Just wanting a confirmation that I did or did not do the following correctly, as the wording in the PFS Guide confused me slightly.
Thursday night I ran tier 1-2 of Library of the Lion (Tier 1-5). At a table of five most everyone had level one characters (two people were playing for the first time ever.) with the exception of the single level 4 Sorcerer.
The character I am applying the credit to is currently a level 3 cleric. On the GM credit chronicle, I would mark him as having earned appropriate gold and prestige, but he would receive out-of-subtier gold, similar to the sorcerer who was playing down, correct?
If I screwed any of that up your interpretation of the relevant section of the Guide to PFS would be appreciated, if I did it properly a post of confirmation would be likewise welcomed. Thanks :)
tl;dr: party ran 1-2 of a 1-5 scenario, I GM'd and put the credit towards a level 3 character. Does he get tier 1-2 gold or out-of-subtier gold?
They don't have racial HD, so I can only be mildly upset about 4 pages of comments and not a single post of BOGGARD love. These guys are incredible! Get them some racial HD and let me play the derpy frogman of my dreams.
for your giant weasel, its one of the rare instances where taking the alternate advancement is better than the normal increase.
** spoiler omitted **
Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.
Thats a base dex of 21, and goes higher based on the chart and possibly his hit die increases. Get him an agile amulet of mighty fists and he'll be the most adorable bundle of blood spurting gore ever.
Will need to find an opportunity to introduce Sir Snufflefluffers to a friend of mine, Fluffy Maulington Esq.
There has got to be a way for us to legal-fu PFS rules to cast awaken on Fluffy Maulington Esq. and give him hunter class levels with Sir Duskpaw as his Animal Companion.
Well, you are in luck - as per Additional Resources, the Bestiary 4 giant weasel animal companion (which has a bite+grab+bleed attack) is legal for use in PFS :-)
Wikipedia says:
In North America, native Americans deemed the weasel to be a bad sign; crossing its path meant a "speedy death".
This is the fear that I hope to strike true into the hearts of the Aspis Consortium. But I'm hoping for some help fleshing out this concept.
I was thinking of going the Hunter route, but I have had a tough time hunting down the proper source material and stat block for a legal animal companion weasel. I'm hoping for a giant weasel w/ the bite+grab offense, but I'd be overjoyed with any legal weasel.
So my questions remains, is hunter the best class for this character concept? I want a tracker type PC who can hunt down the dastardly AC agents and have his weasel friend.
Hey, my first Pathfinder character was a Human Alchemist who was adopted by gnomes (with the racial trait). I didn't have any mechanical reason for it, I just thought having gnomish parents made for a cool backstory for a Human alchemist.
Plus the Obsessive gnome trait to give +2 to alchemy (easily duplicated elsewhere!) has hilarious drawbacks, like keeping a small collection of weird objects on your person at all times.
I'm sure there are many happy Golarion families with adopted children who become adventurers, haha.
EDIT: Also a running personal joke with this character is him hinting at a bunch of very, very strange stuff that may or may not have happened in his history. So taking Racial Heritage for an amusing race could be apropos.
This made me think very strongly of Elf starring Will Ferrell
Give her a lick, she tastes just like raisins. Hi this is my girlfriend Tina, she is a Vampiric Gargoyle weredragon with a a breath weapon that shoots out other dragons breathing rainbow fire, oh and she has this cat familar that is actually a fully classed sorcerer, isnt she great? She is so creative. What!?!? You want to be a tiefling with fiendish heritage feat so you can be related to Qlippoth!?!?! I don't run those kind of games, human or gtfo. In these games there is the main character that the gm loves and then there are you, the hapless sidekicks who should die for them.
Suggestion: Don't sleep with her, just don't. I mean I got a really cool eye scar from it but in retrospect its never worth it. So..... RUN! Seriously though just talk to the GM, most of the time they really don't know that they are playing favorites and are blinded by their closeness to the person.
