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Grand Lodge

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Joey Virtue wrote:

The Sins of The Saviors:

Part One: The Scribbler's Rhyme

The Scribbler:
• No Changes except the changes to The Scribbler

** spoiler omitted **...

The Hounds of Lamashtu, is their HP correct? 172 HP per hound? 6 players = 12 hounds?

Grand Lodge

Found a error I think, under your Master Transmogrifier Build #1 at 7th level you list Hammer the Gap, doesn't this require BAB +6?

Grand Lodge

Slim Jim wrote:

Let's give that half-orc bowbarian mutt of mine (see previous page) a dust-off and upgrade. Prefatory note: I normally design characters to be versatile at low 1st level (as if they were actually played from 1st), and typically prefer to keep them PFS-legal.

This build (now featuring 34% more average DPR!) represents the final retrained (and tweaked) version of the original posted on the previous page that included Warpriest early and then cashed out it for a Silver Spindle. The Diakyo of Commanding Presence (a weapon in the previous build), as a specific magic item (a longbow), cannot be an orc hornbow. So we get rid of it and switch the Samurai levels to Luring Cavalier (which also means we’re RAW legal to use Vambraces of the Tactician). This frees up a fat chunk of mid-level money for earlier acquisition of the Silver Spindle or other equipment. Downside is the loss of Resolve, which stings (especially defensively).

STR: 14
DEX+ 17 (half-orc: 15,14,14,14,12,7 20pt array)
CON: 14
INT: 12
WIS: 07 (a)
CHA: 14

racial trait: Sacred Tattoo
traits: Adopted (Dwarf:Zest for Battle), Irrepressible(a)
01 Barbarian1 [Savage Technologist/Drunken Brute], Extra Rage
02 Brawler1 [Wild Child][Animal Companion][Martial Flexibility](b)
03 Ninja1 [SA+2d6], Accomplished Sneak Attacker(c)
04 Cavalier1 [Luring][Order of the Land][Teamwork:Amplified Rage]
05 Ninja2 [Ki pool][Combat Trick:Point-Blank Shot], Rapid Shot
06 Weapon Master1 [Deadly Aim]
07 Weapon Master2 [Manyshot], Martial Focus(bows)(d)
08 Weapon Master3 [Weapon Training+1]
09 Cavalier2 [Adaptive Strike], AWT:Fighter’s Tactics(e)
10 Ranger1 [Guide/Lantern Lighter][Ranger’s Focus][Low-light Vision]
11 Ninja3 [SA+3d6], Weapon Specialization(e)
12 Ninja4 [uncanny dodge][Trick/Weapon Training:Weapon Focus(Longbow)](f)

a. substitute Cha for Wis > Charm/Compulsion, so we un-MAD our point-buy
b. the feat “Dedicated Adversary” is chosen with Martial Flexibility
c. or Boon Companion, Weapon Focus, or Precise Shot before retraining
d. Orc...

What is this Weapon Master class you speak of? Are you going into Fighter at those levels and taking the archetype?

Grand Lodge

Slim Jim wrote:
JDawg75 wrote:
Sir Thugsalot wrote:
Nothing beats a Sohoi/Weapon Master multiclass. Nothing (...well, OK: maybe certain monsters that can fire more than one bow at a time.)
At weapon master 3/sohei 6 you'd be pretty powerful. Still, I'd like to see a dpr breakdown with the same level of depth that the builds on p. 2 of this thread included, along with analysis along the lines of Blind Monkey conducted as proof.

There's probably room for six levels of Sohei monk in a "Everybody make a 15th-level character!" scenario, but I doubt I would ever play a multiclass martial archer from 1st-level with it, because the glacial acquisition of feats is just excruciating and you can't Flurry with a bow until you've reached 6th-level in the class and have taken Weapon Training in bows! Inability to coexist (due to alignment reasons) with the best cheese in the game for archers (dipping a level of the barbarian archetype Savage Technologist) during that whole tedious slog makes it even worse.

- - -

The build below is a retweaking of one posted a month ago.

- - -

STR: 14
DEX+ 17
CON: 12
INT: 12
WIS: 12
CHA: 12

Half-orc racial trait: Sacred Tattoo
traits: Fate’s Favored, Magical Knack[Warpriest]

1 Barbarian [Savage Technologist/Drunken Brute], Extra Rage
2 Warpriest1* [Weapon Focus: Longbow]
3 Warpriest2* [fervor], Deadly Aim
4 Ninja1 [SA+1d6], dex>18
5 Ninja2 [Ki pool][Combat Trick:Combat Reflexes], Quick Draw
6 Samurai1 [Order of the Warrior][Resolve:1/day]
7 Weapon Master1 [feat: Point-Blank Shot], Rapid Shot
8 Weapon Master2 [feat: Manyshot], dex>19
9 Weapon Master3 [Weapon Training longbow], Clustered Shots
10* Weapon Master4 [feat: Advanced Weapon Training: Fighter’s Tactics]
11* Samurai2 Feat (WS:Longbow, Improved Critical, or Improved Precise Shot)
12* Samurai3 [Resolve:2/day][Weapon Expertise: longbow], dex>20

* On or around 10th, a Silver Spindle ioun stone will...

No precise shot? That seems dangerous. Also isnt it a pre-req for Clustered shots?

Grand Lodge

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This guide is amazing, my go-to to learn about and try new classes. Please continue to work on this gem, the builds are great frameworks to work with. I would be lost otherwise.

Grand Lodge

"(Bounty Hunter) Dirty Trick (Ex)
At 2nd level, anytime a bounty hunter is able to deal sneak attack damage to a studied target, he can instead attempt to hamper the target. The bounty hunter must declare that he’s using this ability before the attack roll is made. If the attack hits, it deals damage normally, but instead of rolling sneak attack damage, the bounty hunter can attempt a dirty trick combat maneuver against the studied target as a free action, adding 1 to the combat maneuver check for each die of the bounty hunter’s sneak attack damage. This combat maneuver does not provoke attacks of opportunity.

