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Asheira's page

**** Pathfinder Society GM. 14 posts (24 including aliases). 1 review. No lists. No wishlists. 38 Organized Play characters.


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Grand Lodge

I know this thread is a few years old but since it comes up with google, i'll post the answer

Spell Knowledge Alchemist descovery
once you have 4th level extracts, take the 2nd level wiz/sorc spell command undead as a 3rd level spell

Grand Lodge

Vernon Caldwell wrote:

As someone who has run into a Linnorm in a PFS module...

I was informed that you had to kill one by yourself _and_ you had to be a native of the area. I kept asking if I could be a Linnorm Duke, or Linnorm Jarl, but never did get a good answer. So I settled for calling myself 'Linnorm Bane'.

I know PFS has limitations on equipment and money-spent-on-equipment that homegames do not, but what I saw in the Season 9 module leads me to believe you aren't go to solo one at less than 14th level unless you are very lucky. (And very well prepared.)

the only PFS scenario that actually has a linnorm in it specifically calls out that the weird reanimated linnorm you after fight, the face is so messed up and rotted that no one would take you seriously if you said you beat it

Grand Lodge

Thomas Long 175 wrote:

Snowball 1st Level.

Exactly the same as shocking grasp except:

No +3 against opponents in armor
Ranged Touch attack
Fort save or staggered (no effect on damage)
No SR.

Snowball

Edit: Remember you can get wizard spells on magus by using one of your arcana.

important to note (since this thread is the thing that comes up when i search)

snowball was erattaed after this was posted. it allows SR now

Grand Lodge 4/5

Lau Bannenberg wrote:
dariusraven wrote:
Lau Bannenberg wrote:

Patience.

I would expect that the ** spoiler omitted **

Thanks, I was worried that I might need to freeze my character and not play him in case some of them lived in the 1-5 adventures and some in the 6+
It's a bit more awkward for me, since I played with my almost-retired paladin. But I'm running it this weekend so it might be something for one of my low level characters to aim at.

you could use the Share the wealth (equipment) boon if you can get your hands on it to move the Shard 1 boon to the lower level character

Grand Lodge

they are not masterwork, but have all the beneifits of being masterwork :P

Grand Lodge 4/5

No, you are required to have the original for use with the boon.
Adventurer's Guide is not a listed source for the the archtype on the boon, and therefore cannot be used.
Many GMs wont give you a hard time about it but some might. better safe than sorry.

BTW i know how irritating it must be. i'm playing a Thassalonain Wizard Cyphermage, and got called on using the wrong book.(i had the other book though i was just looking up in the new one.)

Grand Lodge 4/5

So a while back I had a mishap where I lost a folder while moving.
the Folder contained a few of my "for fun" characters. the silly little builds that I really didn't care about. Random Builds like Dr Facilier from the Princess and the Frog, and Dave the "Barbarian" my level 4 bard; however it also contained 1 character that was of some importance to me.
Ruue my Grippli Alchemist.

I worked with my local VC to replace missing chronicle sheets (some i just reissued myself since i was the GM) but what i could not replace was the Race Boon.

Since then I managed to get a replacement Grippli Boon through trading and reapplied it to her. and have started scanning all my Cronicle Sheets and adding them to my OneDrive so I can reprint them, however is it okay to re-print a race boon in this situation?

Grand Lodge

my friend is playing a Grey Paladin. there's SO much more give with that archtype :)

Grand Lodge

Java Man wrote:
The PRD bestiary can filter by type and size.

if it can i sure as hell cant figure out how

and it's also missing alot of creautes introduced in the smaller books and APs

Grand Lodge

Artful Dodge doesnt work with weapon finesse or the listed ability as neither have a DEX Prerequesite

though yes it can be used in place of DEX for abilities of feats with DEX as a Pre-req

the only one i know of that adds dex to hit with said prereq is Dervish Dance

Grand Lodge 4/5

Lorewalker wrote:

Near as I can tell, a tome is never permanent no matter who bought it. In fact, since it must be resolved before the end of the adventure and there is no way to resolve it... the character must be reported dead.

Since a tome is not listed as one of the "carry over" effects, it is permanent, not removable and it produces a mechanical effect.
Unless there is a post out there that adds additional information to the PFS document?

your looking at the wrong rule there

inherent bonuses are not conditions. they are effects. so as per the guide, they should simply end.

Grand Lodge 4/5

Thanks guys. I really don't see how we didn't catch it til then but i'll let the group know! the GM said to leave it blank for now and we'd get back to him about what to do.

Grand Lodge 4/5

i think he wasnt supposed to be able to play but the GM didnt catch it til the end

Grand Lodge 4/5

So i was playing in a 1-7 Game
the tiers are
1-2 533
3-4 1311
6-7 36460

the entire party was 7 except a lv 1 character who managed to survive somehow!
(7+7+7+7+7+1)/6 = 6 so it was a high tier game but what to we use for the gold?