I feel your pain. Especially when the girlfriend is NOT amazing. A spellcaster running into melee combat with knolls, stabbing them with a DAGGER because they prepped cutesy, extremely situational spells.
Free does not mean unlimited. I feel like this has been discussued in action economy many many times. I would say if attacking is a free action that they would get their full number of attacks but your artifact sounds very overpowered.
There are other ways to get full attacks after a move, pounce, multiattack, etc.
In my area there are about half a dozen game stores that host PFS. It's convention around here that each participant at a store-hosted session chip in $2 "entry fee", and the pot goes to the store in the form of credit for the GM.
It's the same in my area. I feel like $2 for an at least 4 hour game session is the cheapest entertainment one can buy in 2015.
50 cents an hour is less than you'll ever pay anybody to put that much effort into any project ever. And for that, GMs, I thank you.
The one thing that gets me is how there are so many barkeepers and farming villages and store owners when the only way to get a magic horse that poops diamonds and can fly is to be what is in my mind equivalent to a P.I. or Bounty Hunter.
In real life Dogg the Bounty Hunter and Gene Parmesan are not living the life of luxury, because so few people have those jobs because it's very hard to make a decent living. No one in reality is all "man I don't make nearly enough money owning a restaurant, time to buy a gun and start hunting criminals." because it doesn't make any sense.
But in Pathfinder it makes all the sense and is glorious.
Alchemists fire tend to go off. Apart from that you're okay.
One of the best moves I ever witnessed was when we were in a bar fight and then the guy draws his alchemists fire, and we think he's going to throw it at the minions, and instead he leaps on the countertop and smashes it in the bosses face. Long story short, alchemists fire makes a great melee weapon if you can get fire resist.
What if you get grappled? Does it just go off?
That's a great story, I'll keep that in mind next bar fight.
As for grappling I would think that maybe myself and the grappler would both potentially take damage from that.
Yes, it could indeed. And, if you think that's fun, that is what happens :-)
I don't think any GM or player will object. Oh, wait, PFS ;-)
Yes, there-in lies the rub. I've found that I much prefer Pathfinder to RPG video games because of the ability to solve solutions more creatively, but given my work schedule, having a recurring home game has been difficult, so I attend PFS when I can, even though it means being a bit railroaded and given a tad less room to improvise.
Traits really can help break games. Especially since the most powerful ones are for the most powerful classes: Casters.
While I like browsing for traits to use not using them in a game is no big deal.
In 99% of the cases they are not used for "char customization" but for optimization.
With Magical Lineage and Reactionary I agree, but... I do really like how traits can give you class skills you otherwise would not have. It helps enable you to move a bit away from the archetype of your class and flesh out a more unique character.
There are traits that give you class skills you would not normally have. Dangerously Curious adds Use Magic Device to your class skill list, very useful for a melee type with a wand of enlarge person or color spray
The most "game breaking" a trait can be in my reading is that it can grant you the same abilities as a feat, if you pick the exact right traits. The one that really comes to mind is the weapon heirloom trait which allowed my level 1 Half-Orc Barbarian to be proficient with a Large Bastard Sword (Think Amiri Pre-Gen character sheet) without spending a feat on it. I then took power attack as my first level feat and have been rage smashing enemies (at level 1) for 2d8+11 ever since. (3d8+12 after the party cleric casts enlarge person)
So at first level it opens up a few silly options like this, a few levels down the round and it will all even out.
You can hold it without any penalties. You just cannot attack with both during the same round without incurring massive penalties if you lack TWF.
AFAIK there are no rules as to your dropping the flask. You wouldn't drop your shield if bullrushed would you? But there are conditions that make you drop it. And there is sunder.
It would be cool though if it broke, these flasks are designed to break on falling.
Thanks for the input, I appreciate the quick response on these forums.
I thought it would be more complicated as far as combat maneuvers go, because if I play it out in my head, it totally makes sense to me that if I was knocked over or any other kind of violent movement that the flask could break and I would inadvertently catch myself on fire, maybe even making a save to throw the flask away from myself.