This ability replaces the slayer talent gained at 2nd level."

So as I read this, is it my understanding that I need to make a normal attack after declaring my intention to Dirty Trick, then IF I hit I get to make the Dirty Trick Combat Maneuver check? or do I use the Dirty Trick check?

So in that regard, anytime I go to make Dirty Trick check I need to hit with a normal attack first? or is it just in this instance (Bounty Hunter Ability?)

Im not seeing the benefit to using this? Can someone help me out?

Build for reference.

Elf
Weapon: Elven Branched Spear
Traits: Adopted (Halfling) (Social), Intrepid Volunteer (Race), Heirloom Weapon (Elven Branched Spear, +2 CMB with Dirty Trick) (Equipment)

Feats and Rogue Talents
Slayer 1: Studied Target, Track, Martial Weapon Proficiency, Feat: Phalanx Fighter
Rogue 1: Finesse Training, Sneak Attack 1d6, Trapfinding
Rogue 2: Evasion, Rogue Talent: Minor Magic – Detect Magic, Feat: Combat Expertise
Rogue 3: Danger Sense +1, Finesse Training, Sneak Attack 2d6
Rogue 4: Debilitating Injury, Rogue Talent: Major Magic – Vanish, Feat: Gang Up
Rogue 5: Rogue’s Edge (Stealth), Sneak Attack 3d6
Rogue 6: Danger Sense +2, Rogue Talent: Underhanded Trick, Feat: Quick Dirty Trick
Slayer 2: Dirty Trick
Rogue 7: Sneak Attack 4d6, Feat: Greater Dirty Trick
Rogue 8: Skirmisher, Rogue Talent: Combat Trick: Dirty Fighting
Rogue 9: Danger Sense +3, Sneak Attack 5d6, Feat: Surprise Maneuver

Grand Lodge

This is what im trying to build, not sure if im sold on the Cleave line but I figure ill give it a shot.

Champion of the Faith - Dwarven Double Waraxe, Two-Handed

Race: Dwarf
Highest Stat: Strength
Secondary Stats: Wisdom, Charisma
Tertiary Stat: Constitution
Dump Stats: Dexterity, Intelligence
Armor: Full Plate
Blessings: Good, Luck

CL1 Power Attack*, Weapon Focus (Dwarven Double Waraxe), Chosen Alignment - Good
CL2
CL3 Cleave, Detect Alignment
CL4 Smite, Sacred Weapon - Good vs DR
CL5 Cleaving Finish
CL6 ???(Probably Goblin Cleaver)
CL7 Toughness
CL8
CL9 Greater Weapon Focus, Improved Critical
CL10
CL11 Quicken Blessing - Good
CL12 ???(Orc Hewer or Cleave Through?), Sacred Weapon - Holy Enhancement

Grand Lodge

Slyme wrote:

Oh...I just noticed, you have Phalanx Fighter listed at level 1, it has a BAB requirement of +3.

Did you mean Phalanx Formation instead?

Yes sorry Phalanx Formation.

Grand Lodge

What's the value of dipping into level 2 Armored Hulk barb? Dwarf speed isn't modified and they don't lose speed for wearing heavy armor. Just trying to figure it out

Grand Lodge

Slyme wrote:

How are you qualifying for them? Stalker Talents are not interchangeable with Rogue Talents, unless you are house ruling or using 3pp materials.

**EDIT** If you are doing it via the Stalker advanced talent, that is a Core Rogue ability, and not available to Unchained Rogues (which it appears you are an Unchained rogue with Finesse Training and Debilitating Injury in there)

Weird, Hero Lab allows me to use my Advanced Talent selection for a Stalker talent which in turn allows me to choose them.

Does it say in the Unchained Rogue that they dont qualify for the talents? I must have missed it?

UPDATE: http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogu e-advanced-talents/stalker-talent-advanced-rogue-talent/

That's what I took to get the 2 vigilante talents

Grand Lodge

Slyme wrote:

Double Debilitation and Hunter's Surprise are 2 of my favorites.

Hide in Plain Sight being limited to 1 terrain type makes it next to worthless unless you are in a campaign where you spend 90% of your time in that terrain.

What books are Turnabout and Up Close and Personal out of? I am not seeing them on the SRD

They are Stalker talents for the Vigilante Class.

Turnabout (Ex) (Inner Sea Intrigue pg. 33): A vigilante with this talent can capitalize on any opportunities in combat. Whenever a foe provokes an attack of opportunity from the vigilante by attacking or casting a spell, the vigilante can attempt a dirty trickAPG combat maneuver check in place of the attack of opportunity. If he succeeds at the check, in addition to the usual options, the vigilante can redirect the attack or spell to a new target or area the foe could have chosen.

Up Close and Personal (Ex) (Ultimate Intrigue pg. 17): When the vigilante attempts an Acrobatics check to move through an opponent’s space during a move action, he can attempt a single melee attack against that opponent as a swift action. If the Acrobatics check succeeds, this attack applies the vigilante’s hidden strike damage as if the foe were unaware of the vigilante. Otherwise, the vigilante applies the hidden strike damage he would deal if the target were denied its Dexterity bonus to AC. Only a stalker vigilante of at least 4th level can select this talent.

