Rukus Graul

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Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 16 Organized Play characters.



Lantern Lodge

Hello! I'm guessing a lot of us have seen plenty of examples of a paladin having to decide between obeying the law or doing good. For the sake of developing my own understanding of the subject of alignment, I want to look at the conflict at the opposite corner of the spectrum.
What would a moral dilemma between chaos and evil be like? What kind of situation would an anti-paladin have to be in that they would have to choose between acting chaotic or acting evil?

Lantern Lodge

Hello,

I recall seeing a customized inventory tracking sheet that devotes more space for multi-use consumable items. (wand charges, ammunition, etc) Apart from this change, it had the same style as the official one. I have lost track of it and can't recall where I found it. And my search-fu seems to be failing me.
I would appreciate any help in tracking it down.

Thanks in advance.

Lantern Lodge

Hello,
I'm looking to play a spiritualist for a jade regent campaign.
One of my doubts about the class is that something that only starts with light armor doesn't also have access to decent reach weapons and bows.
Though the class has an amazing spell list, the lack of slots and levels dissuaded me from focusing on that role.
One solution was to occasionally use a whip to control the battlefield which still seems like a good tactic while on foot.
Then I was inspired to trying out mounted combat. As soon as I thought of it, riding around wielding a scythe was too cool to pass up. I'm willing to give this build a try even if Phantom steed is a 3rd level spell for spiritualists instead of a 2nd level one.

How viable is mounted combat in Jade Regent?

Half-Orc Spiritualist

20 Points
Str: 17; Dex 14; Con 14; Int 10; Wis 15; Cha 7

Alternate Racial Traits:
Acute Darkvision, City Raised, Skilled.

Traits:
Militia Veteran[Ride], Seeker[Perception]

Advancement options
1: Medium armor proficiency (Retrain to mounted combat later)
3: Power Attack
4: +Str
5: Ride by attack
7: Toppling Spell/Emotional Conduit.
8: +Wis
9: Spirited Charge?
11:Improved Critical (Scythe)?

Thanks for your attention.

Lantern Lodge

Hello,

I'm planning a campaign where the party is made up of questing knights. How badly would I break the game if I made all the PCs gestalt cavaliers?

Lantern Lodge

Hello,

I know of the following ways to get extra rounds of rage per day:
Feat: Extra Rage
Feat: Raging Deathblow
Trait: Berserker of the Society
Item: Shoanti Barbarian Chew
Any: Con increase
What else is available? Is it PFS legal?

Thanks for reading.

Lantern Lodge

Hello.

I'll be running Foxglove Manor sometime and I'm looking for ways to tie it to the goals of the Pathfinder Society. I've played the AP before and I think it would be a shame for players to miss out on Aldern's obsession towards one of the PC's. A local VO has suggested that the PCs are sent by Major Colson Maldris to clear out the house.

Lantern Lodge

Hello,

I had an idea for a variant version of gestalt rules. I haven't looked closely at the math behind it yet, so I'm unsure exactly how this system will actually do for the power level of characters vs that of their challenges. At the very least, characters using this system should be less powerful than those using gestalt rules.

1st level characters are created with only one class and only one favored class. (not necessarily their first one)

Instead of leveling based on total experience accumulated, characters level up by spending an amount of xp roughly equivalent to the level in the class x 1000. (adjusted for xp track)

Character level is based on the highest level in a single class the character has achieved and this would affect his total hit die, feats, and ability score bonuses.

If a character multiclasses into a level of a class he doesn't already have he gains all of the abilities gained by that class at that level.

If the new level in this class would cause him to increase in character level, then all increase to Hit points, BAB, Saves, and skill ranks would be applied normally.

If not, then these bonuses would instead replace the bonuses gained from any other classes he possesses that are at that level.

Base caster level will have a maximum equal to his total hit dice. This may be affected by non-level dependent traits, feats or abilities that affect caster level.

Class features that stack with other class features in terms of class will not allow a character's effective level in that ability to exceed his hit dice total.

Examples and clarification to follow.

Lantern Lodge

Hello,

I'm playing a half-elf wild caller summoner in a reign of winter campaign. We are about to hit 3rd level and I realize I haven't planned out my eidolon's feats. I plan for the summoner to specialize in control conjuration spells, and for my quadruped eidolon to be large and then grab things and eat them. What would be some good feats?

Lantern Lodge

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

Hello,

What does the elven arcanist favored class bonus give a character? Does it give the arcanist +1 to maximum and strarting arcane reservoir? Or just to maximum?
If it is the former, then the halfing favored class bonus is utterly underwhelming by comparison.

