Elan

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RPG Superstar 2015 Top 16. Goblin Squad Member. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Star Voter. ***** Venture-Lieutenant, South Dakota—Rapid City 2,439 posts (15,032 including aliases). 1 review. No lists. 1 wishlist. 44 Organized Play characters. 22 aliases.


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Fort Inevitable Map map Gardens map

Alright, so I thought I had posted something, which was basically the creature cursing the party and trying to teleport to safety only to botch the concentration check, then the party making short work of it. That did not appear apparently. My bad for not double checking.

That being said, I came here originally to post that I am going on vacation for a few days, will be back late Saturday night so will do a full update on Sunday the 6th. Lick your wounds and prepare for the next chamber!


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Fort Inevitable Map map Gardens map

Alright, last post on this subject just so we can move along; it appears that the party is ok with the lich destruction, but seems to be that if the wish can't be made for good uses, then it should be denied. Is that correct?


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Fort Inevitable Map map Gardens map

Thats okay, cookies are tasty at least.

Faeros continues the party's assault on the undead monster, blessing his weapon against undead before launching his arrow-neous barrage!

Faeros DA Invis Bane arrow @ Graveknight: 1d20 + 18 - 3 + 3 ⇒ (16) + 18 - 3 + 3 = 34
Damage on hit: 1d8 + 5 + 3 + 6 + 2d6 + 3d6 ⇒ (6) + 5 + 3 + 6 + (1, 5) + (6, 5, 3) = 40
Faeros DA Invis Bane arrow @ Graveknight: 1d20 + 18 - 3 + 3 ⇒ (20) + 18 - 3 + 3 = 38
Damage on hit: 1d8 + 5 + 3 + 6 + 2d6 + 3d6 ⇒ (8) + 5 + 3 + 6 + (1, 2) + (6, 5, 3) = 39
Faeros DA Invis Bane arrow @ Graveknight: 1d20 + 13 - 3 + 3 ⇒ (9) + 13 - 3 + 3 = 22
Damage on hit: 1d8 + 5 + 3 + 6 + 2d6 + 3d6 ⇒ (6) + 5 + 3 + 6 + (4, 3) + (1, 3, 4) = 35

Not even bothering with the crit confirm, all three hitting is enough

The trio of holy arrows strike the green crystal embedded in the graveknight's chest, and with one last echoing howl, she slumps over, unmoving.

The last soldier can't survive the party assault, so calling it.

The room is quiet now, allowing ample exploration of chamber which looks like a tattered bedchamber.

Computer is acting up for PDFs for some reason, but will post tonight or tomorrow for more room info and loots.


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Fort Inevitable Map map Gardens map

I will pledge myself to posting at least 4x a week, ideally back to daily although I can't promise that.

Lantern Lodge 5/5 * RPG Superstar 2015 Top 16

1 person marked this as FAQ candidate. 3 people marked this as a favorite.

Admittedly, I am curious about this for the sake of goblin champions that can only select a horse as a mount option and, well, doesn't make sense by any game world standards. Downside is that there isn't goblin dog animal companion stats. I dare say this may be one of the first campaign clarifications!


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Fort Inevitable Map map Gardens map

No worries. I apologize the the quiet this week. Between the 4th, wedding anniversary and wife's birthday, this week has been hectic! Update tomorrow.

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

Sighing and knowing his role, The Scratcher moves up to the table to inspect it, chiming with "If dis kills me, Ima 'aunting yer asses."

Perception at the table and anything that may be on it/under it: 1d20 + 10 ⇒ (15) + 10 = 25


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Fort Inevitable Map map Gardens map

Waiting to hear if I can get this as part of the PbP Gameday for a chance for boons for you guys! We will start on Thursday regardless.

Scarab Sages

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M Ifrit Overwhelming Soul (Kineticist) 7 | HP 52/52 | AC 23 T 14 FF 21 | F +7 R +10 W +4 | Init +8 | Perc +10 | Diplomacy +14

Vassago steps back, not liking the demon being so close. He switched tactical gears and now brings immense fire in both hands and lets it loose up above, searing away the canvas and letting the light pour in from above, hoping to bath both him and Arastrax in the daylight.

Is it a 1 RTA @ tent?: 1d20 ⇒ 6

Damage on hit: 4d6 + 7 + 1 ⇒ (4, 6, 1, 1) + 7 + 1 = 20 +50%

A maybe shot?

Scarab Sages

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M Ifrit Overwhelming Soul (Kineticist) 7 | HP 52/52 | AC 23 T 14 FF 21 | F +7 R +10 W +4 | Init +8 | Perc +10 | Diplomacy +14

Vassago, exhausted from blacking out repeatedly, cannot think of anything else to do but to continue the pushing assault.

Empowered Kinetic Blade @ Blue: 1d20 + 9 - 4 + 1 ⇒ (15) + 9 - 4 + 1 = 21
Damage on hit: 4d6 + 7 ⇒ (5, 6, 1, 5) + 7 = 24 +50%

Pre-emptive Reflex: 1d20 + 10 ⇒ (18) + 10 = 28

Scarab Sages

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M Ifrit Overwhelming Soul (Kineticist) 7 | HP 52/52 | AC 23 T 14 FF 21 | F +7 R +10 W +4 | Init +8 | Perc +10 | Diplomacy +14

Reflex save: 1d20 + 10 ⇒ (17) + 10 = 27

I made one!


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Fort Inevitable Map map Gardens map

Techically, there has to be, or it wouldn't have been a legal choice. But perhaps Nilfyr can trip the turtle and roll it on its back. I hear once that happens, they're done.

