of themselves.

They were awesome men, and I know I will miss both of them.

EDIT: My apologies if all this B5 talk is detracting from what I am sure is a most excellent adventure. :)

Now I have a strange urge to watch Bill & Ted's Excellent Adventure

Sovereign Court

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Berselius wrote:

Londo: As I woke up, the next morning, and saw the sun shine across her face, I decided then and there, that I would CHEW MY ARM OFF rather than WAKE HER UP!


Londo had a lot of awesome quotes. :)

And I feel honoured that Liz has favourited one of my posts :D

Sovereign Court

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looks at the thread title, then looks at his handle, then looks at the thread title again

For the record, I got the B5 reference. I would kind of have to, with the handle that I have. :)

EDIT: But in response to that thread title: "Then I will die. But I will not go down without a fight. And I will not go down alone." ;)

And a little quote for you all:

"Babylon 5 was the last of the Babylon stations. There would never be another. It changed the future, and it changed us. It taught us that we have to create the future, or others will do it for us. And that true strength comes from the most unlikely of places. But most of all, it taught us that there can always be new beginnings. Even for people like us." - Ivanova, at the end of the series

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Thought of another one, akin to Cavalier/Ranger.

Cavalier 4 / Mad Dog Barbarian 16. Same as the Beastmaster Ranger, but you get to Rage. And I believe there's some Rage Powers that let your mount rage as well.

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Samasboy1 wrote:

And yes, the Horse Master feat is the core of the "two full level animal companions" idea.

Cavalier 4/Druid 16 with Horse Master and Boon Companion.

Another option for that one is Cavalier 4 / Beastmaster Ranger 16: full BAB character with 2 full fledged animal companions.

Sovereign Court

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So I was working on an Aasimar character, and looked at the Incorruptible alternate racial trait. Then when I read the spell that it referred to, the language of the racial ability doesn't appear to match the spell:

Incorruptible wrote:
Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.

Corruption Resistance:
School abjuration [chaotic, evil, good, or lawful]; Level antipaladin 2, inquisitor 2, paladin 2

Casting Time 1 standard action
Components V, S, DF

Range touch
Targets creature touched
Duration 10 minutes/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

You grant the touched creature limited protection from magical effects that inflict damage based on the target creature's alignment, such as holy smite, order's wrath, a paladin's smite evil attack, or an unholy weapon. Choose one alignment type: chaos, evil, good, or law. The subject takes 5 less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level and 15 points at 11th level. The spell protects the recipient's equipment as well.

Corruption resistance protects against spells, spell-like abilities, and special abilities, not physical attacks. Corruption resistance only protects against damage. The subject can still suffer side effects from such attacks. When you use this spell to protect an alignment, it gains the descriptor of that alignment.

(Emphasis Mine)

Corruption Resistance doesn't let you specify protecting from attacks from Evil creatures, it specifically lets you choose an alignment to protect.

Is the intention that if any evil creature uses a spell/spell-like ability/supernatural ability that targets a specific alignment, then the person affected by Incorruptible gains the listed protection as if they were that alignment? Or is it something else?

Or am I just missing something obvious?

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I understand the need for the requirement to buy books/PDFs, and I have no problem with it. I ended up buying PDFs myself, so that I don't have to bring out several books to various PFS games.

Of course, there are some people who prefer books to plain PDFs. And these are the people I feel sympathetic to. The need to have to carry around the books all over the place.

While I understand photocopied books are not allowed, and understand the reasons why, I wonder if a compromise can be reached in that area? Something along the lines of bringing the book along with photocopied pages from said book to a game, and having the GM sign said copies? In the end it might not be practible, and may or may not have come up in the past, just figured I'd throw that out there.

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Jiggy wrote:
If I start with 18 STR, does Power Attack typically increase my DPR?

Well, to compare Apples to Apples, I'll try a level 9 Fighter with a rapier then

- 18 STR (20 STR with Belt of Strength +2)
- +2 Rapier
- Gloves of Dueling
- Weapon Focus (Rapier)
- Weapon Specialization (Rapier)
- Greater Weapon Focus (Rapier)

Attack Bonus: +9 (BAB) + 4 (Weapon Training) + 5 (STR) + 2 (WF/GWF) + 2 (Enhancement) = +22/+17
Damage Bonus: +5 (STR) + 4 (Weapon Training) + 2 (WS) + 2 (Enhancement) = 1d6+13

CR 12 Monster; AC 27

Case 1 (Power Attack, +2 Rapier, wielded one-handed): +19/+14, 1d6+19 = 0.65*22.5*1.15 + 0.4*22.5*1.15 = 27.16875 DPR
Case 2 (No Power Attack, +2 Rapier wielded one-handed): +22/+17, 1d6+13 = 0.8*16.5*1.15 + 0.55*16.5*1.15 = 25.61625 DPR

Jiggy wrote:
If I start with 18 DEX and Weapon Finesse, but only 13 STR, does Power Attack typically increase my DPR?

