Pathfinders explore Golarion in service to lore. This widespread group of treasure hunters, thrillseekers, sages, and voyagers make it their lives’ work to uncover lost artifacts, map neglected ruins, and learn forgotten knowledge. They do these things for the sake of lore, as well as for fame. The Pathfinder Society publishes the Pathfinder Chronicles, a multi-volume series of chapbooks highlighting some of the most amazing finds by field agents.
Pathfinders are part archaeologist, part historian, and all adventurer. Many established Pathfinders make their own way in the world, following their interests or tracking down leads to greater mysteries. These established few are still subject to orders from their superiors, but the least prestigious tasks are usually reserved for those new to the organization (like yourselves). The Society is governed by the Decemvirate, 10 anonymous leaders who pull strings and guide the organization from Skyreach in the Grand Lodge of Absalom. They hand down orders from their secret posts to venture-captains, who in turn pass the orders to field agents.
The Society has few rules, but all Pathfinders are expected to perform the Three Duties: explore, report, and cooperate. Idle Pathfinders are useless to the organization, and agents must seek out secrets or further their work in exploration of some kind, always growing and gathering knowledge. This exploration would be worthless if not for frequent reports. Pathfinders must send back accounts of their adventures, many of which end up published by the Decemvirate. Finally, Pathfinders are great heroes from dozens of countries and backgrounds with thousands of different motivations and allegiances, and the Decemvirate expects that individual Pathfinders will not interfere with one another, and absolutely never let a conflict between themselves come to blows.
Despite the mandate to cooperate, Pathfinders have myriad motivations and often fall in with similarly minded factions within the organization, or external groups with close ties to the Society. (You're going to meet members of some of those factions during this adventure.) As fresh new recruits, most Pathfinders know only the venture-captains who give them their training, especially Ambrus Valsin, the man in charge of daily operations in the Grand Lodge.
A new batch of Pathfinder agents has completed their training and now stand fresh and wide-eyed before the towering structure of Skyreach awaiting their first assignment for the Pathfinder Society. (That's you. Make your own decision about how "fresh and wide-eyed" you are.)
As you show up, you are shepherded into a small room with a table and some chairs and told to wait until Venture-Captain Ambrus Valsin sends for you.
Here's where you introduce your characters. Stride/walk/stumble into the room, talk amongst yourselves, examine the art on the walls, describe as much or as little of your character's appearance as you want, etc.
Be lawful good. Follow Sarenrae. Pump Wis and Dex. Flurry with a Scimitar with Dex to attack and damage. Be generally awesome. Idea from here
I've got this idea for a PFS character based around pairing the order ability Flat of the Blade (+2 damage and no -4 penalty for nonlethal) with the Enforcer feat (free intimidate check after you deal nonlethal and the duration is tied to the damage done) to intimidate all the things. Is the base Cavalier, the Emissary archetype, or the Samurai a better fit?
Cavalier pros: heavy armor
Emissary archetype pros: less focus on mounted combat, trades tactician
Samurai pros: less focus on mounted combat, trades tactician, keeps heavy armor
Flat of the Blade wrote:
At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.
Suppose I use this to deal nonlethal damage to an enemy, then an ally crits on that enemy, killing him. Am I in violation of my edicts?
Reach Weapons wrote:
A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Inappropriately Sized Weapons wrote:
So can a medium character use a small reach weapon one handed and still gain the benefits of reach?
Also, if you could somehow wield a large reach weapon, what would you threaten?
Boring as all get-out, but someone had to do it.
Midgets are humans who are also small-sized (less than 3'9").
Midget Racial Traits
+2 to One Ability Score: Midget characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Small: Midgets are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Midgets have a base speed of 20 feet.
Bonus Feat: Midgets select one extra feat at 1st level.
Skilled: Midgets gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Midgets begin play speaking Common. Midgets with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
My PFS barbarian is almost out of the rebuild region and I'd like to hear what people think of the build before I'm stuck with it ;).
The concept is a vaguely anime-like Tian guy who runs around breaking things with his nodachi. Currently the only things he can break are boring objects, but come 6th level and his sword will cleave even the fabric of magic itself. (Said concept also includes a distinct lack of natural attacks.)
Are there any rage powers that synergize well with the nodachi's 18-20 crit threat range?
Chai Kai, Sunder Specialist
Str 17 (+1 at 4th)
1: Feats:Power Attack, Imp. Sunder
I could delay Superstitious/Witch Hunter while maintaining my target of getting Spell Sunder ASAP like so:
1: Feats:Power Attack, Imp. Sunder
And by Superstition I mean the rage power. Is it a good idea for a second level PFS barbarian or should I put it off until later (or never [as much as I like Spell Sunder, it isn't worth anything if I don't live that long])?
Anyone have any tricks for mitigating the problems of having to save versus allies' spells? I was thinking of dropping Infernal Healing on myself right before we kick down doors, but I'm not sure if it's a "save once, then fast healing" or "save each round" sort of thing. It looks like I don't have to save versus channeling or LoH, which is nice for those times when there's a cleric/oracle/paladin in the party.
In short, is +2 vs spells worth the chance of dying from saving against healing spells?
Following the unfortunate demise of my previous PFS character, I am in need of a new one. I'm looking for ideas for a melee-oriented character with decent skills and high survivability, ability to heal would be nice but not necessary. Ideas I've been considering are a pole-arm wielding lore warden gunning for whirlwind attack, an elven curve blade finessing urban barbarian/alchemist, and maybe a samurai or inquisitor.
Say I outfit a character with the sort of inexpensive weapons and armor 150 gp buys you, then play a scenario and "retrain" the character into the exact same character with one slight exception: the "retrained" character never bought the starting weapons and armor. I have effectively sold the gear back at cost, and now have a slight edge for buying the replacement gear. Does this work?
My PFS ranger just completed his first mission and will have 59 gp left over after buying a mwk greatsword and better armor (and a Wand of CLW with PP). Should I spend an extra 50 gp to make the greatsword cold iron? Should I sell his old armor and axe and a shield he probably wouldn't be using? He's got some backup weapons for piercing DRs (silver light mace, cold iron longspear), should I upgrade them? Are there any must-have potions or oils I should buy?