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

The Scratcher sighs again. "Ya gotta learn ta protect yo'self mate. I know ya got the lips, guv, but that'll jus' make you better at screamin' fer ya life! Ya need ta turn that into a vishis battle cry!", Scratcher talking to Hinsin as he walks him back to the ship.

Don't die in the next half hour or so :P

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

So as a heads up to all, apparently Handle Animal can be done untrained; the trained only refers to teaching a trick and some special actions. So for next time :P

Scratcher heals his wounds as he follows the party in.

CLW wand on self: 1d8 + 1 ⇒ (5) + 1 = 6
CLW wand on self: 1d8 + 1 ⇒ (8) + 1 = 9

He looks over the others with a confused look on his face.

"Uhh... whut?", is all he can say to the scene in front of him. He then looks to the side and peers to the right.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

Scratcher Int check: 1d20 - 2 ⇒ (5) - 2 = 3

I have an idea... Scratcher, not so much :P But I think GM just gave us a clue that perhaps we need the parrot to sing those notes

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

Scratcher swims towards her hoping that a single move action will get me close enough to try and hit her, retorting between strokes, "Yeah, and me game a' choice is pokah'!"

Swim: 1d20 + 7 + 2 - 1 ⇒ (9) + 7 + 2 - 1 = 17

Tekko-kagi PA @ mean water lady: 1d20 + 10 - 2 - 2 + 2 + 1 ⇒ (15) + 10 - 2 - 2 + 2 + 1 = 24
Damage on hit: 1d6 + 6 + 4 + 2 + 1 ⇒ (3) + 6 + 4 + 2 + 1 = 16

AC is still 25

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

"Oy, need ta vent dis anga sumhow.", Scratcher agrees.

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

Seeing the ship there, off in the distance, now marooned, the Scratcher goes on an epic tirade, a ballad of cursing if you will, below which is the finale this legendary monologue:

"... those cheap, lyin, no-good, rottin, four-flushin, low-life, snake-lickin, dirt-eatin, inbred, ovastuffed, ignorant, blood-suckin, dog-kissin, brainless, dickless, hopeless, heartless, fat-arsed, bug-ayed, stiff-legged, spotty-lipped, cork-suckin', worm-headed sacks of goblin snot dey be! Hallelujah! Holy crap! Where's a potion?"

Grand Lodge

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M Human Snakebite Striker 2/Warpriest 4 HP 54/54 AC: 24 T: 13 FF: 21 F/R/W: +10/+8/+7 Init: +3 Perception: +11 Blessings 5/5

"Aye! Tanks for da grub!", Scratcher waiting a second for the others before he becomes the first to take the offering.

"Xassy, let 'em know what we're 'ere for.", Scratcher says with a mouthful of jerky and macadamias.

Scarab Sages

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M Ifrit Overwhelming Soul (Kineticist) 7 | HP 52/52 | AC 23 T 14 FF 21 | F +7 R +10 W +4 | Init +8 | Perc +10 | Diplomacy +14

"And crabs, mi amigos, is why one should always use protection when entering the unknown."

Vassago then searches among the remains to see if there is anything of note. Taking 20 for a 29 Perception.


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M Dwarf Forgemaster Cleric 7 | AC 25 T 11 FF 24 | HP 66/66 | F +8 R +3 W +8 | Init +1 | Perc +9 | Diplomacy +9 | Runeforge 7/7

Burdock raises an eyebrow to Sivar's uncharacteristically greedy comment. "What did you find?", he asks.

With his darkvision, Burdock peers down the hole to see if there is anything of interest.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Scarab Sages

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M Ifrit Overwhelming Soul (Kineticist) 7 | HP 52/52 | AC 23 T 14 FF 21 | F +7 R +10 W +4 | Init +8 | Perc +10 | Diplomacy +14

Water Shield is up... ummm nothing else I can do. One of the weaknesses of most kineticists :P

Vassago is grateful the combat is short. "Well done! I am pleased this went by much more smoothly than our previous assignment's opening."

At the door, Vassago's language skills come in handy at the door. "More prayers.", he comments, although he notes the securely sealed door.

Before the door is opened, Vassago offers to generate a bit of cooling moisture to stave off the heat for those who need it.

Silver Crusade

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Female Suli Paladin 3/ Monk-Un 4/ CoI 10 | HP 181/181 | AC 28 (39)* T 28 (30) FF 24 (35)* | F +22 R +20 W +21* (22) | CMD 48 | Init +4 | Perc +20 | Smite 3/3 Lay on Hands 12/12 Stunning Fist 14/14 Elemental Assault 17/17 Ki Points 13/14 Inevitable Fist 17/17

Fort: 1d20 + 22 ⇒ (13) + 22 = 35

At Lucian's excited words, Miana smiles. "We have proven ourselves the victors; good has triumphed over evil."

When the party returns to Sandpoint, Miana cannot help but join the others in a bit of relaxed reverly. While perfect demands absolute devotion, Irori has already smiled upon her, no, the party, and now she needed to celebrate with her companions to share in the culmination of their trials. Who knew that what started as a quest to embetter herself while aiding a small town with goblins and other minor monsters would turn into a world-changing battle to stop an evil as old as the gods.

The next day, Miana continues her training, looking over the school she started in Sandpoint. It is the outcropping of a small part of her that wishes to end her journey, share her knowledge, skills and experience with others, and perhaps settle down. And for a year, she stayed, writing down her techniques, religious writings, and philosophical musings to pass down. But after one full year from Karzoug's defeat, she prepares to leave Sandpoint once more. While Varisia has been saved from a major evil, there is still villainy across the land and staying in the small town would inhibit her growth as she ever moves closer to the divinity of the Perfected One.