Grand Lodge

Just need some help :)

Feats and Rogue Talents
Slayer 1: Studied Target, Track, Martial Weapon Proficiency, Feat: Phalanx Fighter
Rogue 1: Finesse Training, Sneak Attack 1d6, Trapfinding
Rogue 2: Evasion, Rogue Talent: Minor Magic – Detect Magic, Feat: Combat Expertise
Rogue 3: Danger Sense +1, Finesse Training, Sneak Attack 2d6
Rogue 4: Debilitating Injury, Rogue Talent: Major Magic – Vanish, Feat: Gang Up
Rogue 5: Rogue’s Edge (Stealth), Sneak Attack 3d6
Rogue 6: Danger Sense +2, Rogue Talent: Underhanded Trick, Feat: Quick Dirty Trick
Slayer 2: Dirty Trick
Rogue 7: Sneak Attack 4d6, Feat: Greater Dirty Trick
Rogue 8: Skirmisher, Rogue Talent: Combat Trick: Dirty Fighting
Rogue 9: Danger Sense +3, Sneak Attack 5d6, Feat: Surprise Maneuver

Using a Elven Branched Spear and going the whole Dirty Trick route.

So I'm trying to decide what Advanced Rogue talent to take at level 10. Was looking at a few choices.

- Double Debilitation - Seems decent.
- Familiar -
- Opportunist - Seems amazing if you have Combat Reflexes, sadly I didnt seem to find a way to fit that in here.
- Hide in Plain Sight - Obvious reasoning.
- Turnabout - Seems amazing, but then at closer inspection only on attacks and spellcasting
- Up Close and Personal - Can this even be used with a reach weapon? If it can this seems like a solid choice.

Grand Lodge

graystone wrote:
Avalon9902 wrote:

Player A asked the following....

""while were at it. i also wonder how do you work with the brace weapon ability.
iv been reading this thread :
http://paizo.com/threads/rzs2qr27?Readying-brace-weapons-against-a-chargewh at#1
trying to figure if i need to specificly state im reading my brace weapon for a charge atack.(and so if they dont charge i dont evn get to ttack them) or if i can just say that im reading to attack anyone aproching, and in case his charging the brace comes into action and deal double damage.

some claim that there is no specific action called seting a brace. some aruge. im lost""

"Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character (see Combat)."

The action is the readied action. Since it's vs a charge, that your readied action: attacking a charging foe. Talk with your DM if he'll allow general 'attack someone coming close' but I'd only allow a readied brace to attack a charging unit.

So you spend a standard action and brace your weapon: Next charging person gets an attack from you.

Yeah that seems understandable now. As I am the DM, I am keeping it only for a Charge and nothing else otherwise I can see that getting out of hand.

Though I have to wonder, why a two handed user would NOT take Shield Brace, it literally almost seems too good. All the positives of being a two handed user with literally all the positives of being a sword and board user.

I could be looking at this wrong though.

Grand Lodge

Player A asked the following....

""while were at it. i also wonder how do you work with the brace weapon ability.
iv been reading this thread :
http://paizo.com/threads/rzs2qr27?Readying-brace-weapons-against-a-chargewh at#1
trying to figure if i need to specificly state im reading my brace weapon for a charge atack.(and so if they dont charge i dont evn get to ttack them) or if i can just say that im reading to attack anyone aproching, and in case his charging the brace comes into action and deal double damage.

some claim that there is no specific action called seting a brace. some aruge. im lost""

Grand Lodge

graystone wrote:
Avalon9902 wrote:
Player B - Believes that if he attacks, he loses the AC that shield provides for till the start of his next turn, or at least the remainder of the round.

Player B is wrong. the whole point of the feat is to use a shield and a polearm/spear at the same time.

No-Dachi: ANYTHING from the polearm or spears group works, so yes. It even works with a Lantern staff, Butchering axe or a Spiked chain if you add the Versatile design weapon mod.

I believe the confusion isn't the fact that he cant use the shield, it was more a holdover that somehow when he attacked that he loses the shield bonus to AC.

Grand Lodge

"Shield Brace (Combat, Shield Mastery)
Source Armor Master's Handbook pg. 19
You’ve mastered the art of balancing a polearm’s weight against a shield’s stability.

Prerequisites: Shield Focus; base attack bonus +3 or fighter level 1st; proficiency with light shields, heavy shields, or tower shields.

Benefit: You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield’s armor check penalty (if any) applies to attacks made with the weapon"

Does this allow one to wield a 2 handed weapon and a shield, and still garner the AC bonus? it is not clear. I have 2 players arguing in a game as in no way does it specifically say that he gets the bonus to his AC, it was assumed that if a player uses an arm for attack with which the shield is strapped to, he loses the AC that shield provides for the round in which the attack was made. Does this still hold true with Shield Brace and a No-dachi?

Player A - Believes it lets him ignores the rule in which he can use a shield with a 2 handed weapon, and still get the AC bonus when attacking for the round.

Player B - Believes that if he attacks, he loses the AC that shield provides for till the start of his next turn, or at least the remainder of the round.

Grand Lodge

So to preface the following build is not my design but some one else's, though I have some questions regarding it...

Build source: https://docs.google.com/document/d/1zLDFgiwZt_vPVlOcgR7QDAvskcH34uG1FuKPXTn puEg/view

Tactics: Charging, Blinding, Flanking, Invisibility
Stats: Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 7
Racial Traits: Darkvision, Silent Hunter, Elven Immunities, Keen Senses, Weapon Familiarity
Favored Class Bonus: +1/2 Major Magic Use/Day, +HP
Weapon: Elven Branched Spear
Traits: Adopted (Halfling) (Social), Intrepid Volunteer (Race), Heirloom Weapon (Elven Branched Spear, +2 CMB with Dirty Trick) (Equipment)

Feats and Rogue Talents
Slayer 1: Studied Target, Track, Martial Weapon Proficiency, Feat: Phalanx Formation
Rogue 1: Finesse Training, Sneak Attack 1d6, Trapfinding
Rogue 2: Evasion, Rogue Talent: Minor Magic – Detect Magic, Feat: Combat Expertise
Rogue 3: Danger Sense +1, Finesse Training, Sneak Attack 2d6
Rogue 4: Debilitating Injury, Rogue Talent: Major Magic – Vanish, Feat: Gang Up
Rogue 5: Rogue’s Edge (Stealth), Sneak Attack 3d6
Rogue 6: Danger Sense +2, Rogue Talent: Underhanded Trick, Feat: Quick Dirty Trick
Slayer 2: Dirty Trick
Rogue 7: Sneak Attack 4d6, Feat: Greater Dirty Trick
Rogue 8: Skirmisher, Rogue Talent: Combat Trick: Dirty Fighting
Rogue 9: Danger Sense +3, Sneak Attack 5d6, Feat: Surprise Maneuver

He opens with a charge and takes advantage of Gang Up or ordinary flanking when his comrades’ tactics make them possible. When he is unable to charge, he will use his move action to study his target and his standard action to turn invisible before unleashing his attack the next round. At level 9 the blinding path is in full gear. He opens combat by studying and blinding opponents and then sneak attacking, re-applying blindness as a swift action or through Quick Dirty Trick as needed.