Lantern Lodge

Greetings,

I have questions about new retraining rules as they pertain to my pfs character.

Firstly, I want to retrain my character's archetype. I have gained 2 levels worth of gm credit since the last time I played this character. He would have gained an additional class feature to be replaced by the new archetype.

Can I retrain the archetype before or after I get my next chronicle sheet?

Can I note the changes on a chronicle sheet gained before the rules changes are official?

Lantern Lodge

Greetings,
I am making a damage-dealing character that takes advantage of two separate gimmicks. This character will be using both wild-fighting/ki pool to gain up to 3 attacks by level 5 in a full attack. And taking advantage of shatter defenses to supplement my damage. I plan to switch between throwing shuriken and going into melee with a scythe.

Race: Half-Orc
Stats: 15 point buy
Str: 17
Dex: 14
Con: 14
Int: 7
Wis: 10
Cha: 12
Favored Class: Ninja
Class Archetypes: Wild Rager(Barbarian)

Traits: Scrapper/Indomitable Faith
Lvl 1: Barb 1; Feat: Power Attack
Lvl 2: Barb 2; Rage Power: Intimidating Glare
Lvl 3: Ninj 1; Feat: Iron Will
Lvl 4: Ninj 2; Ninja Trick: Weapon Focus (Scythe)
Lvl 5: Ninj 3; Feat: Dazzling Display
Lvl 6: Ninj 4; Ninja Trick: Shadow Clone
Lvl 7: Barb 3; Feat: Shatter Defenses
Lvl 8+: Ninj;

A cloak of resistance and a necklace of ki serenity are must haves for this character. Are there any other suggestions for gear?

A question about Shatter Defenses/Dazzling display: Do I have to use the weapon I have weapon focus in at any point? Would I have to use the focused weapon in conjuction with dazzling display? Would I have to use it to take advantage of shatter defenses? Can I make a display with a scythe then make sneak attacks with shuriken?

Lantern Lodge

Hello,

What options do melee characters have to counter-act flyers in terms of either equipment or consumable gear? What about in terms of weapons or tactics?

More specifically, I am playing a Cavalier 4/Bard1/Battle Herald and will have UMD at max ranks per level.

Lantern Lodge

Greetings,

By this line: "All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage." Does it mean that Battle heralds can use their inspiring command ability as a move action (or at later levels a swift or immediate action) to inspire courage?

Lantern Lodge

Greetings,

I am planning to run a horror based game for Halloween and was thinking of using a mechanic that ensured that all players survived until the finale. But at the same time I want to avoid trivializing character death.
I immediately thought of giving the players a common pool hero points for this purpose. Then I thought about adapting the system to tie it closer to my intended horror theme. What I now have are "horror" points. Instead of having a pool of points to spend on benefits, players will gain points instead. Also, as points accumulate, certain challenges become more difficult or dangerous. This feature is the reverse of the Harrow points used in Carrion Crown or Curse of the Crimson Throne.
I enjoy the development of this idea but I have fundemental concerns.
Is it wrong to create a new set of rules where savvy gming can suffice? Is the hero point system balanced to begin with? Would the new system actually take away from the horror theme of the game session?
In addition to those concerns, I have other subjects related to its application: Should the pool be one that is shared by all players? Or should each player accumulate their own pool? Perhaps a hybrid? What hindrances should the horror points generate? One of my ideas is to give villains additional hp equal to the total horror points that the party has accumulated.
Have any of you designed or implemented something similar? I thank you in advance for your input.

Lantern Lodge

Greetings,

I would first like to thank Otersk for his guide to dragon disciples and for providing input on my other DD build.

I find I just haven't gotten tired of them so I'm rolling up another one for PFS. And I would like to see some input from the community.

Pitborn (Tiefling)

Starting Stats:
Str: 17; Dex: 14; Con: 14; Int 12; Wis 7; Cha; 14

Alternate Racial Traits:
Maw or Claw [Bite Attack]
Vestigial Wings

Favored Class: Paladin

Class Archetypes:
Divine Hunter (Paladin)
Crossblooded [Abyssal/Draconic(Gold)] (Sorceror)

Traits:
Magical Knack
Indomitable Faith (?)

lvl 1: Paladin 1; Feat: Power Attack; Favored Class Bonus: +1 to Lay on Hands
lvl 2: Paladin 2; Favored Class Bonus: +1 to Lay on Hands
lvl 3: Sorceror 1; Feat: Arcane Strike; Bloodline Power: Claws
lvl 4: Paladin 3; Favored Class Bonus: +1 to Lay on Hands
lvl 5: Sorceror 2; Feat: Arcane Bloodstrike
lvl 6: Dragon Disciple 1; Bloodline Power: Dragon Resistances

Apart from Perception & the requesite Knowledge(Arcana), what other skills are worth investing in? Would I be better served by having 10 int and 16 cha?