Of all her allies, she will miss Lucian the most, the way he smiled at her during campouts and celebration. She knew that he had an eye for most women, but she could feel an attraction to the young Varisian. But she had to leave quietly, leaving just a note to her friend as her oath to Irori demanded her undivided attention. Maybe once she achieved true enlightenment, she could return, but for now, she walked her own path sure of herself from challenges bested from the friends she found after a fateful Swallowtail Festival...

Lantern Lodge RPG Superstar 2015 Top 16

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@Hobit: I think I have a boon that could help; PM me your email address.


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Sanctum Map

As a GM, I hate railroaded the party, but sometimes it must be done. In particular, it's the only way to complete this module because of the time lock.

So who knocks on the door and asks politely?


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Missing maps Missing handouts

I'm good with that Declyn!

Lantern Lodge RPG Superstar 2015 Top 16

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How about a warpriest? Could be a warpriest of Asmodeus or some strict LN god. I think there's even an archetype that eventually grants smiting if he wishes it (Champion of the Faith).

Depending on the spell, you could perhaps make a concession on allowing an antipaladin spell or two as a warpriest spell, although it may be a bit of a balancing act, particularly for the higher level spells.

Johnnycat93's suggestion is also a fair idea (at least LE can/should be reasoned with).

Silver Crusade

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Female Suli Paladin 3/ Monk-Un 4/ CoI 10 | HP 181/181 | AC 28 (39)* T 28 (30) FF 24 (35)* | F +22 R +20 W +21* (22) | CMD 48 | Init +4 | Perc +20 | Smite 3/3 Lay on Hands 12/12 Stunning Fist 14/14 Elemental Assault 17/17 Ki Points 13/14 Inevitable Fist 17/17

Seems you turned a deaf ear to Seal GM and now he's popped. Perhaps if you were more forthcoming with this kernel of truth, he wouldn't have to stalk your project. Shucks, it's amaizing he didn't become a lifeless husk waiting.

Corn.

:P

Incidentally, I'll be out of town 9/16-9/18, but compared to others, that really isn't too big of a problem right now :P

Silver Crusade

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Female Suli Paladin 3/ Monk-Un 4/ CoI 10 | HP 181/181 | AC 28 (39)* T 28 (30) FF 24 (35)* | F +22 R +20 W +21* (22) | CMD 48 | Init +4 | Perc +20 | Smite 3/3 Lay on Hands 12/12 Stunning Fist 14/14 Elemental Assault 17/17 Ki Points 13/14 Inevitable Fist 17/17

Is it a 1 Fort?: 1d20 ⇒ 9
Damage on failure: 8d6 ⇒ (2, 3, 5, 4, 6, 5, 6, 3) = 34
Is it a 1 Will: 1d20 ⇒ 17
Wisdom drain on failure: 1d4 ⇒ 1

Miana resists the first pulse.

Is it a 1 Fort?: 1d20 ⇒ 5
Damage on failure: 8d6 ⇒ (2, 3, 5, 3, 1, 6, 5, 3) = 28
Is it a 1 Will: 1d20 ⇒ 2
Wisdom drain on failure: 1d4 ⇒ 3

When the second passes though, she realizes that eventually, despite her resolution, her mind will slip.

Since it seems like we'll be here much longer than a couple of minutes; don't want to be a liability and waste resources.

Miana accepts the Thassilonian ring from Lucian; still uneasy about accepting the relic of an evil empire, she does her best to cope. "I guess this isn't how you were expecting to give a ring to a woman.", she jests.


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Deepmarket handouts Deepmarket maps

After returning to the Grand Lodge, the party waves farewell to Benson, who is off on adventures in the mainland of Avistan. Everyone else, though, gets little rest in Absalom before being whisked away to another vessel to an even farther location: Goka in Tian Xia.

As the early dawn’s light crests over the Wall of Heaven mountain range, the Lantern Lodge is already bustling with activity. The sound of clashing swords echoes in the air from a nearby training area, and a group of Pathfinder agents silently meditates in the front courtyard. The lodge’s doors open, revealing a long corridor and a faint floral aroma wafts gently in the air. Sturdy shelves laden with artifacts from all corners of Tian Xia line the corridor’s walls. Venture-Captain Amara
Li emerges from a door labeled “Taldor Room” in a fine cherry-red kimono.

"Good morning, Pathfinders. I hope your travels have been safe and enjoyable," Li says. "Please, come inside.” The Taldor
Room is an opulent meeting space with a solid mahogany table and ornately carved chairs. Its walls are adorned with ornamental weapons and portraits of noble families in resplendent finery. Elegant porcelain teacups and plates sit in front of each chair, and several platters of fruit, cakes, and cheeses occupy the center of the table, surrounding a steaming pot of tea.

The venture-captain pours herself a cup of tea and continues, [b]"As I’m sure you are aware, the Grand Lodge was attacked a few months ago. Since then, the Society has been following any and all leads that could help us find and arrest the Aspis criminals behind the assault. From Varisia to Nirmathas to Absalom itself, the Society has successfully gathered a substantial amount of information about Aspis operations. We have combined our own resources with the reports of a turncoat within the Consortium whom we have taken to calling ‘Three Rings’ to create a list of vital Aspis operatives all across Golarion. One in particular, Tseka, lives beneath Goka, in a warren of tunnels and ruins called
Undermarket. Specifically, she lives in its deepest levels, known as Deepmarket. Tseka works from the shadows, and makes most of her profits from black market trades. Deepmarket is a dark and dangerous community of criminals, thieves, and outcasts. Those who don’t know the area or have connections to protect them make easy targets. I recommend using a little subterfuge to help yourselves blend in, and to give Tseka as little time to prepare for your approach as possible."