Full Name

Blackspire Thundergloom

Race

Gnome

Classes/Levels

Bard 2 (Dirge Bard) | HP 17/17 | AC 17 T13 FF15 CMD 11 | F/R/W +2/+5/+3 (+8 vs fear, death) | Init +2 | Per +5 (Darkvision) | Perform 9/9

Gender

M

Size

S

Age

60

Special Abilities

Fell Magic, Inspire Courage, Fascinate, Countersong, Distraction, Bardic Knowledge

Alignment

LG

Deity

Magdh

Location

Osirion

Languages

Common, Gnome, Sylvan, Ancient Osiriani

Occupation

Storyteller, Scholar, Cheesemaker

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 11
Charisma 16

About Blackspire Thundergloom

Background:

Professor Blackspire Thundergloom (not his original name - upon reaching adulthood he threw some ominous sounding words in a bag and drew out a few) was born about sixty years ago in the Verduran Forest. A traveler and scholar, he has wandered the world as many of his kin did, seeking knowledge. He staves off the Bleaching by learning and performing, and is particularly fascinated with death, valor, and hope in the face of impossible odds. And also artisanal cheese.

Blackspire believes he was once a hero of the Shining Crusade who, at the end of the war and tired of all the death, retired to the First World. This hero passed on, but was reborn for many lives in that realm, before returning to Golarion to a fey-touched body in a fey-touched forest. He carries some fragment of this hero's soul in a zeal to combat the undead, and some resistance to their attacks (his traits).

Appearance:

The gnome wears extravagantly embroidered black outfits, often marked with grim symbols and designs such as skulls and spiderwebs, yet he speaks with a gentleness and warmth that belies his appearance.

Blackspire has a bushy white mustache and beard. He stands three and a half feet tall and weighs 41 lbs.

Role and Development:

Blackspire Thundergloom is a support character. He will make those around him better with Inspire Courage, and Saving Finale is always good to have. He is quite capable against undead, able to use mind-affecting spells against them like Cause Fear.
His Knowledge skills are also fairly good and will significantly improve at level 3 with Deific Obedience.

Personality Quirks:
Although Blackspire often appears to be absent-minded and lost in thought, this is a bit of an act - he is fairly astute and perceptive. Nevertheless, similar to many other gnomes, he can be distracted from the mission at hand by his passions and interests. Blackspire Thundergloom is prone to melodramatic pronouncements on occasion, drawing on his experience as a storyteller but also hoping to lighten the mood if the situation is dangerous.

Character Sheet:

Professor Blackspire Thundergloom
Gnome Dirge Bard 2
LG Small Humanoid
Racial Options: Darkvision, Academician (Religion), Eternal Hope, Fell Magic, Fey Fortitude
Init +6; Perception +5
-----------------
DEFENSE
-----------------
AC 17, touch 13, flatfooted 15 (+3 Armor, +2 Dex, +1 size, +1 Shield)
HP 17 (2d8+4)
Fort +2, Ref +5, Will +3 (+2 racial vs. fear, despair, death; +2 trait vs fear, death; +4 class vs fear, energy drain, death effects, and necromantic effects)
-----------------
OFFENSE
-----------------
Speed 20 ft.
Melee Dagger +1 (1d3-1/19-20)
Ranged Light Crossbow +4 (1d6/19-20)
-----------------
STATISTICS
-----------------
Str 8, Dex 14, Con 14, Int 12, Wis 11, Cha 16
BAB +1; CMB -1; CMD 11
Feats Lingering Performance
Traits Undead Crusader, Reincarnated
FCB Bard +1 Skill Points
Skills (8 per level)
Perception 2 +5
Knowledge (Religion) 1 +9 (+10 to ID undead)
Knowledge (Arcana) 1 +6
Knowledge (Local) 1 +6
Knowledge (Planes) 1 +6
Knowledge (Dungeoneering) 1 +6
Knowledge (Nature) 1 +6
Sense Motive 1 +5
Spellcraft 1 +5
Stealth 1 +10
Perform (Oratory) 2 +8
Perform (Percussion) 2 +8
Use Magic Device 1 +7
Background Skills
Knowledge (History) 1 +6
Knowledge (Engineering) 1 +6
Profession (Cheesemaker) 1 +5
Linguistics 1 +5

Languages Common, Gnome, Sylvan, Ancient Osiriani
Equipment
MW Studded Leather (175 gp, 10 lbs)
MW Darkwood Light Crossbow (355 gp, 1 lb)
20 bolts (2 gp, 1 lb)
Cold Iron Dagger (4 gp, 0.5 lbs)
Buckler (5 gp, 2.5 lbs)
Backpack (2 gp, 0.5 lbs)
Waterskin (1 gp, 1 lb)
Spell Component Pouch (5 gp, 2 lbs)
Entertainer's Outfit
549 GP spent
Special Bardic Performance 9 rds/day (Inspire Courage +1, Fascinate, Countersong, Distraction); Bardic Knowledge +1; Bleed, Chill Touch (DC 12), Detect Poison, and Touch of Fatigue (DC 11) 1/day each; Haunted Eyes; Secrets of the Grave (Disrupt Undead)
Cantrips Detect Magic, Prestidigitation, Open/Close, Mage Hand, Summon Instrument, Disrupt Undead
Spells (CL 2, Concentration +5)
1 (DC 14, 3/day): Saving Finale, CLW, Feather Fall
Current encumbrance: 18.5 (light is 19.5)