Lem

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Organized Play Member. 163 posts. No reviews. 1 list. 1 wishlist.


The Exchange

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Monstrous Crafter,Grisly Ornament, Harvest Parts,Inscribe Magical Tattoo,Inscribe Rune,Cultivate Magic Plants,Grow Plant Creature,Craft Shadow Piercing,Craft Poppet,Craft Ooze

Are any of these worth the effort? Any tips to make them work?
I wanted to build a investigator with Cultivate Magic plants (3feat investment) and/or Monsterous crafter (4 feat investment)But not seeing how they are effective at all. But i like the theme of having a Greenhouse for the plants in town, and carving up a monster in the field. but not sure its worth the feats. Any items guilds or builds?

Thanks

The Exchange

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Hello,
Some of my players and myself are looking to run some fillers for our campaign something where it is not all save the world. So we have looked at whalin and Hunting. Followed by crafting. I don't see any kind of stat data on Tracking/hunting at sea or land. I mean is it go out into the woods/Roll survival found tracks, battle/encounter hear is the dead body? I though someone might have or have found some rules that something like this could work. I know it is left field for most of you, but any help would be great.

Thanks

The Exchange

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I am sorry if there is a thread for this but I could not find one after searching I created one. I need some help with a character build. The only thing I know for sure is my top skills will be Survival, Perseption, Stealth, Heal. Thinking about taking Crafting/ Trap building. I see the main weapon being a swordbreaking dagger-Hollow hilt to give it that survival knife Rambo III style feel. I would like to go most unarmed, combat manuvers, traps, and role play to make this character work. Dont plain on armor more than leather. Like to keep the material primivitve as I can fine them in the wild and live off the land.

To take it further I would use ring of feather fall, amulet of water breathing, ring of substance to cover paratroopers, navy seal type stuff.

I know this character is going to be a lot of role play and fluff to keep it going but I think it could be fun. If anyone has Ideas on how to make it work with in the rules even better.

Background Reason for character adventure: Loves the thrill of it. Anything adventurous etc.

This way I never need a reason to run off on some hair brain plan into hell or other place normal people would not go. I would be first in line. I also plan to tie him to a kingdom depending on the GM world layout etc.

The Exchange

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I am new to PFS have yet to play. STill doing my homework on difference in PFS. Why are the crafting rules not allowed? I ususally take 2 craft skills and 2 perform skills no matter what class i play. I mean what if you knight goes to a party, better know how to dance. Leather work is a must for everyone who goes outside the city. I mean get boots with holes or armor is damaged. Repair or make more with leather work. Just tring to find the why it is not used in PFS, if someone could tell me or point me to a post thanks.

The Exchange

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Yeah i was thinking combine the two and destroy it. The liquid sword only last 10min anyways