Playing a PFS Character and I just want to better understand if what I want to do is feasible.
Lvl 2 Rogue with a masterwork rapier who specializes in disarming opponents (combat expertise, improved disarm as 1st level feats)
I know lots of people play TWF rogues for the damage, but I just feel like it's out of place for how I envision my character.
Now that I have a little more gold to spend, I wanted to get a few flasks of Alchemist's Fire to utilize in combat.
As the rapier is a one-handed weapon, it makes sense to me that I would be left a free hand to hold a vial of alchemist's fire and wait for the opportune moment, but I can't seem to find a good example of wielding a weapon in one hand and holding a flask in the other. Basically I just want to have the flask out and ready if a good opportunity presents itself, as a rapier cannot be wielded with two hands for a 1-1/2 STR bonus, and a rogue cannot use shields. I already have a free hand, and I don't want to waste a turn fumbling for gear if I could already be holding it at the start of combat.
If I don't attack with both items in the same round, will I take any negatives to having both hands occupied? (Will I take a negative to rapier attacks simply by holding, but not throwing, a vial in the same round that I get stabby with my main weapon?)
Also, are there any rules for if I am holding the alchemists fire and am bull-rushed, disarmed, knocked prone, etc? I imagine I would have to make some sort of save or be burned by a vial dropped in my square.
Any sort of advice or experience would be appreciated.
TL:DR
What's going to happen if I hold a sword in one hand, and a splash weapon in the other?
Anja of the Inner Iron
Female Human Monk (martial artist) 3
CN Medium Humanoid (human)
Initiative +2; Perception +8
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Defense
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AC 16, Touch 15, Flat-Footed 14 (+2 Dex, +2 Wis, +1 Deflection)
HP 33 (3d8+12+3)
Fort +8, Ref +6, Will +4
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Offense
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Speed 40 ft.
Melee
Unarmed Strike: +6 (1d6+4)
Ranged
Shuriken (reflavored as throwing knives) +4 (1d2+3)
Special Attacks: Flurry of Blows, Stunning Fist (DC 14), Scorpion Style (DC 13), Power Attack
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Statistics
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Str 17 Dex 14 Con 16 Int 09 Wis 14 Cha 08
BAB +2, CMB +6 (+9 Grapple), CMD 17
Feats: {Human} Power Attack: -1 attack, +2 damage for a round.
{Bonus 1st} Improved Grapple: +2 to Grapple, no AoO for attempting.
{Bonus} Stunning Fist: Stun 1 round, DC 10+50% lvl+Wisdom, Monk lvl+25% level times/day.
{1st} Toughness: +3 HP, plus 1 HP/level past 3rd.
{Bonus 2nd} Scorpion Style: Standard Action attack, if it hits, target’s speed becomes 5 for Wis rounds (Fort DC 10+Wis+50% Level).
{3rd} Weapon Focus (unarmed strike): +1 to attacks w/ unarmed strike.
Traits: Heavy Hitter (regional): +1 to damage w/ Unarmed Strikes.
Rostlander (campaign): +1 to Fortitude saves.
Skills (Format is name: total (explanation for total) (12 Ranks Total)
Climb: 9 (3 rank, 3 ability, 3 CS)
Perception: 8 (3 rank, 2 ability, 3 CS)
Sense Motive: 8 (3 rank, 2 ability, 3 CS)
Swim: 9 (3 rank, 3 ability, 3 CS)
BG Lore (fighting traditions): 2 (3 ranks, -1 ability)
BG Lore (gorumite rituals): 2 (3 ranks, -1 ability
Languages: Common
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Equipment
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Equipment (On Person): Ring of Protection +1 (_, 2000), Cloak of Resistance +1 (1, 1000), Armbands of the Brawler (1, 500), Bedroll (5, .1), Monk’s Outfit (5, _), Backpack (2, 2), 1 Days’ Rations (1, .5), 10 Shuriken (2.5, 5)
Encumbrance: 17.5 (86/173/260)
Finances: 1,487 Gold, 4 Silver
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Race/Class Features
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Human Favored Class (monk): +1 hit points/level
Bonus Feat: Bonus feat at 1st level.