My initial question was why take Combat Expertise AND Dirty Fighting, but then I stupidly realized that CE is needed for Gang Up which Dirty Fighting does not work for.

I am intending to play this for a level 10 game where im coing in at book 4 of CotCT (no spoilers please, was asked to make something that could deal with traps as apparently they are coming up and party lacked sorely in that department) im considering dropping Dirty Fighting for Trap Spotter though I havent decided yet.

Thanks for your time in looking it over.

Grand Lodge

So I've come across an issue that needs clarification for myself and my DM.

I started as a Slayer (Bounty Hunter) for first level and then multiclassed into Unchained Rogue then back to slayer for the 2nd level, then the rest is planned to be Rogue.

He's (The DM stated) saying that Hybrid classes and parent classes cannot multiclass, I did some digging myself found the ruling under Hybrid classes but I wanted more clarification as I couldn't find anything saying they can't combine.

Thanks for your time

Grand Lodge

All of these sound amazing. First one is not doable with the cease and desist.

The family isn't your traditional noble house, while they are a noble house they are more thug like and underworldish. Outwardly I'm not aware of what they deal in legit wise however I know they are into dark stuff on the illegal side, smuggling, kidnapping, slave trading, murder and such, these aren't publicly know just what we've experienced and found out.

Heir is a huge beast of a human female brawler, she's apparently has her house so intimidated by her that they fear her more than love her. She has no husband (I spurned her advances) no children to speak of and only trusted lieutenants, on of which orchestrated the kidnapping and pretendEd to be my wife.

The Main heiress has 2 sub houses working for her they are also fearing of her. One house is brutal and like them the other is hardworking but honest.

kestral287 wrote:

... Oh. Well then. This will be fun.

So, the way I figure it you have a couple targets.

The first is the heirs. Four basic options to deal with them:

Option The First: Kill 'em all, legitimately.

Does your nation allow duels? If so, find a reason to challenge each heir and kill them publically, in front of witnesses, while being totally safe from legal reprisals.

It's not subtle and everybody will know it was you, but it'll drive the point home just fine. The Cease and Desist might be a problem here though.

Option The Second: Kill 'em all quietly.

They sent one of yours to the morgue, you send all of theirs to the morgue. Start finding places where you can isolate their heirs and eliminate them one by one. Between a Rogue and a Wizard that should be easy to do quietly.

Option The Third: Bribery To Victory.

The best way to make it look like somebody else did it is for somebody else to do it. Pay a couple low-ranking but trusted guards handsomely to stab a few nobles in their sleep and disappear.

Option The Fourth: Mind Control Is Fun

Sadly you don't have Dominate Person, but you have Charm Person, Suggestion, and Triggered Suggestion. Suggest to the secondary heir that he'd do well to get the primary heir out of his way and enjoy a nice rum and coke.

You also want their assets. Figure out what kind of companies, businesses, and trade they engage in and drop the heavy end of the hammer:

Option the First: Friends In Low Places

Feed you allies targets. If there's a trading caravan or warehouse or some other form of business that's nearish your allies, simply tip them off to the location, what's inside that's valuable, and that you'd really like it if it went away.

Option the Second: Disobedient Employees

Convince (through coercion or bribery or mind control) a few key employees (accountants, well-place guards, etc.) that they'd do well to make off with some of their employer's wealth, or skim a little off the top.

Option the Third: The Proper Authorities

Plant...

Grand Lodge

kestral287 wrote:

What are your assets?

Class and personal resources as well as your house's resources.

Excess of 100k gold.

2 small mercenary companies in employ of stepmother for her shipping business, she owns 2 galleys (ships) as well.

Party consists of Urban Barbarian/Invulnerable Rager (Heir)a swashbuckler (brother to heir), elven wizard, halfling sniper rogue.

Party is second tier mythic and mainly level 7 and 8.

Outward assets friends with a Duergar clan of 11 dwarves from old country, hiring them on retainer as they did dirty deeds for us back in the day. Few as they were hunted as part of the evil infesting the land way back. All are higher level.

Contacts in old country (Vaasa) may be able to hire from there

Contacts through my characters wife in Narfell mainly barbarian types.

Grand Lodge

The other house is known to be thuglike and deal in mercenary-like and underworld activities, not a popular house in the least, there are other house, more powerful than both of us.

Yes, multiple conspiracies are fine. Hiring assassins aren't out of the question, but more of a last resort.

I am not aware of the rival houses commerce specifically, but something to look into, ideally Id like OUR house to be not implicated at all, Id like us to seem like the good guy, not outwardly retaliating and obeying the cease and desist but behind the scenes, roughing up and disrupting their activities, ideally Id like not even the rival house to know its us, they can suspect but they have no proof.

I believe houses can fall through real or fabricated means of heretical, scandalous, treasonous and criminal behavior.

There are more noble houses, but we are relatively new to the political landscape, this grudge is old from an old land where both our houses immigrated from. I dont think thats a possibility. \

YEs, I could hire mercs who dont reveal who their employer though a disguised intermediary

Yes, fully willing to break the law as long as its not evil. Ideally would like to keep the damage of my house and personas inside to a minimum.