The venture-captain places a small wooden chest on the table and says, "To get inside Deepmarket, I propose that you pose as smugglers bringing in a fresh round of contraband. Once there, find Tseka. We know that she has valuable information, so do everything in your power to bring her back alive, and collect whatever documents you find in her base of operations. I do not know where within Deepmarket she resides. Gather what information you can from the locals in Undermarket, and seek
out a guide to help you navigate these treacherous waters. Do you have any questions?"

Sovereign Court

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Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

"eh, still got another shot even after that, and I can get another pair after the mission. The cost on these things is great for a martial who wants to be able to chip in for those 'oh crap' moments. And makes for a better story when we interrogate the naga later :)

Sovereign Court

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Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

As someone who has GM'ed this... I would still give full credit even jumping in at this point. It would be more detrimental to the person if they did not get full credit (particularly in the XP portion). There is a couple of things that we'll have to catch up on, but that is my take. Of course, it is the GM's prerogative on that.

Lantern Lodge 5/5 * RPG Superstar 2015 Top 16

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Even then it wouldn't work since you have to be able to add your Strength modifier to the damage to allow you to replace it with your Dex mod. Same reason why you can't use Slashing Grace or Finesse Training with an elemental annihilator's devastating infusion attacks.

But otherwise, I am still pro-Unchained Eldritch Scoundrel :)

Lantern Lodge 5/5 * RPG Superstar 2015 Top 16

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My table managed to avoid the final combat and had a very short combat in the Nail. They managed to poison the stew and every guard who ate the stew except 1 succumbed to the poison. That guard screamed and was quickly knocked unconscious, but the remaining guard (the one at the entrance since he got the short straw to wait on lunch) happened to roll low enough and missed his Perception...

After spending some time to stage the barracks, the party wasted little time clearing out the majority of the compound, getting the good stuff out the vault, office, and prison successfully, thanks to the party rogue having hot dice and the party expertly solving the puzzle (with compliments on it).

The chase was fun as the party was quite creative causing distractions, including Ferris Bueller'ing the parade, tackling mimes, and summoning a holy octopus.

Despite avoiding massive beatdowns, the players enjoyed themselves.

A+, would run again.

Sovereign Court

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Male Half-orc Urban Barbarian 1/Blood Conduit 1/ Martial Artist 11 HP: 112/112 AC:26 (29)* Touch: 25 FF: 22 (25)* F/R/W: +16/+13/+13 CMD: 41 Percep: +19 Init: +5 Controlled Rage: 10/10 Bloodrage 7/7 Stunnning Fist 18/18 Elemental Fist 11/11

GM:

That outta appease Baron Foppy Dalsine... I swear, someone outta cut his head off for requesting such a silly task.

Lantern Lodge 5/5 * RPG Superstar 2015 Top 16

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Honestly, I don't know how it could be written for core rogues only. As I noted above, a core rogue is incredibly underpowered as an Eldritch Scoundrel. In fact, a core rogue Eldritch Scoundrel is only a couple steps above the adept NPC class for the first 2 levels.

As far as dipping: three level is a heavy dip for most classes/builds. Compared to dipping three into a base unchained rogue, the trade-offs would be around 4 level 1 spells per day, the cantrips, and trap spotter for magical traps versus 1d6 sneak attack, a rogue talent of your choosing, and 12 skill ranks. While the magical potential should be noted, it's comparable to a 2 level dip into fighter to get the bonus feats for Dervish Dance and a single level dip into wizard.

Lantern Lodge 5/5 * RPG Superstar 2015 Top 16

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I would like to request that the unchained rogue be legally allowed to use the Eldritch Scoundrel archetype from Arcane Anthologies in PFS play.

Caveat: If the allowing the archetype for the unchained rogue is being reserved as a chronicle or boon reward, then see this a post of love for a cool, flavorful archetype.

Using Jiggy's excellent post that got Magical Knack legalized as the basis of the post and noting the copied premises below.

Premise: An option is banned only if it conflicts with the nature or goals of the campaign (unless it is reserved as a boon reward for later).
Premise: An unchained rogue Eldritch Scoundrel does not conflict with the nature or goals of the campaign.
Premise: The power increase of an unchained rogue Eldritch Scoundrel to a core rogue Eldritch Scoundrel is not greater than the power increase of an unchained rogue to core rogue for other archetypes.
Premise: The unchained rogue is not overpowered compared to other similar classes.
Conclusion: The unchained rogue should be allowed to take the Eldritch Scoundrel archetype.

-------------------------------

Reasoning:

Premise #1:

Note, this is almost exactly what Jiggy posted nearly 3 years ago and noting that I am using his words here.
As I see it, there are two ways of looking at content legality in PFS.

One method is that nothing outside the Core Assumption is allowed, unless it appears to specifically benefit the campaign. That is, when a new book comes out, we "start" with everything banned, and then Mike looks through it and sees something and says "Hey, X would make the campaign better" and makes an exception for it (i.e., legalize it).

The other method is that new content is generally legal, unless it appears to specifically hurt the campaign. That is, when a new book comes out, we "start" with an assumption that its content will be legal, and then the OPC/PFS developers looks through it and sees something and says "Hey, X would cause problems with the campaign" and makes an exception for it (i.e., ban it).

It is my understanding that the latter is the stance of PFS leadership, hence Premise #1.