I also look forward to the roleplaying opportunities provided by a tiefling paladin worshiper of apsu.

Lantern Lodge

Greetings,

I am preparing to run modules in my regular pfs nights. I would like to maintain the loose continuity offered by pfs. Even if it is "the society tells you to do stuff". A lot of the hooks offered by the modules assume motivations that are fine for a small independent group of adventurers but are beneath the attention of a large organization such as the pathfinder society.

If you've tackled this issue before, how have you done it in the past? If you're also thinking of running modules, how would you set the hook? Is there an easy answer that wouldn't break immersion?

The modules I'm running are:

Murder's Mark
Feast of Ravenmoor
The Midnight Mirror
Carrion Hill
From Shore to Sea
Realm of the Fellnight Queen
No Response from Deepmar
The Harrowing

Thanks for reading.

Lantern Lodge

Edmonton AB PFS is still active and on Facebook

https://www.facebook.com/groups/406938819354228/

Lantern Lodge

Hello.
This may also fit in rules I suppose.
I am running an adventure for 5-7 lvl 5 characters. Near the end of this adventure they will encounter an npc possesed by a cursed sword. This will be the party's first encounter with the sword and unfortunate wielder as a recurring villain.
The sword will have abilities such as Dominate and Magic Jar. It will also have abilities such as dimension door or teleport to help it escape. The npc is a paladin of their level or not much higher. He will come back as an antipaladin later in the campaign.
For this introduction, would I even need to worry about cr to begin with. This is more of a cinematic rather than a proper encounter. But I want to be consistent when the villain loses the protection of gm fiat.

Feel free to ask for more specifics.

Lantern Lodge

At some point in the future I may end up running a campaign for 2 groups. To complicate things I also prefer running homebrew campaigns and not mods. Instead of running a campaign for each of the groups I thought I'd write one set of material for both groups. I have issues concerning how the two groups could interact, but I'd rather examine them myself for now. The main issue with balance I have is that one group consists of 3-4 players and the other consists of 6-8. I could simply adjust the CR between groups, but I'm always looking for more creative solutions.

Since this won't happen for another year or so, I have plenty of time.

Lantern Lodge

I will be playing a one-shot module with this character. Character generation uses PFS rules. I do not know much about the other PC's. I shouldn't worry about teamwork as this character is pretty much just dropping into their adventure. There may be more powerful builds out there but I like this one because it is versatile. I also like the idea of playing as a flamboyant fop with 30 Strength.

Posting the build as a stat-block may or may not help in communicating what this character can do. I have not included all the class features in this post.

If you prefer role-playing and engaging narratives, then I'm sorry I'm ruining the game. I have a well-thought out backstory for this character, honest.

---

Bronan "The Bardbarian"

Half-Elf Dervish Dancer 5/Urban Barbarian 2/ Gold Dragon Disciple 4 (level 11)

*Stats do not reflect Rage

Init: +2, Perception +0 (Low-light vision)

---

HP 101(6d12 + 5d8 + 29), Movement: 30'
AC: 23, Touch: 12, Flat-footed: 21 (+8 Armor, +2 Dex, +3 Natural)
Fort: +12, Ref: +11, Wil: +10
Resistance: fire 5, Uncanny Dodge

---

Melee:
+1 Furious Mithril Nodachi +19/+14 (1d10+16, 18-20/x2)
or 2 claws +18 (1d4 +10), bite +18 (1d6 +16) 6 per day
or 2 claws +18 (1d6 +10) 6 per day
and gore +20 (1d8 +12) While Raging only
What is the crit range of natural weapons? Where in the many books is that piece of info available?

Range:
Masterwork Composite (Str +10) Longbow +19/+14 (1d8 +10, x3)

---

Bard Spells Per day (CL 8)
This is the section where I need the most advice. If possible, I'd like to avoid spending a lot of rounds buffing. Are heal spells still a good investment?

1st level: 5 per day, 5 Known, Save DC: 14
Vanish, Invigorate,

2nd level: 5 per day, 4 Known, Save DC: 15
Blur, Glitterdust, Allegro?