My house in the past in the former land used to be quite ruthless under my fathers early tenure, when the land became overrun with monsters and evil he joined the local crusade in hunting them down and turning over a new leaf. He looking to the future put our house on a road to nobility in a better land by allying with the old king.

As it stands, my character is willing so long as its not Evil to put down any threat to his house.

Grand Lodge

First a little backdrop.

I play the Head of a local noble house in a Kingdom, another house has launched an attack against my house when the party and I were away on an adventure.

They assaulted my house guards and servants, causing heavy property damage and killing a few people, but most importantly they killed my characters younger brother.

It has been 3 weeks since the attack, we JUST got back into town last night with a mourning flag flying next to our house banner (denoting the death of an Heir), and many town watchmen patrolling the area.

My step mother has shipping business interests and has pulled her mercenaries from guarding those to guard the house.

The king has decreed a cease and desist order for both sides, in order to stem the issue, an order that my character outwardly plans to follow, but in the shadows is flagrantly disregarding (He is not Lawful)

I request from you good gents and ladies, multiple ways I can get back at this rival house without disrupting or at least making my house look like its involved remotely.

I fully intend to kill or have the head of the rival house embarrassed and killed in the end, but I want schemes and plans to take them apart piece by piece, they already think were weak because we havent retaliated and thus are becoming complacent.

I will answer any questions for pertinent information.

My character is NOT Evil, but Justice/Vengeance needs to be served

I cannot go to the King about this, and the less he knows the better.

Grand Lodge

18 years has past since the Heroes of Bloodstone defeated Wytchking Zhengy and the Brotherhood of Assasins, uniting Vaasa and Damara. Then uniting the barbarian lands of Narfell....

A united and prosperous kingdom of Bloodstone ruled by Queen Citysong and The 6th Duke of Bloodstone Victor Kheldren leads the region in commerce and Military might. King Vaux and Queen Nia of Narfell rule the eastern lands.

The heirs of Bloodstone and Narfell have reached their late teens.....

The arranged marriage of the Princess of The Kingdom of Bloodstone and Prince of Narfell is underway......
....held within Heliogabalus where Baron Dermot Tranthe governs benevolently.

Ok so my concept new campaign starts here....a new House has begun with the newly united Scions begin their life....

....Pathfinder Forgotten Realms meets Game of Thrones intrigue setting is what iam striving for. Using PF rules. (Not actually in GoT world)

Using the old capital city of Damara, Heliogabalus for the new House. Now a major trade center in the North, within the Kingdom of Bloodstone.

So each Player will control 1 Scion and 1 servant/ or armsman/or merchant/type backup character.
1st lvl start for main. O lvl for backup at -500 xp tnl. No Flaws. No Favored class feats. 2 traits. Pf only classes.

Grand Lodge

This is the updated email I have received.

"Your father Sir Velitrix has completed his indentured service to the Kingdom of Bloodstone. Your family served in Vaasa during the wars many years ago....Veltrix swore fealty to Bloodstone after WytchKing Zhengy fell. His brothers and he served loyally in cleansing Vaasa of the stain that pervaded the land. At 60 yrs old and with a Knighthood in hand he was awarded Baronet status within the Barony of Morov (capital city of Heliogabalus with Baron Dermot Tranthe). Velitrix gladly brought his family and retinue to his new post ....
....start of game is our family and retinue enroute to our new post.

So plz brainstorm what position and where you want to be in family status. We are technically an Upper middle class family from Vaasa whose Father has ,through deed and service, brought us into lesser nobility."

Grand Lodge

Our GM has come up with a game where we are playing an intrigue city and kingdom style of game and we are scions/nobles of a great house.

Given this game is more intrigue based what ideas would people have to play? As far as I know we are simply members of a great house, the GM wants it Game of Thrones style but set in Faerun near Damara.

Im leaning to a rogue, but other ideas I havent considered are welcome.

Grand Lodge

Okay, so I am going with the Kitsune Fey Sorcerer focusing on enchantment, I was wondering what is a good 25 point buy stat allocation for this?

I have

Str 8
Dex 16
Con 14
Int 10
Wis 8
Cha 20

Grand Lodge

Wife is starting a RotRL game tomorrow, we have the following classes already

Level 2 Halfling Nature Oracle
Level 2 Tiefling Tetori Monk
Level 2 Human Paladin (sword and board style)
level 2 Elven Archer Ranger
level 2 Dwarven Cleric (NPC Healer)
I was considering a Kitsune Sorcerer focusing on enchantment, but was wondering what people thought of the group composition and what is needed to shore up the group? any suggestions will be considered, the more detail the better.

Thank you in advance for your time and effort.

Grand Lodge

Avalon9902 wrote:
Zhayne wrote:

It depends on what kind of Oracle (not mystery) you are. Are you intending to be primarily a support/caster Oracle, or a Warrior Oracle?

This guide
https://docs.google.com/document/d/1WdtrZCESRmVfljXY196wMrMLTnS8Uzk4DEk3oQd VZok/edit?pli=1#bookmark=id.3pjszjlgv1y2

suggests:
Warrior Oracle: S16 D12 C14 I10 W8 Ch16
Caster Oracle: S14 D12 C14 I10 W10 Ch17

Though he admits to having an aversion to dump stats, so there's obviously wiggle room there.

Support caster ball the way, healing, buffing and battlefield control.

This is my 5 level plan :)

1 Oracle 1 Selective Channeling , Revelation: Channel
2 Oracle 2
3 Oracle 3 Extra Channel , Revelation: Safe Curing
4 Oracle 4
5 Oracle 5 Quick Channel

Spells that I will be using as I get slots for level 1 and 0 are as follows.

0 level spells
Create Water
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Stabilize

1st level spells
Detect Undead
Bless
Command
Cure Light Wounds
Liberating Command
Protection from Evil

Grand Lodge

Zhayne wrote:

It depends on what kind of Oracle (not mystery) you are. Are you intending to be primarily a support/caster Oracle, or a Warrior Oracle?