Premise #2:

This section is also nearly word from word of Jiggy's argument, but repeating it as I believe this to be true for the Deep Marshall.
I am not aware of any aspect of the campaign with which an unchained rogue Eldritch Scoundrel conflicts.
It does not directly affect wealth.
It does not invite unregulated customization.
It does not skirt alignment restrictions.
It does not slow down gameplay.
It does not have canon issues.
It does not skirt PvP rules.

I contend that this is not the case. In fact, it cannot be this case because the Eldritch Scoundrel is legal for core rogues, and unchained rogues are legal, too, which means that both of the base parts do not conflict with the campaign system.

Thus, I contend that an unchained rogue Eldritch Scoundrel does not conflict with any aspect of the campaign.

Premise #3:

If the unchained rogue Eldritch Scoundrel is to be considered overpowered over a core rogue Eldritch Scoundrel, then the comparison must be made across other archetypes using an unchained rogue vs core rogue.
Note: I am not good at number theory crafting, so this will be a bit more subjective than I prefer.

What an unchained rogue offers
The easy part of the comparison is that the unchained version of the rogue nearly just adds or improves the core rogue abilities. There is some contention of the rogue tricks list for an unchained rogue; while I believe the unchained one is superior, the fact that it misses some recently added rogue tricks is noteworthy. Here is what is added in base abilities:

  • Finesse Training (new): This single ability allows the unchained rogue greater combat ability by granting free weapon finesse and eventually Dex for damage for a weapon of the unchained rogue's choice.
  • Sneak Attack (improved): While the core rogue has it, the wording for the unchained rogue works better as concealment no longer prevents sneak attack (total concealment still does).
  • Rogue Talents (revised): Many core rogue talents were replaced, some new ones added, some removed for unchained rogue use, and others left unchanged and legal for unchained rogue use. Overall, I believe that the updated talents are an improvement over the core rogue talents (powerful sneak/deadly sneak, minor/major magic, and resiliency come to mind).
  • Danger Sense (improved): A slightly improved version of trap sense and counts as trap sense for archetypes and prerequisites.
  • Debilitating Injury (new): Another radical new ability that allows the unchained rogue her choice of scaling debuffs to apply when sneak attacking.
  • Rogue's Edge (new): The last unique ability to unchained rogues is the ability to use the skill unlocks listed in Pathfinder Unchained. It scales slowly and in PFS, an unchained rogue will only unlock 2 skills in her normal career.

Listed here, there are three brand new abilities unchained rogues have over core rogues. As of the time of this post, there are not any rogue archetypes that replace these abilities. That means every single unchained rogue with an archetype will have those abilities over a core rogue with the same archetype. Since the unchained rogue is legal for those other archetypes, then it must be assumed that those abilities are not overpowered. Which means that if the unchained rogue Eldritch Scoundrel is to be considered too overpowered compared to a core rogue Eldritch Scoundrel, it must be one of the three remaining ability updates: sneak attack, rogue talents, and danger sense.

However, the Eldritch Scoundrel archetype affects all three of those abilities! The sneak attack and rogue talents are effectively cut in half and don't come online until level 3 and 4 respectively. If the unchained rogue's sneak attack and talents are deemed superior to the core rogues, the archetype actually affects the unchained rogue more negatively than the core rogue by restricting the more powerful abilities! Meanwhile, danger sense is replaced by a special magic only version of trap spotter. Again, replacing the (slightly) superior danger sense for the unchained rogue technically affects the unchained rogue more than the core rogue.

Thus, I conclude that the unchained rogue Eldritch Scoundrel is not vastly overpowered to the core rogue Eldritch Scoundrel as compared to other rogue archetypes that are legal for both the unchained rogue and core rogue.

Premise #4:

The only other reason why the unchained rogue would be banned is if it was considered overpowered to other classes. As the comparison to rogues has already been made, I'll go with two other classes that will be most similar to it: wizard and magus. As noted before, I am not a theory crafter and some points may be more subjective than I prefer, but please bear with the arguments.

Unchained Rogue Eldritch Scoundrel vs base wizard (no archetypes)
At level one, the unchained rogue will have the following class abilities/features over the wizard.

  • 2 more skill points per level. Higher compared to a wizard, but worse than a rogue without an archetype.
  • Higher HP: Always meaningful at the low levels.
  • Better weapon proficiencies: While the wizard can only use five weapons, all simple weapons and a few specialty weapons are at your disposal.
  • Finesse training: Free weapon finesse at level 1.
  • Trapfinding: Bonus on finding and removing traps and can remove magical ones looking at you explosive runes.

Meanwhile, the wizard has over the Eldritch Scoundrel:

  • School powers: These vary by the specialized school, but it will vary from minor defensive buffs to some offensive abilities to supplant the low level spellcasting. In either case, it's another option for a wizard besides 'cast a spell' and 'hit things with a stick'. Also, unless you go universalist wizard, this means an extra spell per day, too, all at the cost of making some spells harder to cast.
  • Free Spell Focus feat: From PFS rules, it replaces the Scribe Scroll feat you would gain, making your spells of choice harder to resist.
  • Arcane bond: You get your choice of cool little intelligent companion that grants some passive buffs or the ability to get an extra spell cast per day.

Same between the two classes:

  • Armor proficiency: Neither one can wear armor without risking arcane spell failure, nor have proficiency in any armor.
  • Base spellcasting ability: Both classes can only cast a base single level 1 spell without having an high intelligence. Of course, a wizard can increase that based on school choice and arcane bond choice, but ignoring those abilities, both classes cast the same base number of spells from levels 1-2.
  • Same starting initial BAB progression: From levels 1-2, both classes will have the same BAB score.

Comparing the two classes, the eldritch scoundrel will have more melee options thanks to finesse training, while the wizard can get more magical abilities and potentially more spellcasting.

