Cayden Cailean

Boozehammer's page

Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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These are great, thank you all! I'll be sure to request these for our next local game day!


I recently 3D printed a ship for tabletop gaming and am itching to use it. So, what are your favorite PFS Scenarios with ships or water-based?


So, below you'll find the build I've been working on. I've actually decided to take a lvl in fighter as well to gain an extra feat, so it's made it a little complicated. Would y'all mind looking at it and given critiques/corrections?
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Medium 1/ Bloodrager 10/ Fighter 1
Ganzi – CN

20-Point Buy:
STR 16 (18 lvl 4, 20 lvl 8), DEX 13, CON 16 (18 lvl 12), INT 8, WIS 12, CHA 12

To Hit:
1- +5/+7 (w/ Champion Spirit)
4- +9/+11/+15 (w/Spirit & Rage)
8- +15/+13/+17
12- +19/+21/+25

Traits: Community-Minded, Reactionary

Bloodline: Aberrant

Feats:
1 - Spirit Focus (Champion)
3 - Raging Vitality
5 –Aberrant Tumor (Scorpion, +4 Init)
7 - Combat Reflexes (Bloodline), Lunge
8 - Power Attack (Fighter)
9 - Improved Critical
11 - Raging Brutality, Iron Will (Bloodline)

Bloodline Powers:
2 - Staggering Strike
5 - Abnormal Reach
10 - Rage Powers, Internal Fortitude

Spells:
1- Enlarge Person (Bloodline), Long Arm, Shield
2- Ironskin


Hello, Pathfinder community! I am currently attempting to build a Ganzi character concept and am looking for suggestions for multiclassing. Attempting to stick to the chaotic narrative of the race, I am hoping to multiclass utilizing the CHA racial boost. My first thoughts were to use a Bloodrager/Medium build to take advantage of the Champion Spirit to boost the Bloodrager's melee prowess. The advice I seek is then twofold:

1.) Is there a way to make this build viable and competitive?
2.) If so, what class features and feats would you suggest I take to make this build work?


Greetings adventurers! The group I am running is currently in book 2, and will soon be approaching Foxglove Manor. We typically play on Roll20, but have a long weekend getaway planned where will play in person. Once we begin this in person session, the PCs should be just begining assault on the manor.

I want to make our in game sessions special and wonder, has anyone in this community ever created 3D print models for the Manors layout?


Steven Schopmeyer wrote:
A Take 10 Perception of the room is one round. Just as efficient.

Not if they don't enter the room.


Ward Davis wrote:

Given that we had a flimsy disguise as Torch agents, we tried to create as little evidence that could be tracked back to the Society as possible.

For anyone GMing this, maybe drop a line about framing Torch? Might give the group all the incentive they need to toss the place. Other ways to lead the group include Emilio wanting his gear back (in the majordomo room), him admiring the wine in the cellar if the group really not even stopping to look, or dropping some comments that maybe the Lady has more archaeological finds in her personal room.

This is a great way to approach the exploration issue. Our party had a similar issue where a few bothced disguse a stealth checks quickly revealed their identities. Bad rolls up front can cause a sense of urgency in PCs that may result in loss of loot in hopes to protect the Society.


Steven Schopmeyer wrote:
They didn't think they needed to be thorough in learning everything they can about a potential enemy of the Society. That's reasonable, but it's also reasonable to say 'that is not going above and beyond on a mission'. Full gold is never the expectation, despite the perception that it should be.

You say thorough, I say efficient. Their mission was to not make the Society's presence know, so they decided to get in and out as quickly as possible.

Regardless of your critque of my players decisions, ultimately they still decided not to explore the areas with the most loot. I simply want to bring this to the attention of other GMs as a headsup for possibility outcomes when running the scenario.


Steven Schopmeyer wrote:
You do not have to steal anything to earn the chronicle gold. Exploring the manor is what earns you the gold.

Along with Lau's thoughts, the party didn't want/need to explore the Manor because: a) they thought it would be questionable to rummage someone's place & b) it was a fast rescue mission. They wuickly found Emilio, then straight to the library, and got out before reinforcements arrived.

Thus, they didn't feel the need to explore the rest of the Manor, even after tempting them with it via Emilio.


Vamp by Day wrote:
Excellent point, but I think the ruling still stands. Away is actually defined in pathfinder (it comes up with things like fear). The dude has to end up farther away from you than he started. I guess the 'step up' training is to watch for enemies backing up, and you don't care if they are circling you. On the mechanical side if things, taking a step every time someone else takes a step would be very powerful, as it would make escaping from flanking about 3 times as hard.

*Casts Raise Dead on thread* I know this is a dead thread, but might anyone a reference to Vamp's AWAY definition?

I'm telling with step up in one of my games right now and want to be able to show a PC exactly where this is. Thanks in advance.


I ran this yesterday and came across interesting complications regarding the loot. My players were all good aligned and ultimately decided not to take anything from the house, even after tempting then with it from Emilio, because they considered it stealing.

Their chronicle sheets took a huge hit for it, but I tend to agree with them. At the end of the day, at best Irel seemed as a neutral third party in tge story, and I question whether or not the Society would even condone taking items outside of dungeon raids. Does it make sense to withhold loot from players playing into their alingment?