This guide
https://docs.google.com/document/d/1WdtrZCESRmVfljXY196wMrMLTnS8Uzk4DEk3oQd VZok/edit?pli=1#bookmark=id.3pjszjlgv1y2

suggests:
Warrior Oracle: S16 D12 C14 I10 W8 Ch16
Caster Oracle: S14 D12 C14 I10 W10 Ch17

Though he admits to having an aversion to dump stats, so there's obviously wiggle room there.

Support caster ball the way, healing, buffing and battlefield control.

Grand Lodge

1 person marked this as a favorite.

So Ive decided to play a Life Oracle in my wifes upcoming campaign, but shes decided to use point buy, which I am familiar with to a degree, what would be an ideal array using 25 point buy for an Aasimar Life Oracle? No variant racial traits.

Grand Lodge

So my roomate has decided to run a Pathfinder game in the Forgotten Realms world, his specific plan is using the city of Phlan on the Moonsea back when it was overrun by undead and other things.

One of the players is making a Rogue/Fighter type, my wife is playing a dwarf warrior-cleric type (possibly), what would you run?

Grand Lodge

The biggest issue with the later start time is the owner of the store, he doesnt like to stay open any later than 8pm, and quite often closes up between 6-7. Which is why I pushed for a earlier start.

The game is on a day where nothing else is planned, but I am hard pressed to get anyone interested. The one person that IS interested is on a rotating schedule. Whoch doesnt worj sadly.

Grand Lodge

Well, Tuesday came and went. Both sign ups were no shows, did not bother to give a heads up, not a single person showed up or expressed interest. I hung around for 2 hours until 4pm.

Suffice it to say, I will be showing up for my last scheduled event, but I do not think I will be attempting to continue this in my area or any other. Hopefully another will attempt it, but I cannot see it happening or taking off in my area, simply not enough interest.

Thanks for the products and support.

Grand Lodge

1 person marked this as a favorite.

Sword of Underwear Snatching (cursed)

Acts as a magical sword of whatever bonus, upon a confirmed critical, instead of doing damage; it 'procures' the undergarment of whatever you are fighting, if it has no undergarment. 'Yours' are 'procured'.

Grand Lodge

blackbloodtroll wrote:
Um, totally unrelated, but your avatar resembles a vagina with a pair of dentures stuck in it.

Good Lord! BBT! WRY! Why do you make me see things I no longer wish to have eyes for?

Grand Lodge

1 person marked this as a favorite.

Sorry, I simply do not see how Asmodeus would 'punish' his worshipper, especially Reduce the power of a Worshipper.

The OP is running a 'different' Asmodeus than Ive ran or seen ran, and its HIS world, so therefore he can make changes/alterations to things as he see's fit to suit his needs.

Grand Lodge

"
Male elf Wizard 7
LE Medium humanoid
Init +10 ; Senses Perception +15, Low-light Vision, Keen Senses (+2 to find secret doors/compartments, +2 sight-based, +2 sound-based)
==DEFENSE==
AC 17, touch 16, flat-footed 13 (+4 dex, +1 natural armor, +2 deflection)
hp 56 (7d6+7)
Fort +5, Ref +8, Will +9
Defensive Abilities Elven Immunities
==OFFENSE==
Spd 30 ft/x4
Melee Quarterstaff +4 1d6+1 20/x3
Special Attacks Summoner's Charm
==STATISTICS==
Str 12, Dex 18, Con 13, Int 23, Wis 14, Cha 13
Base Atk +3, Cmb +4Cmd +20
Feats Augment Summoning (PFCR 118), Craft Wondrous Item (PFCR 120), Improved Familiar (PFCR 127), Improved Initiative (PFCR 127), Scribe Scroll (PFCR 132), Spell Focus (Conjuration) (PFCR 134), Superior Summoning (PFUM 157), Toughness (PFCR 135)
Skills Appraise +10, Fly +14, Knowledge (arcana) +16, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (religion) +10, Knowledge (planes) +14, Linguistics +16, Perception +15, Spellcraft +16
Languages Abyssal, Celestial, Chelaxian, Common, Draconic, Dwarven, Elven, Giant, Goblin
SQ Elven Magic, Arcane Bond
Combat Gear Quarterstaff
Other Gear Magic Items Equipped by Slot, Belt/Waist Slot, Body Slot, Chest/Torso Slot, Eyes/Face Slot, Feet Slot, Slippers of Spider Climbing, Hand Slot, Head Slot, Headband Slot, Headband of Vast Intelligence +2, Neck Slot, Ring Slot (RH), Ring of Protection +2, Ring Slot (LH), Shoulder Slot, Cloak of Resistance +2, Wrist/Arm Slot
Class Abilities • ARCANE BOND: You have selected Imp familiar. It grants . See the rules for familiars in [PFCR 82-83]. (PFCR 78).
• ARCANE SCHOOL: You are a wizard of the Conjuration (Teleportation) school, you are forbidden from using Necromancy or Evocation schools. Preparing a spell from a forbidden school takes up two slots of the given level. You have the following school powers:
- Shift - You can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 20 ft. You can use this ability 12 times per day. (PFAPG 147).
- Summoner's Charm - +3 rounds to duration of Conjuration (summoning) spells. (PFCR 80). (PFCR 79-82).
• SCRIBE SCROLL: You gain Scribe Scroll as a bonus feat. (PFCR 78).
• SPELLBOOK: The wizard must prepare all spells from a spellbook, except Read Magic. (PFCR 79).
• WEAPONS AND ARMOR: Club, dagger, heavy crossbow, light crossbow, quarterstaff. Armor and shields interfere with spellcasting. (PFCR).
• WIZARD BONUS LANGUAGES: The wizard can select Draconic as a bonus language at 1st level. (PFCR 78).
• WIZARD CANTRIPS: The wizard can cast known 0-level spells at will. (PFCR 79).
• WIZARD SPELLS: A wizard may know any number of spells, and cast them according to the spell progression in PFCR 78. (PFCR 78).
Traits • EYES AND EARS OF THE CITY (Religion: Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. (PFAPG 333)
• REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks. (PFAPG 328)

"

Grand Lodge

Just a heads up and update, This coming Wednesday, June 13 @ 2pm is the second attempt at holding a Pathfinder Society Session, we will be starting with the intro scenarios, apparently ive been told I have 2 sign ups in store.