- 18 DEX (20 DEX with Belt of Dex +2), 13 STR

- +2 Rapier
- Gloves of Dueling
- Weapon Focus (Rapier)
- Weapon Specialization (Rapier)
- Greater Weapon Focus (Rapier)

Attack Bonus: +9 (BAB) + 4 (Weapon Training) + 5 (DEX) + 2 (WF/GWF) + 2 (Enhancement) = +22/+17
Damage Bonus: +1 (STR) + 4 (Weapon Training) + 2 (WS) + 2 (Enhancement) = 1d6+9

CR 12 Monster; AC 27

Case 1 (Power Attack, +2 Rapier, wielded one-handed): +19/+14, 1d6+15 = 0.65*18.5*1.15 + 0.4*18.5*1.15 = 22.33875 DPR
Case 2 (No Power Attack, +2 Rapier wielded one-handed): +22/+17, 1d6+9 = 0.8*12.5*1.15 + 0.55*12.5*1.15 = 19.40625 DPR

Jiggy wrote:
If I start with 18 DEX and 13 STR and get an agile weapon, does Power Attack typically increase my DPR?

- 18 DEX (20 DEX with Belt of Dex +2), 13 STR

- +1 Agile Rapier
- Gloves of Dueling
- Weapon Focus (Rapier)
- Weapon Specialization (Rapier)
- Greater Weapon Focus (Rapier)

Attack Bonus: +9 (BAB) + 4 (Weapon Training) + 5 (DEX) + 2 (WF/GWF) + 1 (Enhancement) = +21/+16
Damage Bonus: +5 (DEX) + 4 (Weapon Training) + 2 (WS) + 1 (Enhancement) = 1d6+12

CR 12 Monster; AC 27

Case 1 (Power Attack, +1 Agile Rapier, wielded one-handed): +18/+13, 1d6+18 = 0.6*21.5*1.15 + 0.35*21.5*1.15 = 23.48875 DPR
Case 2 (No Power Attack, +1 Agile Rapier wielded one-handed): +21/+16, 1d6+12 = 0.75*15.5*1.15 + 0.5*15.5*1.15 = 22.28125 DPR

Again, hopefully I did my math right :D

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Gorbacz wrote:
I accept the nomination for a Community Forum Moderator gladly. I'm going to treat everybody fairly and justly, unless they're from Finland, Australia or Texas.

Phew. Glad us Canadians are safe. :D

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Vincent Takeda wrote:
When death comes to claim the fallen party member, he plans to take the loot with him... If the players want to keep the loot, they must draw from the deck of many things.

Ah, the good ol' Deck of Many Things. Our party found that artifact once.

It was responsible for more PC deaths than all of the monsters in that dungeon could have ever hoped for. :)

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I decided to shelf my Monk/Cleric idea, and try something else. Decided to give an Urban Barbarian/Martial Artist Monk a try.

Flurries McRager:
Flurries McRager, Oni-Spawn Tiefling (Prehensile Tail and Scaled Skin alternate racial traits)

STR 17 (15 + 2)
DEX 14
CON 14
INT 12
WIS 16 (14 + 2)
CHA 5 (7 - 2)

Traits: Berserker of the Society, Dangerously Curious
01: Barbarian 1 [Urban] [Controlled Rage] Extra Rage
02: Monk 1 [Martial Artist] [Dodge] [Improved Unarmed Strike] [Stunning Fist]
03: Monk 2 [Evasion] [Combat Reflexes] Weapon Focus: Sansetsukon
04: Monk 3 STR 18
05: Monk 4 [Exploit Weakness] [Martial Arts Master] Weapon Specialization: Sansetsukon
06: Monk 5 [Extreme Endurance: Fatigue]
07: Monk 6 [Improved Trip] Vicious Stomp
08: Monk 7 STR 19
09: Monk 8 Greater Weapon Focus: Sansetsukon
10: Monk 9 [Improved Evasion]
11: Monk 10 [Extreme Endurance: Exhaustion] [Medusa's Wrath] Improved Critical: Sansetsukon
12: Monk 11 STR 20

Level Breakdown:
At level 1, he's more or less you're typical Barbarian, except he uses controlled rage to not take the AC penalty, but still gets +4 STR. 15 rounds of rage per day means he can probably rage in every fight.