Jumping to level 3, both classes begin to diverge greatly. The unchained Eldritch Scoundrel will get a far greater melee ability with another BAB increase, sneak attack, dexerity modifier to damage for a weapon of her choice, and effectively trap spotting for magical traps and 1 more level 1 spell/day over the base wizard spellcasting.

Meanwhile, the wizard will hit level 2 spellcasting. It doesn't seem like much as a single line, but the wizard will add 1-3 spells per day he can cast, at a minimum equaling the total number of spells per day as the Eldritch Scoundrel and more than likely being superior and that is not even counting the new spell options granted to the wizard. At this point, trade off between the two is melee options for the Eldritch Scoundrel for more powerful spells.

Level 4 is where the Eldritch Scoundrel arguably sees a power increase over a wizard. The Scoundrel now gets his level 2 spells, albeit wizard base spellcasting will have at least 1 more level 2 spell over the Eldritch Scoundrel. The Scoundrel, though, will get Debilitating Injury for a nice melee debuff and now get her first rogue talent for more supporting options.

But at level 5, the wizard takes the reigns once more and holds onto them for the rest of their career. The unchained rogue Eldritch Scoundrel will still have 1 more BAB over the wizard, more HP, and now gain a Skill Unlock, but the wizard gets 3rd level magic while the rogue will have to wait another 2 levels for such power wherein the wizard will be touting 4th level magic. And as a bit of extra icing on the cake, the wizard also gets a bonus feat, too (which could arguably be seen as equal to the Skill Unlock the unchained Eldritch Scoundrel gets).

Thus, I believe that the two classes are somewhat equal at low levels before the wizard's greater spellcasting ability will significantly overshadow what the unchained rogue Eldritch Scoundrel can do. The Eldritch Scoundrel will have better melee abilities than the wizard to make up for the weaker spellcasting.

Unchained Rogue Eldritch Scoundrel vs base magus
The comparison here will be easier to account as both use the same spellcasting progression and have the same HD and BAB increase. Thus, looking at the initial abilities at level 1

unchained rogue Eldritch Scoundrel over base magus

  • More skill points: Same as the wizard, the Eldritch Scoundrel will enjoy 2 more skill points over the magus.
  • Finesse Training: Free weapon finesse and eventual Dex to damage.
  • Trapfinding: To find and remove those hard to get to traps, including magical ones.

Base magus over unchained rogue Eldritch Scoundrel

  • Better saves: The magus has 2 high saves versus the rogue's single.
  • Better armor profiencies: Can wear light armor and cast spells in it, too.
  • Better weapon proficiencies: All martial weapons encompasses what the rogue can use and then some.
  • Arcane pool: A scaling buff to the magus' weapon
  • Spell combat: Two weapon fighting where one of the weapons is a spell.

Comparable between the two classes:

  • Spell list: The magus has a smaller spell list, but has plenty of solid offensive spells and will get some spells at a lower spell level as compared to when the Eldritch Scoundrel will get it. The Eldritch Scoundrel, though, will have a far wider spell selection at her disposal.

In this case, at level 1, the magus is more melee suitable with better weapon and armor choices as well as the ability to buff the weapon right at the get go. The magus will have spell combat, but the accuracy hit at level 1 is noteworthy. The Eldritch Scoundrel has more skill options and gets a bonus feat effectively. At level 1, I call it a wash between the two classes.

At level 2, the magus is superior offensively with spellstrike being added. The Eldritch Scoundrel only gets evasion. Magus is superior at this point.

Level 3, it balances out with the unchained rogue Eldritch Scoundrel now having Dex to Damage and sneak attack while the magus gets his first magus arcana to enhance his abilities. These vary, but effectively, I see the two classes as closer to equal at level 3.

Level 4 is similar as the unchained rogue Eldritch Scoundrel gets Debilitating Injury as a debuff and her first rogue talent while the magus gets Spell Recall to improve his spellcasting potential.

From this point on, the magus slowly gets more unique abilities while the unchained rogue only gets a skill unlock for something unique. The magus offensive power goes up with the arcane pool becoming more powerful, heavier armor potential, and bonus feats while the unchained rogue Eldritch Scoundrel will just add to the sneak attack dice and rogue talents.

Overall, while I see the magus as somewhat superior offensively due to spellstrike and better defenses, the Eldritch Scoundrel has more passive abilities that will remain useful if spellcasting is not an option. The Eldritch Scoundrel will also have a better choice of spells to choose from as well.

Note: It should be mentioned that in fact a core rogue eldritch scoundrel would be incredibly underpowered compared to a core rogue without an archetype at levels 1 and 2. It would be an inferior wizard or magus without any other class abilities excepts casting 1-2 level 1 spells and some cantrips. Even at level 2, the only thing gained would be evasion (a passive, defensive abilitiy) and another level 1 spell, making it far weaker than the wizard in spell potential, having the same BAB as the wizard, the lack of school powers, and the lack of an arcane bond. Compared to the magus, the magus is better armored, and will have spellstrike and spell combat come online at that point as well as the arcane pool ability to enhance his weapons. And without the unchained rogue abilities that keep the Eldritch Scoundrel capable compared to those two classes, the core rogue Eldritch Scoundrel is markedly inferior.

Thus, comparing the unchained rogue Eldritch Scoundrel to a base wizard and base magus, I contend that it is not overpowered compared to the other two classes.

With all those premises made, I conclude that the Eldritch Scoundrel should be a legal archetype for the unchained rogue to take.

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I would like to request that the Deep Marshal magus archetype from Arcane Anthologies become legal for PFS play.