Grand Lodge

So I rolled up a Elf Wizard (Conjurist - Teleportation school)

Str 14
Dex 18
Con 13
Int 23
Wis 12
Cha 13

Feats

1st - Toughness
(wizard)- Scribe Scroll
Bonus (DM Fiat) Spell Focus: Conjuration
Bonus (DM Fiat) Augmented Summoning
3rd - Craft Wondrous Item
5th - Improved Initiative
7th - Improved Familiar (Imp)

WBL is 23,500 so far ive purchased

Rod of Lesser Extend
Rod of Lesser Silent
Handy Haversack
Headband of Vast Int +2
Cloak of Resistance +2
Amulet of Natural Armor +1

Spells

1st level

Pro from evil
Grease
Mage Armor
Color Spray
Silent Image
Enlarge Person
Feather Fall
Obscuring Mist
Mount
Unseen Servant
Charm Person

2nd level

Invisibility
Rope Trick
Mirror Image
Glitterdust

3rd level

Fly
Haste
Slow
Summon Monster III

4th level

Black Tentacles
Summon Monster IV

Grand Lodge

Skerek wrote:
I hope your GM is buffing up encounters, just remember that APs are balanced for a party of 4 with the elite ray (15,14,13,12,10,8) which is 15 point buy. you have 5 people with a 44 point buy

This was brought up last session, but not for that reason, though I imagine that does have a very huge effect on it, I will let her know. I am a late joiner to this game, so I had no hand in the character / game creation or decision on rules.

Grand Lodge

Hmmm, so I was thinking an Elf Cojurist Wizard or Diviner, focusing on Battlefield Control, Buffing and Debuffing. Maybe I should just use Treantmonks guide but avoid the summoning aspect. I dont want to make a Blaster as that will end combats as well, wont change much from the Magus.

Grand Lodge

Alex_UNLIMITED wrote:

I prefer the summoner. The eidolon is too powerful, the best creature ever. The wizard have 9 level of spells, but the summoner have the eidolon and the summon monster as standard action, and gate. Summoned creature can do things that normally an eidolon could not do, even if the summoned creatures are much weaker, but these makes this class more versatile.

The master summoner is unmanageable, for you and for GM, and it is boring to others PC.

I am not a fan of the Eidolon in general; I am not up to 'building' it as a combat machine, as I dont want to shine over the other players, I was considering the Master Summoner for the reduced Eidolon in exchange for tried and true summoning.

However as previously pointed out, going the Utility caster route with Wizard, and crafting feats something I was already considering seems the best bet so far.

Grand Lodge

Okay, so let me preface this with I am currently playing in a friend's Kingmaker AP game, we are level 7, the DM gave us 2 extra feats at first level and this array 18,16,15,14,13 and 12.

Now, as I usually optimize; I wasn't sure how optimized the party itself was, as it stood there is a Ranger (Skirmisher) archer, a Rogue (Scout)daggers (apparently all about charge sneak attacks), a Fighter (two weapon) and a Bard/Cleric.

I decided on making a Magus, we did a few sessions and it seemed like when it came to combats; myself and the Ranger were dominating handidly, and on such a scale where I could tell the other players were not having fun. So I suggested a character change to the DM, the other course of action was to make the monsters tougher (which in my opinion would not be fair to the other members).

I am deciding on what to "morph" my character into, I am thinking something more support-ish and battlefield control-ly. As much as I like the Magus, The rogue outright complained that the Magus's spellcombat and use of shocking grasp and other touch spells through weapon attacks was broken and not working right, even though I explained it to him. So I decided to hold the magus for a more optimized game in terms of players.

Now I am not going to go back and tell the rogue and fighter to stuff it, I want them to have fun as much as I am, so I am willing to sit back and let them be the stars this time around.

So being that I can explain a class/race change via a Hat of Disguise and a clever use of plot in conjunction with the DM. Ive decided that it needs to be a caster obviously, preferably arcane in some fashion. I was strongly considering a Wizard or a Summoner, I like the idea of Summoning, not so much the Eidolon, so probably a Master Summoner or a Conjurist Wizard.

If anyone has a build they can share, or a level breakdown of how you would build YOUR Wizard or Summoner, that would be ideal and greatly appreciated.

Game is on Sunday. We have been on a month long hiatus due to RL.

My issue lies with what direction to go...

Grand Lodge

So I have been invited to a friends one shot to rescue an all powerful NPC who was placed into a coma by Pandorym (3.5 Elder Evil).

We have been told to make a level 20 character using both 3.5/Pathfinder rules. Now to be clear; he uses the rules VERY loosely and never uses minis or battlemap combat.

Its less about the crunch and more about the fluff and story, so I guess I am more looking for a concept that can work with others but also stand on its own.

The other players are playing a Wizard/Abjurant Champion/IotSV combo (very defensive oriented) the other player (Wife of the first) is playing a Sorceror/Force Missile Mage/Incantatrix (lots of metamagic cheese with magic missile) the other player is going with a Factotum (but really rules are thrown out here with him, he cant/doesnt do combatbut apparently "knows" practically everything, its weird. I cant even explain it other than hes alot like the Dos Equis Guy, likes to call himself the most interesting man in the multiverse.