Skilled: +1 skill point/level.
Monk Martial Artist Bonus Feats: 1, 2, 6, 10, 14, from specific monk list.
Flurry of Blows: -2 to attacks, BAB as monk level, 1 extra attack, +1 additional at 8th and 15th levels.
Stunning Fist: Gain Stunning Fist as a bonus Feat. .
Evasion: No damage on successful Reflex save vs. things that allow half damage on save.
Fast Movement: +10 enhancement bonus to movement.
Maneuver Training: Use level for BAB for Combat Maneuver Bonus.
Pain Points: +1 to confirm crits, +1 to Stunning Fist DC. Replaces Still Mind.
====================================================================
Appearance
Height: 5’7”, Weight: 130 lbs, Age: 19, Hair: Brown, short, curly, and often matted, Skin Color: Between pale and tan, with multiple bruises and scars.
Clothing: Minimal leather harness to show off scars, leather and hide bracers and boots.
Distinctive Marks: Back tattooed with the script of the third poem of the Gorumskagat.
Portrait: Here!
Background
Gorum had seen fit to bless her, and the wolf’s bite looked to be healing; there was only a small disk of red around the punctures, and her leg’s flesh felt less hard than it did the night before. Anja shut her eyes against the bright light in the clearing she’d set her small camp in the night before. It was approaching noon, and she’d need to move again soon to find food, but instead, she took a few moments to trace the scars she’d earned in the pit.
She’d loved the pit. The burning of fingernails scratching at her back. The ringing in her ears from a fist bouncing off her skull. The mud slipping between her toes and fingers and covering her body in slick wetness as she struggled for purchase. And the silence that descended whenever she passed out from too much, or when she was the last pupil standing. From the time her tribe had left her with the Gorumite during her fifth winter, the pit had been a mother to her. She’d been born from its womb a hundred times, each time forged hotter, tempered more, and sharpened to a better edge than the time before.
If the pit was her mother, than the Gorumite was her father and the Cult of Inner Iron her brothers and sisters. They’d ate together, each day after the pit, while the Gorumite extolled the forge of battle, the hammer of pain, and the sharp edge of their wills to fight. He’d been a harsh father. Never satisfied with a son or daughter’s victory in the pit. Always demanding more. Turning his children against each other, then bringing them back together only to tear them apart again. She hated the Gorumite for his anger and his stubbornness, but loved him for how strong he’d made her. How tough.
When the Gorumite lost his battle with sickness, most of the pupils and disciples he’d forged took it as a rebuke of his creed. They scattered to the winds, and before long, the last of the Inner Iron had left. Anja set forth to the south and east, wandering with the last of the Gorumite’s possessions the others hadn’t taken. There, she’d found the forest she was now trying to escape, and the wolf who’d given her her most recent set of soon-to-be scars.
She picked herself up. Her leg flared in the pain of protest, but she stood on it, not favoring it. She savored the pain as she packed up her bedroll and ate the last of her salted venison. It was going to be a fight to make it out of the woods, but she’d been fighting since she could remember. Anja slung her pack over her back and started walking toward the rising sun, aiming slightly left of it, toward the north.
Personality
Anja is quietly confident. Instead of bragging about her fights in the pit, she simply wears her battle harness, exposing her scars for all to see. Instead of trying to intimidate with threats, she carries herself with a self-assured look. She feels she has a lot to be confident about. None of the people she’s met so far have proven themselves as many times over as she has, outside of her fellow disciples in the Cult of Inner Iron. She knows that she doesn’t know much about the world beyond the Cult’s old hideout on the border of Brevoy and Numeria, but she doesn’t care. Knowing things is someone else’s job.