At levels 2 to 4, he flurries with the Sansetsukon (chosen more for the fact that I think it's a cool weapon, and the stats are pretty decent among monk weapons). Use potions of mage armour to help bump up AC.

At level 5, he gets Weapon Specialization with the Sansetsukon, as well as Exploit Weakness. By this point, while raging, he's +3 to hit / +4 to damage when flurrying. 60%-65% of the time, Exploit Weakness will be active, for another +2 to hit and gets to ignore all DR. Get a cracked purple prism ioun stone, a wand of shield, and UMD it into the Ioun Stone for on-demand +4 AC. Probably can get Bracers of Armour +1 or +2, Amulet of Natural Armour +1, and Ring of Protection +1 by this level.

At level 6, he's immune to fatigue. While he doesn't rage cycle, what this does allow is to allocate the bonus from his rage from round to round. At the start of every turn, he can choose to stop STR raging, and go for DEX raging for +2 to AC and Reflex. Also, if the GM rules that you can't Exploit Weakness while raging (stating that it requires patience or concentration), you can now stop raging at the start of your turn, use Exploit Weakness, and then rage again, which should only use up one round of rage. If there's enough rounds of rage at the end of the day, he can also STR rage, flurry, and then at the end of the turn stop raging and then DEX rage, using up 2 rounds of rage per round.

By level 6-7, depending upon fame, can get a +1 Furious Sansetsukon for an even higher bonus to hit and damage. Also gets Vicious Stomp & Improved Trip for tripping a creature when applicable. And if successful, can Stunning Fist-stomp to the face for a possible prone plus stunned target.

For out of combat, he gets Diplomacy, Intimidate, and Sense Motive as class skills (can always aid whoever the party face is, and if no one has a better bonus, can fill in this void). Knowledge (Local, Religion) are class skills, as well as Linguistics, which can be handy. And can even throw a point into Knowledge (Nobility, History) if they ever come up. And thanks to Dangerously Curious, UMD is a class skill, and he can UMD utility scrolls from whatever utility scroll/wand collection he has.

1) I thought about getting Accelerated Drinker instead of Berserker of the Society (can't get both as they're both combat traits), to buff for +8 AC on the first round (and can save on buying Bracers of Armour when the bonus will be higher than from a potion), but I'm not sure how many rounds of rage will be enough for PFS. Anyone have any thoughts about how many rounds will be adequate?
2) Could possibly give up a trait to take Adopted (Enlightened Warrior) so that he can take any other monk archetype that retains the Ki pool. Is another flurry attack by spending a Ki point better than possibly getting an extra +2 to hit and damage, ignore DR, and becoming immune to fatigue (and thus having the freedom to STR rage or DEX rage on a round-by-round basis)?
3) Anything I'm missing that could be improved upon?

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Finlanderboy wrote:
Sir thugsalot you seem new to PFS.

No offense to anyone with what I'm about to say, but I chuckled a little when I read this. (Welcome back Sir Thugsalot btw)

Anyways, I'm going to try to answer Feend's question

Feend wrote:
How often do you play PFS games with 100% random people or not knowing the races/classes people are playing before you sit down?

Based upon my experience, most of the time you won't know who you are going to play with. There are exceptions, like if you play with the same group of people and thus know their characters well. In general, you won't know if you have a balanced party. A good rule of thumb I found is to make a PFS character have something they do very well, and a couple of other things they are ok at. For example, a Fighter with some Knowledge skills.

Feend wrote:
How often do you have a bard in your PFS group?

Up until now, I have had a Bard in my group once. It was great, because he had several knowledge skills covered and party face for out of combat. In combat, Inspire Courage plus occasionally casting a useful spell helped out. But then, it was a table of 5 people, and I think we had a lot of other roles covered. That might not happen a lot in your PFS games, so beware.

Feend wrote:
How important is knowledge and face skills at the different stages of PFS.

I find knowledge and face skills come up often, but not in every scenario. I think knowledge skills come up more often than, say, Diplomacy, but it could be the scenarios I've faced. Also, my highest level character is 5, but I played several high level scenarios with the Cleric Pre-Gen. In those, again, knowledge skills seem to come up more often. But once again, maybe it's just the scenario's I've played.

Feend wrote:
At one of my games no would could disarm a trap, do a knowledge roll, or do diplomacy or bluff. At later levels does this matter in PFS? Are the later levels just dungeon crawls and face skills are not really needed?

