The funny thing is that I think that you will achieve that character more easily with Ranger than with Rogue, it would need only Crossbow Ace, Quick Draw and Running Reload with the Precision Edge.
But anyway,you asked Rogue, so I will deliver it.
Goblin with Very Sneaky would be great, but you could ask your game master to let you change elf a little to make it a Catfolk, changing the first ancestry feat for Cat Luck in the Bestiary per example.
- Thief Racket for dex to damage
- Priorize Stealth skills and the Avoid Notice exploration activity so you take advantage of Surprise Attack, basically the thing that 5e Assassin dies except the automatic criticals.
- I like trap finding as the first rogue feat.
- Ranger Dedication at lvl 2
- Choose between Crossbow Ace or Hunter Aim to simulate the Sharpshooter feat.
I was just informed by a friend that rogues don't do ranged attacks like D&D, So I'm open to Ranger.
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand.
Not sure if they would be sturdy enough to block a door.
I asked this question of Paizo on Twitter and they suggested that I ask it here.
----------------
I see hammer listed in the Table 6-12 of the Playtest but I don't see an Iron Spike. How is a player suppose to spike a door and can we use Iron Spike from the Player's Handbook?
I'm going to play a Dwarven fighter in Pathfinder Playtest and I would love to add a funny quirk to the character but I doubt it will be possible. I would love for my character to have a magic item called an "Endless Beer Mug of Nothingness".
It would be a metal beer mug that when my PC dropped coins into it, it magically refilled with "beer" that he could drink. The beer wouldn't quench any thirst or cool down the drinker or fill the belly or have any nutritional value. It would basically be there to satisfy his desire to constantly drink and allow for comedic moments. And allow me to roleplay in character at the table with a metal beer mug. =)
It would be great if Paizo could create this as a funny Pathfinder Society scenario reward for Dwarves.
I added a rope to the PC's papercraft ship so that they can get to the crow's nest and also swing to the other ship from the ship's wheel. I added 1 inch marks to the rope and it's 35 feet from the bottom to the top. Just within range of a double movement.
If a PC wants to swing from one ship to the next, how do I let them do that? How do I GM that and how do I determine failure?
After reading the scenario, I decided to do most of this act without a map. I tend to write up scripts when I GM and here's how I handled this encounter.
THE VENOMOUS WOODS:
THE VENOMOUS WOODS
Act 3 (no map needed)
Before Encounter
GM: Following the encounter on board the Hanspur’s Luck, the expedition resumes its course. The next morning, Lady Riverbane anchors her ship and leads you ashore. She gives you a very simple map that leads you to the place where the Black Marquis’s men are thought to be in the Venomous Woods.
LADY RIVERBANE: MY MEN AND I WILL STAY WITH THE SCRAG TO ENSURE THAT SHE DOESN’T FALL TO BRIGANDS OR ABOMINATIONS. WE DON’T WANT OUR ONLY WAY BACK TO BE GONE.
GM: You penetrate the eerie depths of the ancient forest alone. The journey from the shores of the Sellen River to the location marked on Riverbane’s map takes four hours at normal walking speed.
Dense masses of leafage impose an eerie twilight of dark green while forlorn trees speak of a bygone age where humans wrestled for survival in a land of darkness. Many thick sheets of giant webbing stretch like great shrouds around the gaunt trees and groveling bushes.
--------------------------------------------------------------
Act 3.1 (The Labyrinth)
Before Encounter
GM: The area is a maze of tree trunks, bushes, undergrowth, and webs.
Encounter 1 (Trap)
GM: You have walked a few minutes without incidence but I need everyone to give me perception checks.
Trap (page 9)
After Encounter
GM: Covered in gooey webbing at the bottom of the pit lies the broken corpse of one of the Black Marquis’s men. Give me a Perception check.
Mission Notes: A DC 10 Perception check notices that the corpse at the bottom of the maze’s first pit trap is missing its left hand. For members of the Cheliax faction, this feature identifies the body as that of Larkus Lockinvar. Obviously, the man is already dead, and all that’s needed now is to chop off his right hand. This requires first lowering oneself into the pit, and performing a DC 13 Strength check to free the corpse from the webbing.
GM: As you venture deeper into the maze, you spot a few more dead bodies hanging upside-down in giant spider webs—all members of the ill-fated expedition.
Encounter 2 (Trap)
GM: Navigating the labyrinth isn’t a simple task. Everyone give me two consecutive Survival checks.
Note: Two consecutive DC 15 Survival checks are required for the PCs to successfully cross the labyrinth. Failing two of these checks in a row means that the party comes across another trap. Because all of these traps are of similar design, their associated DC Search check gets reduced by 3 each time.
Are these 100% custom made boats or are they an available product?
The only thing that's not custom is the deck but it's a vector conversion of the floor plan from the scenario. I didn't create my own because I orignaly only had three days to create the boats from scratch.
I'll be GMing "Perils of the Pirate Pact" next week and I decided to go all out and create papercraft models of the ships. I've posted photos on my blog.
I posted some photos on my blog of a papercraft model I built for "The Infernal Vault" scenario. It's my first papercraft project and I'm considering doing the entire scenario.