Caveat: If the archetype is being reserved as a chronicle or boon reward, then see this a post of love for a cool, flavorful archetype.

Using Jiggy's excellent post that got Magical Knack legalized as the basis of the post and noting the copied premises below.

Premise: An option is banned only if it conflicts with the nature or goals of the campaign (unless it is reserved as a boon reward for later).
Premise: Deep Marshal does not conflict with the nature or goals of the campaign.
Premise: Deep Marshal is not overpowering or identified as a must have that will override other magus options.
Conclusion: Deep Marshal should not be banned.

-------------------------------

Reasoning:
Premise #1:
Note, this is almost exactly what Jiggy posted nearly 3 years ago and noting that I am using his words here.
As I see it, there are two ways of looking at content legality in PFS.

One method is that nothing outside the Core Assumption is allowed, unless it appears to specifically benefit the campaign. That is, when a new book comes out, we "start" with everything banned, and then Mike looks through it and sees something and says "Hey, X would make the campaign better" and makes an exception for it (i.e., legalize it).

The other method is that new content is generally legal, unless it appears to specifically hurt the campaign. That is, when a new book comes out, we "start" with an assumption that its content will be legal, and then the OPC/PFS developers looks through it and sees something and says "Hey, X would cause problems with the campaign" and makes an exception for it (i.e., ban it).

It is my understanding that the latter is the stance of PFS leadership, hence Premise #1.

Premise #2:
This section is also nearly word from word of Jiggy's argument, but repeating it as I believe this to be true for the Deep Marshall.
I am not aware of any aspect of the campaign with which Deep Marshal conflicts.
It does not directly affect wealth.
It does not invite unregulated customization.
It does not skirt alignment restrictions.
It does not slow down gameplay.
It does not have canon issues.
It does not skirt PvP rules.

I contend that this is not the case.

The one point that the Deep Marshal affects wealth is that at level 3, it grants free ranks in Profession: Miner which can be used for Day Job checks. However, even with good boons, this doesn't add up to a lot of gold over the standard PFS career. Assuming a solid 25 for the Day Job check for 50 gold a session, playing normal progression, and only playing 1XP scenarios or modules, that is only about 1,350 gold between the beginning of 3rd level to level 12.

Thus, I contend that Deep Marshal does not conflict with any aspect of the campaign.

Premise #3:
If the Deep Marshal is to be considered overpowered, then it needs to be compared to the base magus.
Note: I am not good at number theory crafting, so this will be a bit more subjective than I prefer.

Deep Marshal vs base magus

Pros over base magus

  • base medium armor access and gets heavy armor access far sooner than the base magus.
  • At 3rd level, gets 1/2 the enhancement bonus to caster level while wielding dwarven themed weapons or the full bonus to overcome SR checks.
  • At 3rd level, gets bonus ranks in Knowledge: Dungeoneering and Profession: Miner and uses the Intelligence modifier instead of Wisdom modifier for the Profession: Miner.

Cons under base magus
  • Can only use dwarven themed weapons for the three core magus abilities: arcane pool, spellstrike, and spellcombat. Note that these weapons do not work very well for burst spell strikes due to the low crit threat range as compared to other popular magus weapons (rapiers, scimitars, etc.)
  • Gets less arcane pool points compared to the base magus at 1/3 magus level + Int modifier instead of 1/2 magus level + Int modifier. Over a standard PFS career, this accounts for 2 fewer arcane pool points by level 12.
  • Does not get a magus arcana until level six as the ability that replaces the first arcana at level 3 isn't an arcana itself, so the magus arcana class feature does not exist yet. This also means FCB that add magus arcana or feats to add more magus arcana cannot be selected until over halfway through a deep marshall's career.

Even comapred with base magus
  • Adds some wizard crafting, earth-themed, and abjuration spells to the magus spell while losing enchantment, illusion, or necromancy spell capabilities. I see this as even as the useful spells lost are arguably even with the useful spells gained.

To me, it seems somewhat even. The deep marshal has more defensive options between better armor earlier than the base magus and gets abjuration spells for other options I admit this is subjective, and depending on playstyles, this may be more or less point of contention. Offensively, the weapon selection is more restricted, but this is balanced by the potential caster level increase and bonus to spell resistance checks. The base magus, meanwhile, can use any weapon he/she feels like using and can more often get spellstrike crits using the higher crit range weapons that the Deep Marshall cannot use.

One thing that should be noted is that the caster level increase can never exceed +2 as the caster level increase is 1/2 the weapon's enhancement bonus and weapon enhancements cannot exceed +5. This also means that the weapon needs to have a +4 modifier to get the +2 CL boost. The absolute earliest this could occur would be level 5 as it would require using a +2 enhancement bonus via arcane pool and having a +2 weapon which requires 27 fame, with level 5 being the earliest that can occur. That will eat up about half a PC's wealth in most cases. The most obvious benefit will come from spells enhanced by Intensify Spell or those few spells that provide additional rounds/effects based on level (acid arrow and scorching ray come to mind).

Thus, I conclude that the Deep Marshall should be made for PFS play. The archetype trade-offs are fairly even and it does not disrupt the campaign setting or organized play rules.

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First, you need to redeem the code from Humble Bundle using Paizo's Humble Bundle redemption page.

If you don't have a Paizo account, you'll need to create one. Otherwise, just log in!

After that, you can take one of the redemption codes from your Humble Bundle page and enter it in the Humble Bundle Redemption Code textbox. Type or copy/paste the code in that box, then click on the Redeem button. The page will eventually refresh and state what products were added to your account from the code.

After you're done entering codes, go to the My Downloads page and download your PDFs!