The ultimate goal of the game is going into the comatose characters "psyche" magically to defeat the forces that are keeping him down, think Innerspace but more magic. In the end his safe return to the awake and living is whats wanted, but if we win, then we return "psionics" to the planes, as they went dead when Pandorym was stopped.

So fluff and ideas?

Grand Lodge

Well, went into store for first Pathfinder Society event, and no one showed. No interest was shown on either Facebook or Twitter, waited around nearly 2 hours incase anyone showed.

Ill give it another shot or two as I have the events planned, but I dont even have interest on the sign up sheet in the store. My friends have asked about it in passing, but to little effect, one of my friends asked if it was happening on Thursday, the day after it was supposed to. I corrected him. It was clear on the sign up sheet and on the social media posts.

Honestly I didnt/don't expect much interest sadly as I am nowhere near the core of Vancouver, nor can I get there on a readily basis.

Grand Lodge

I think I might have been too literal on the farmer concept, I sat in for the session on Wednesday night, and from what I can tell its a VERY RP heavy game, the GM warned there had been little combat if any at all up to the point where I was joining.

To me, it seems like a very political/kingdom running style of game; the backdrop is the PC's are running a small micronation that has gotten the big, nation to recognize its sovreignty and independance, but the larger country doesnt like the smaller one and thus has declared war, from my limited understanding the smaller PC micronation is comprised of 'non' human races and the larger country is all about Humans and they are very bigoted and elitist, noble castes and heirarchy and all.

Now, according to the GM, the Undead (Hes using the Necropolitans from 3.5, converted to Pathfinder from my understanding) as a base race of creatures that have gained sentience and have recently come together as a whole and asked for rights. The small PC Micronation has decided to champion this cause with the backing of another nation agreeing, only the larger, bigoted and elitist (GMs words, not mine) is against these "undead" wanting Rights, citing that if the "Undead were to gain rights and privaleges as people, then they would have to recognize Cows and Horses and give them rights as well" The 'Humans' (Homebrew race called something different, but down to brass tacks, basically Humans) see the 'Undead' as Beasts of Burden, if even that and/or something to be discarded/eradicated, certainly not treated as anything remotely an equal.

The larger nation previously to my arrival had declared war on the smaller nation, and sent a army/unit of 1000 militia/peasants to overrun the small nation, but the PC's managed to turn them back, suffering zero casualties and causing them to lose close to 30% of their forces using guerilla tactics on the first day alone, eventually after being harrassed so much the force simply left and retreated back to whence they came. On the night I joined, the PC's were away on a diplomatic mission to the ally nations capital city, as they were returning on their airship, it exploded over the micronations capital, near where it was supposed to dock. No PC casualties, luckily (made thier saves) but many 'red shirts' were lost, and it was suspicious and found to be sabotaged, but the larger country denied any involvement, even going so far as to send aid in the form of medical supplies.

TL;DR: Seeing as its a very politically/RP heavy style of game, what would YOU make? It doesnt have to be a farmer, or the like, it was misinterpreted by me. A large majority of the PC's are running members of the Council, that runs the kingdom. I would not be one of those to start.

The Efreeti Sorceress, is on the council and owns the Largest INN in the City, and runs the Black Market and underground services. The others, I have little knowledge about, the Myr (homebrewed race) Cleric is NOT on the council, but the rest are.

Grand Lodge

So I have recently been invited to play in a Pathfinder homegame. The level is 6th, I am allowed to play one of two things, either a Farmer turned into a class that hasnt had extensive training, like a Wizard or Cleric. I have to be a base race from the Core Rulebook, it may seem like a bit of a contradiction, but the players dont tend to optimize and I think the DM might be being cautious with me as I have a history of optimization. Im not planning on wrecking any ones day or fun here, so I want something that would fit.

My first thoughts, just off the top of my head would be a skill monkey and/or utility type caster. As hes also said there hasnt been alot of combat as of yet.

Guidlines

lvl6
Pure Pathfinder (no 3.5 Splat)
Core Rulebook for Races
No classes that require extensive training/schooling, or would basically work with a farmer/townsfolk type of character, (Not the NPC base classes)

OR there is an established character who serves on a airship, he is the first mate of the ship and is a changleing, according to the GM the character hasnt been crunched yet but hes very "Swashbuckly type of character" I dont know if there is a swashbukler in Pathfinder.

So far there is a...

Half- Elf Cleric of a (homebrew god)
Efreeti Sorceror
???(homebrew race) Alchemist
???(homebrew race)Cleric of another god (homebrew)
???(homebrew race) Fighter (apparently is a Lumberjack and focuses THF)

Any thoughts, suggestions are appreciated and weclomed.

Thanks

Grand Lodge

Also who would I contact to request a poster or other kits for the store?

Grand Lodge

Hey Pathfinders! I am a relatively newbie to running/organizing a Pathfinder Society Game, and Ive recently taken an interest in running a regular game for my area as its sparse in terms of gaming. I'd like to invite anyone in the area who is interested in playing to come out!

Below is the link to my event, its basic at the moment but as I get some interest I can bang out the details and work with people as to what we would all like!

Thanks for your time!

http://paizo.com/pathfinderSociety/events/v5748mkg0a3yd

and the store info

http://www.facebook.com/pages/Sector-2814-Comics-Toys/146957801992121?filte r=2

Grand Lodge

So I have decided to run a Pathfinder Society game out of my local gamestore as there is NOTHING in the Lower Mainland of BC, Vancouver area.

I find that I cannot seem to find a lot of the resources required for running this, or they seem to be all over the place. Is there a way to be linked to a vast area where all I need is there? Ive read the recent player's guide to society play, its alot to digest, even after just playing a home game of Pathfinder.

Questions arose with my players who expressed interest. Where are the Advanced Players guide Pre-gens? The Ultimate Magic Pregen? Why did they skip those books? Are those books allowed for making a character? The guidelines arent so clear to me.

Also any tips for a new GM to Society Play?

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