The scenarios at all levels vary greatly on the type of skills needed. So far I haven't noticed any real difference at higher levels compared to lower levels, but again, that might be due to the scenarios I have played.

I'd recommend trying to decide what skills your Bard will want to focus on, and try to be good at a few skills rather than spreading yourself too thin. If you really want to make yourself really useful, and can spend the skill ranks, putting 1 rank into trained only skills so you can at least make a roll isn't a bad idea. My personal preference is face skills, knowledge skills, and then a few ranks in trained only skills, but again, that's just my preference.

Hopefully I've been of some help. Good luck with your character in PFS, and oh yeah, welcome to PFS. Have fun! :)

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In no particular order:

Monk (any archetype, even CRB vanilla; for saves and possibly useful bonus feats)
Fighter (for bonus feats and/or armour/shield proficiencies)
Barbarian (for rage and possibly fast movement)
Paladin (for a Charisma-based class)
Dawnflower Dervish Bard (+2 to hit/damage, Dervish Dance for free)
Cleric for wand/scroll access and juicy domain powers.
Gunslinger (for a useful ranged attack option if I lack the ability to hit normal AC)

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Had an amusing thought to this, but whether it'll work (or even capable of being accomplished) I have no idea.

How about creating a forum/sub-forum only where "special" people have access to view/post. This area can be called the "Spam Area". Instead of banning spammers, they have their "access" changed so that they can only post on these "special" areas. Anything that is attempted to be posted by those individuals is instead automatically redirected to those "special" forums/sub-forums. "Normal" people won't have access to these "special" areas, and thus, can't access them.

These forums/sub-forums can be cleaned, say, every month to conserve server space.

Going on the assumption that most of the spam posts are just bots, the spammers will assume that they're accounts haven't been deleted and their bots will just keep on posting.

Perhaps more trouble than it's worth to implement, but I do find it mildly amusing to see if it'd work.

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In case it wasn't clear, YAMT stands for Yet Another Monk Thread.

A while back, before the latest update to the Monk, I wondered what it would have been like if the Pathfinder Monk kept the D&D 3.5 Flurry of Blows ability.

Over time, I took that concept and tweaked it here and there.

Thought I'd put it up here in case anyone actually cared to take a look at it. And better yet, if you feel like playing it, even better. And if anyone is even willing to offer constructive criticism, I'd be ecstatic. :)

I don't expect much out of it. It seems everyone and their cohort has their own opinions of making the monk better. And I'm no one special. At the very least, this link will be someplace searchable and I can find it again if I lose it.

Arassuil's Updated Pathfinder Monk

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Kthulhu wrote:
As a huge fan, I'm going to say something a bit blasphemous...I kind of wish the final season hadn't happened. They shoved everything that mattered onto the end of season 4, and that resulted in a season 5 that just kind of meandered aimlessly with a few plot threads that nobody really cared about. Like the telepath guy...could have done without him. I truly think the show old have been better off overall if season 5 had never happened.

Well, If I remember things correctly, JMS didn't know if the network was going to renew the show for another season, so he did his best during Season 4 for the plot. Near the end, he got the impression that there wasn't going to be another season, so he tried to wrap things up.

At the last second, the network wanted to do another season, and JMS was hosed. Hence why we got what we got.

That's why Sleeping in Light was originally filmed near the end of Season 4, but since of what happened, it was held off from being aired until Season 5.

And if it's not painfully obvious by now, I'm also a huge fan ;-)

Of course, after 20 years, I'm surprised that I haven't "simply stopped" myself ;-)

Malachi Silverclaw wrote:

I absolutely love Babylon 5!

EDIT: This is my fifth attempt at posting this comment. The first three attempts were sabotaged, and the fourth mysteriously disappeared just before I hit 'Submit Post'....

LMAO! I think you just won the thread...

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Michael Brock wrote:

Yes, that sounds correct. Per the text above the chart in the inside front cover, "Note that the rules in this section are merely suggestions, and ultimately it is up to the GM to decide what kinds of animals can use particular types of magic items." As the GM for PFS, this is the decision I've made.

I'm not opening the slots up carte Blanche. I had considered keeping things the way they were with just neck and barding but the VCs and VLs convinced me otherwise. I talked to the design team specifically about opening every slot for every animal without any restrictions. This is the response I received:

The magic item slots table in Animal Archive is specifically called out as a list of suggestions, and the reader is encouraged to talk to their GM to figure out what magic items they can equip to their animal companions or familiars. It was designed with home games in mind, since GMs can arbitrate these rules with their table of players on a case-by-case basis.