Cyxodus, did you play a pregen in your first PFS game? I ask only because your gear is worth more than 150 gp and you have a wand of cure light wounds. It would also explain how close your initial build was to Kyra.
I GMed a few games and had two chronicles to apply to this character. I wouldn't know how close it is to Kyra because I've never played that character.
=====================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +7; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 11 (1d8+2)
Fort +5, Ref +2, Will +6
Resist Resistant Touch (6/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Glaive +2 (1d10+3/20/x3) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +1 (1d4+2/20/x2)
Spell-Like Abilities Bit of Luck (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Divine Favor (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Improved Initiative
Traits Birthmark, Reactionary
Skills Acrobatics -5, Climb -4, Escape Artist -5, Fly -5, Heal +7, Knowledge (Religion) +4, Ride -5, Spellcraft +4, Stealth -5, Swim -4
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Luck, Cleric Domain: Protection, Earplugs, Spontaneous Casting
Combat Gear Banded Mail, Bullets, Sling (20), Glaive, Sling; Other Gear Backpack (13 @ 7 lbs), Chalk, 1 piece, Earplugs, Flint and steel, Paper (sheet) (4), Rations, trail (per day) (7), Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
@ Mergy & Kyoni....I've changed my character based on your suggestions.
==============================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 11 (1d8+2)
Fort +5, Ref +2, Will +6
Resist Resistant Touch (6/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Glaive +2 (1d10+3/20/x3) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +1 (1d4+2/20/x2)
Spell-Like Abilities Bit of Luck (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Martial Weapon Proficiency: Glaive
Traits Birthmark, Reactionary
Skills Acrobatics -5, Climb -4, Escape Artist -5, Fly -5, Heal +7, Knowledge (Religion) +4, Ride -5, Spellcraft +4, Stealth -5, Swim -4
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Luck, Cleric Domain: Protection, Earplugs, Spontaneous Casting
Combat Gear Banded Mail, Bullets, Sling (20), Glaive, Sling; Other Gear Backpack (13 @ 7 lbs), Chalk, 1 piece, Earplugs, Flint and steel, Paper (sheet) (4), Rations, trail (per day) (7), Wand of Cure Light Wounds
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
===================================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15. . (+5 armor, +1 Dex)
hp 14 (1d8+5)
Fort +4, Ref +2, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Scimitar +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Ranged Sling +1 (1d4+2/20/x2)
Special Attacks Agile Feet (6/day), Sun's Blessing
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Extra Channel, Toughness +3
Traits Deft Dodger, Gifted Adept: Guidance
Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -3, Heal +7, Knowledge (Religion) +4, Ride -3, Spellcraft +4, Stealth -3, Swim -2
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su), Cleric Domain: Sun, Cleric Domain: Travel, Earplugs, Spontaneous Casting
Combat Gear Bullets, Sling (20), Scale Mail, Scimitar, Sling; Other Gear Backpack (13 @ 7 lbs), Chalk, 1 piece, Earplugs, Flint and steel, Paper (sheet) (4), Rations, trail (per day) (7)
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Gifted Adept: Guidance A chosen spell gets +1 CL.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
What do you want your cleric to focus on? Is he a spellcaster? Does he buff the party first and foremost, or does he assault the enemy? Is he a melee character: someone who makes use of his scimitar (or other favoured weapon if you change your mind on god)?
I don't know enough about clerics to know what style to play. Maybe a mix of fighter and healer. Don't know.
Thanks everyone for your help. Please keep the suggestions coming.
Here's what I've come up with so far. What do you all think?
==========================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 11 (1d8+2)
Fort +4, Ref +1, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Scimitar +2 (1d6+2/18-20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Rebuke Death (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shield of Faith (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Light, Detect Magic, Guidance
--------------------
STATISTICS
--------------------
Str 14, Dex 12, Con 14, Int 8, Wis 17, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting, Selective Channeling
Skills Diplomacy +5, Sense Motive +7
Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Healing, Cleric Domain: Sun, Spontaneous Casting
Combat Gear Scale Mail, Scimitar;
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Rebuke Death (6/day) (Sp) Heal 1d4 damage to creatures at negative HP.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
I need to quickly build a cleric for tomorrow night's Society game (6/1/2012) and your help is greatly needed. I've never built or played a cleric before, so please nothing too complicated. Also, how do I play a cleric?
I've started working on the character but nothing is set in stone. Here's the stat block.
===================================
TELAIRE CR 1/2
Female Human (Taldan) Cleric 1
CG Medium Humanoid (Human)
Init +0; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d8)
Fort +2, Ref +0, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Special Attacks Sun's Blessing
Spell-Like Abilities Touch of Good (4/day)
Cleric Spells Known (CL 1, 0 melee touch, 0 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 10
Feats Skills Languages Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Good, Cleric Domain: Sun, Spontaneous Casting
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to her deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Sun Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Sun's Blessing (Su) +1 to channel positive energy's damage to undead.
Touch of Good (4/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
I believe Walter is correct. In PFS you must run adventures as written. If the players are in a losing battle and decide to surrender, and the adventure does not cover this situation, it is up to the GM to decide the outcome - whether that is paying a ransom, losing all their "good" stuff, being sold into slavery and taken out of play, being beaten and left for dead (or possibly surviving), or being killed outright.