3rd Level: 3 per day, 3 Known, save DC: 16
Blink, Haste?

---

Statistics:
Str 30, Dex 14, Con 12, Int 10, Wis 07, Cha 17

Special Abilities:
Rage 16 rounds per day, Lesser Fiend Totem, Moment of Clarity (?), Battle Dance 15 rounds per day,

Feats:
Power Attack, Skill Focus[Knowledge(Planes)], Eldricht Bloodline(Abyssal Claws), Improved Eldricht Bloodline (Strength of the Abyss), Arcane Strike, Extra Rage, Extra Rage Power(?), Toughness, Iron Will,

Traits:
Berserker of the Society, Failed Apprentice

Combat Gear:
Belt of Mighty Strength +4, Periapt of Charisma +2, +4 Chain Shirt, Scabbard of Keen Edges, +1 Furious Mithril Nodachi, Masterwork Composite (+10 Str) Longbow, Cloak of Resistance +4
We have 82,000 gp with a max buy of 20,000. I don't have a lot left after this. What else could I consider?

---

Thanks for reading.

Lantern Lodge

Hello,
I understand that having high BAB does not grant additional natural attacks. Would someone please explain what the bolded sentence means?

Quote:
Natural Attacks: Attacks made with natural weapons, such as claws and bites, are melee attacks that can be made against any creature within your reach (usually 5 feet)... You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the attack (as noted by the race or ability that grants the attacks)....

Does it mean I would get re-rolls, or does it just talk about iterative attacks with manufactured weapons the limb is holding?

Thanks for reading.

Lantern Lodge

Since shuriken are treated as ammunition for drawing; Does one only need to have a free hand available to draw them as a free action and throw them? Or does one have to first equip a shuriken as a draw action similiar to how one equips a bow but is able to draw arrows as a free action?

Lantern Lodge

I am building a Bardbarian Dragon Disciple for use in organized play and I am unsure about some of my choices.

While this character will have high strength, he will never gain iterative attacks throughout his career. Though he will not specialize in natural weapons, he has those available when they would be more appropriate for the situation.

I could probably look at other builds that would do more damage, but I'm liking the idea of a versatile character that can cast minor spells, move fast, and hit hard at different rounds of an encounter.

By Level 5 he will have 15 rounds of Rage and 6 rounds of Dervish Dance. I don't see needing more resources in a PFS Module.

I'm not set on what feats I want to take at 3rd, 5th, and 7th level, nor have I looked at what gear to give him other than some sort of oversized greatsword dubbed "The Compensator". I have only briefly glanced at spells but I am likely to pick Cure Light, Ki Arrow, Vanish and Allegro to name a few.

Race: Toothy(?) Bestial Half-Orc

STR 19 (20 @ lvl 4, 22 @ lvl 7, 24 @ lvl 9)
DEX 12
CON 12 (14 @ lvl 11)
INT 10
WIS 10
CHA 13 (14 @ lvl 8)

These are the options I plan to take at each level. Options I'm not sure of are marked with a question mark or left blank.

Traits: Magical Knack[Bard], Reactionary/Storyteller/Deft-Dodger

Barbarian (Invulnerable Rager, Totem Warior) Favored Class Option: Extra Rage Rounds X4
Lvl 1: CL 0: Bab 1: Barb 1: Power Attack
Lvl 2: CL 0: Bab 2: Barb 2: Lesser Beast Totem
Lvl 3: CL 0: Bab 3: Barb 3: Pushing Assault(?)
Lvl 4: CL 0: Bab 4: Barb 4: Moment of Clarity
Bard (Dervish Dancer)
Lvl 5: CL 3: Bab 4: Bard 1: Arcane Strike, 2 spells @ 1st
Dragon Disciple
Lvl 6: CL 3: Bab 4: DD 1: 2 spells @ 1st
Lvl 7: CL 4: Bab 5: DD 2: Bloodline Feat[Toughness], Cleave(?) 3 spells @ 1st
Lvl 8: CL 5: Bab 6: DD 3: 4 spells @ 1st
Lvl 9: CL 6: Bab 7: DD 4: Vital Strike, 4 spells @ 1st, 1 spells @ 2nd
Lvl 10: CL 6: Bab 7: DD 5: Bloodline Feat[Improved Initiative(?)], 4 spells @ 1st, 1 spells @ 2nd
Lvl 11: CL 7: Bab 8: DD 6: Lunge, 5 spells @ 1st, 2 spells @ 2nd

Thanks for reading