The downside is that due to all of the orders coming in, the downloads are going really slowly, if at all. Just be patient and you'll have your PDF goodness!

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The Amulet is the most straightforward.


  • A Belt of Giant Strength to enhance the Strength score will come in handy.
  • Monk's Robes will increase the unarmed strike damage die and boost your AC
  • Deliquescent Gloves will give that hand's attacks the corrosive property for an extra 1d6 acid damage. It'll also give you benefits fighting oozes without harming yourself. This one is in Ultimate Equipment.

If the monk is going to be Strength-based, I'd also suggest going the Dragon Style route for an extra 50% Strength mod to your unarmed strikes; or 2x your Strength mod for the first attack. Being able to charge through allies/difficult terrain is icing on the cake.


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Deepmarket handouts Deepmarket maps

After the long heat of Mwangi, the party heads to Katapesh for heat of a different kind. They also say farewell to Shasta, who has been reassigned to a mission in her native Varisia, but instead are met with a familiar face to some of the party.

Cue Benson entry :)

Venture-Captain Roderus sits at his desk in the lodge beneath the popular Winding Road Inn in Katapesh. Maps cover every wall of his workspace, and precarious stacks of journals and papers nearly reach to the ceiling. The venture-captain glances up from his work. "Welcome, Pathfinders. I hope your journey here was not too arduous. I have a fascinating assignment for you." He plucks a single sheet of paper
from the middle of pile on his desk. "This is a letter from the Osiriani investigator Amenira, who works with the Temple of the All-Seeing Eye. Mercy, the town she mentions in her reports, wasn’t even on our map until now. It’s a small settlement out in the Mana Wastes. Magic is unpredictable out in the Wastes, and it sometimes coalesces into deadly storms. People in Alkenstar reported seeing one of these magical disturbances heading in the direction of Mercy, but the town weathered the
fearsome storm without so much as a scratch."

At this point, the veteran Venture-Captain hands a sheet to the party to review before he continues.

Handout is provided under the Handouts link:)

DC 15 Kn: Religion:

The Temple of the All-Seeing Eye is the most prominent temple to Nethys, the god of magic.

The venture-captain clears his throat before he continues. "One of my contacts at the temple received this missive from her four months ago, and he hasn’t heard anything from her since. I’m sending you to Mercy to figure out why. If she’s still there, ask her why she hasn’t contacted anyone in months and help her finish her investigation; if she isn’t, find out what happened to her. While you are there, see how much of the mystery of Mercy you can unravel. Several of the clergy within the temple are intensely curious about why the mana storm didn’t level the town, and so am I. I will gladly provide you with additional pay for the information that you retrieve. I’ve booked a ship to the city of Alkenstar, which is a few days’ journey from Mercy itself. The ship departs in three hours. If you have any questions, ask them now. You’ll have time to purchase supplies when you arrive."

Question time!


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Fort Inevitable Map map Gardens map

Improved grammar :)


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M Dwarf Forgemaster Cleric 7 | AC 25 T 11 FF 24 | HP 66/66 | F +8 R +3 W +8 | Init +1 | Perc +9 | Diplomacy +9 | Runeforge 7/7

*SNK....SNOOOOOOORE*

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They can deal lethal damage. If blunt arrows only dealt nonlethal damage, it would have it stated in the profile, like the sap does.

CRB quipment chart

EDIT: Looking at the PRD text for blunt arrows, it says that it's the same -4 penalty to have a lethal weapon deal nonlethal damage. That would then mean that blunt arrows typically do lethal damage, else why the penalty.

Blunt arrows equipment page

There isn't a need for a PFS ruling on it because your GM was incorrect.

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That's why he was going to go Urban Barbarian; the Controlled Rage allows him to maintain a clear mind and thus have no qualms about using patience or concentration like stuff :)

I have a level 12 Urban Barbarian/Martial Artist myself and I enjoyed him. Went full Dragon Style tree and I enjoy his overall resilience on top of being a melee beatstick.

Silver Crusade

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M Halfling Hospitalier with Oath of Charity 8 HP: 48/60 AC:25 Touch: 17 FF: 21 F/R/W: +12/+11/+13 CMD: 24 Percep: +10 Init: +4 Charitable Hands 7/9 Smite Evil 2/2 Channel 7/8 Adaptable Luck 2/3

Let's do something quick in the northeast to get that cleared to yellow!

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I for one welcome our new PFS Overlord Campaign Coordinator.

Lantern Lodge RPG Superstar 2015 Top 16

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I have something similar, although I went separatist cleric for the Defense domain.

I also went Fateful Channel at level 5 so there was benefit for me channeling even if the healing wasn't necessary.

Channel Force isn't bad for the alternate channel options, but it really negates the cool options you'll get with Twinned Channel. It may be worth it later, but Quick Channel will be more beneficial when you'll need to mass AoE heal/damage on top of casting a spell, which would arguably come up more often.


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M Half-orc Hex Channeler Scarred Witch Doctor/7 | HP 72/72 | AC 15* T 12 FF 11 | F +10 R +6 W +8* | CMD 15| Init +2 | Perc +1 | Sense Motive +1 | Diplomacy +3 | Channel Energy 6/6

"Hmm... perhaps... give 'em a cool name! Like boots of amazing agility, or socks of surprising finesse.", ideas flooding the half-orc's mind. "Could use your help on this Cobbler; Dick here could be your first customer!", Kharax giving what would be a toothy smile if his face wasn't hidden behind the notched wooden and iron mask.

Seeing Maruf's impatience, Kharax nods. "Yeah, let's finish this. There's still a f&*@!%$# torch to light, amirite Cobbla?"

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