I would recommend not putting magic item slots into PFS, since it would indeed open the door for all sorts of crazy corner cases and cheese. It is highly likely that a slew of PFS min-maxers would be able to game the system and design overpowered animal companions,...

I have to admit, I was a little disappointed when I first read this. But after reading this explanation as to why it is being implemented in this way, it makes a lot of sense. Thank you for explaining the reasoning behind it. It is much appreciated.

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My personal theory? Aroden reached the maximum possible level allowed by the GM, and thus had to retire and a new character had to be rolled up.

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Adam Mogyorodi wrote:
That would be all of it, and would give you an anti-deeper darkness, an anti-blindness, and an escape route. The lesser restoration is the fastest way of removing fatigue.

Another option for handling fatigue/exhaustion is a potion of invigorate. 50 gp for 10 minutes of supression of such effects. While you're at it, 50 gp for a potion of remove sickness for removal or supression of sickened/nauseated is also a steal.

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Rynjin wrote:

He was a conscripted soldier who nevertheless managed to survive (through a combination of luck and shovel swinging skill) through battle after battle of being thrown at the enemy as arrow fodder.

Years later, he's gained enough skill and experience to be considered a demi-god among farmers, an old war hero who puts all those town guardsman "Warriors" to shame.

Whenever the monsters come a knockin' around his village, he picks up his trusty spade and goes to town on the poor bastards who never knew what hit them.

They call him the bane of Goblins, the terror of Orcs, and the king of Cabbages: Captaaaaaain Commoner!!!!!

Hmm, this sounds more like The Shoveler to me ;)

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Michael Brock wrote:
Email me and I will take care of it for you.

Minor Thread Necro!

I know I stated this as much in the e-mail, but just wanted to say that Mike Brock rocks!

That is all.

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First and foremost, I am not a PFS GM, but I did GM a lot of Living Greyhawk back in the day, so take this with a grain of salt. Also, I apologize if this post seems like a ramble.

Players and GMs make mistakes. We're all human. It happens.

The best thing that one can do (and I have done both in LG and PFS) is to just run with the GMs call. If a rule can be quickly looked up and shown, then fine. If not, I generally don't argue with the GM. It wastes precious time away from actually playing, and I don't want to do that to my fellow players.

That being said, if it's something very important, like it would cause someone from dying at the table, then I would argue it, because that it is a huge deal.

I've seen local experienced PF GMs make mistakes, but since they weren't really crucial, I just let it go. For example, the GM questioned whether my Ranger could use a Wand of Cure Light Wounds even though he didn't have a caster level, and might need to make a Use Magic Device check. Since in the end he decided that I could use it without rolling, I dropped the matter (and even if he didn't, I wouldn't have argued, since at the time, it didn't matter; we had an Inquisitor in the party who could use it). I meant to look up the rule afterwards just to show him so he'd know for next time, but it was getting late and I forgot.

By that same token, I've seen players make mistakes, and have chimed in on it. And when I make a mistake, I appreciate it when someone points it out to me.

As a GM in Living Greyhawk, I found it best to slide on the player's side when there wasn't any clear evidence one way or another. If it wasn't someone I knew, I'd just mention that I'll allow it, but they should try to get something more concrete for next time, one way or another.

As a player in PFS, I have found it best to stay away from anything that could be considered "inflammatory", such as whether a Master of Many Styles Monk can Fuse Style while wearing armor. If I happen to disagree with the GM on a ruling, but don't consider it as something too crucial, I just go with the GM's ruling. If after the game I find the ruling was wrong, I'll try to point it out. (I suspect this won't happen very often, as all of my PF books are in PDF format, and I only print out the things that directly relate to my character).

[As an aside: for Jiggy's Ninja/Monk, by the RAW, I'd say it works. RAI is another matter. I've considered using the Maneuver Master Monk archetype for the same Ranger character (who has taken 2 levels of Monk) since I'll be wearing armor and Flurry of Blows would be useless. I ended up not taking it because, while RAW suggests it works, it contradicts the flavour of the Monk and therefore I suspect that the local GMs here would think it didn't work; And I don't feel like arguing with them every time it came up, because it would mean less time I can play. With my current schedule, I don't get to play as often as I'd like, so each moment is precious to me. In a home game, I probably wouldn't allow it to work. But for an Organized Play environment, if I were the GM, I'd allow it because, just like Living Greyhawk, I have to go with the way the rules are written, rather than how I think they were intended. But, I don't expect every GM to be like that.]

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Sean's so awesome that there's no chin behind his beard. There is only another fist.

And Chuck Norris stole that idea from Sean.