Social games can be difficult to run and play in. How smoothly it goes will all depend on how comfortable the players are. Some people don't like to talk much during gameplay, while others love to talk and can keep it up for hours. Die rolls will happen with this type of scenario for sure, but actual in-character talking is extremely important. Some people, like myself, aren't naturally eloquent and convincing while speaking through imaginary characters and don't like to talk in-character so much. Make sure that all of the players know what is type of game this will be and what will be expected of them before you start, so that you can allow the players who don't want to play a social game can drop out if they choose. Also, character backstories will be more important in these types of scenarios, so make sure that your players have good backstories to help flesh out their characters.
Honestly, I have played PFS for a few years and recently got done with Hell's Rebels campaign and I know very little about Golarian. I have heard of the world scar, but all I know is that monsters are coming out of it. Don't know why it is there. Maybe something to do with Aroden? Also, don't know much about Aroden. Who died like, 100 years ago for some unknown reason? Cheliax is a country of devil worshipping evil doers, and Absalom is awesome. Also, hire the PFS if you need someone dead and/or their stuff stolen.
This is like a group of 1st graders trying to beat up a 6th grader. Yeah, you can get lucky, but most likely the 6th grader will stomp you all. Mythic tier might help a bit though. Your best bet is to make sure that he is in a compromising position when you finally steal his thing and possibly confront him. 1st graders will have a better chance if the 6th grader is sleeping or going to the bathroom.
Sneak attack is fantastic IF you have another melee buddy to help out. My last PC was a level 18 Barbarian/Rogue who did something like 14D6+45 non-lethal damage per hit and could hit up to 7 times per round with haste, AoO's and some specific feats. My attacking buddy got me sneak attacks almost every melee. Unfortunately, our AP just ended and I had to retire the character.
I played the Hell's Rebels AP with a guy who played a Vigilante character. He loved going from regular guy to superhero and the GM worked with him quite a bit to allow his character to be used effectively and for him to use his abilities. We broke the AP several times because of his character and certain abilities of his. We ended up using his character to create a lot of flavor in the campaign. That said, Vigilante is the kind of character class that the GM has to write additional things for in order for it to be fun to play. Combat-wise he wasn't very good and the Gunslinger and my Rogue/Barbarian far outpaced him in combat. Eventually, he was able to do decent damage after getting a few levels of ShadowDancer, but he was only really good in combat as a flanking partner for a solid 4-5 levels. YMMV with this archetype.
1. Currently playing Trunk in the Hell's Rebels AP. He is currently a level 18 Rogue/Barbarian/Fighter with 1 Mythic level. He is an incredibly hard hitter who specialized in non-lethal damage and demoralizing enemies. My GM hates him because he destroys pretty much all enemies in 1 round while flanking.
2. Millicent the level 7 Gunslinger/Paladin. Worships Dammerich, the god of executions. Basically, she rides into town, kills everybody who needs killing and rides off into the sunset. PFS character.
3. Gordon Ragemonster. A Half-Orc Ranger switch hitter. PFS character.
My group is on the last book of Hell's Rebels and we are about finished. I haven't played PFS in over a year now because of family commitments so I haven't visited my PFS characters in a really long time. I miss them.
The Swashbuckler archetype is for you! It is a combination of Fighter and Gunslinger. Pretty decent class too and they can definitely pull their own weight.
As long as you have two-weapon fighting you can basically use any two weapons. Rapier is a very popular sword for Swashbucklers. The problem with dual-wielding when one of the weapons is a pistol is that you need a free hand to reload. There are ways around this problem though.
I would think that blackmail is more along the chaotic and neutral sides of the alignment rather than evil. But I guess that it really depends on what you are trying to get the blackmailee to do and if you are actually going to follow through with your threats if they don't do what you want. If you aren't planning on following through with the blackmail, then it becomes a regular bluff check.
I could see blackmail working if it is in defense of others or gets the blackmailee to follow the law. I.e., You seem like a good guy who is only stealing to feed your family, so I will let you off, but don't steal from anybody anymore or I will give the police evidence of your past crimes. As opposed to, I have evidence that will put you away for life or get you executed, now break into the bank and steal all the money for me.
As far as paladins go, I doubt that minor blackmail would cause them to "fall" as long as it doesn't become a pattern of behavior. Of course, morality is subjective and ultimately decided by the whim of the GM.
Test of strength usually involves strength checks. That is to say, d20 plus strength mod only. Maybe do several different trials, such as lifting boulders, throwing stones, rolling log rounds, arm wrestling, long jump, rope climb, trail race, etc.... Maybe best of 5 wins the trial. Have the orcs steal their stuff if they only win 1, let them go on their way with some grudging respect if they win 2 and give them gifts if they win 3 to show much respect. Maybe kill one or two of the PC's if they don't win any events.
You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).
I am fairly skeptical that they can capture lightening in a bottle twice. I haven't heard much about Starfinder lately, so I am not sure if that can be considered a success or not. Not as successful as they would have liked is my guess. Pathfinder Kingmaker is a good PC game, albeit extremely buggy. That probably won't bring too many new players either. I think the big problem is that they put out way too many source books, AP's and the like that there must be decades of games to run and they are going to have a hard time getting people to switch over from PF1. I think their best chance of success will be to convince lots of people, and in a short time frame, that PF2 is head and shoulders better than PF1. Converting Pathfinder Society to PF2 should definitely be implemented on day 1.
I always pictured a ripple of light or dark energy radiating outwards from the caster. Like a water droplet causing ripples in a 30' ring. When the positive energy touches someone, it surrounds the person with a warm glow with light streaks moving upwards for a moment, either healing or hurting them. When negative energy touches someone, it surrounds them with a dark gray light with black streaks moving upwards. Now that I think about it, the effect looks like healing in a JRPG game. I think that Pathfinder Kingmaker did a pretty good job with some of the AOE spell effects.
I have a few gripes, some are just me though.
1. I always preferred the d6 system over the d20. Maybe because I started by playing Shadowrun first. It is much more efficient, averages better and seems to me to be more adversarial in nature when you roll against the enemy. Plus, you get to roll more dice.
2. How does it work that you spent an entire lifetime studying magic just to forget the spells the second you cast them? Sorcerer should have straight up replaced the wizard.
3. There are way too many feats. Some of them are awful, but you have to take anyway to qualify for better feats. Somebody mentioned earlier about feat progression with character level. Seems interesting.
4. I am all for having discussions about how certain rules apply in different situations, but there should be more input from Paizo to make the rules more "standardized". Especially how feats work together.
The sheer volume of spells can start to get overwhelming. It is a good idea to keep a cheat sheet with all of your favorite and most useful spells. The good news is you are starting at a lower level, so you have lots of time to learn as you gain levels. Starting at higher levels is brutal if you don't know the class very well. Especially for magic users.
As a GM I would say no, it doesn't qualify. Would you allow a spell enhancement, lets say Enlarge Person or Bulls Strength, to be applied towards the minimum prerequisite? Are they only able to practice for a minute every day?
On the other hand, did this particular GM allow you or other players leeway with their characters when they were running the game? If so, you might want to allow it.
Yeah, gunslingers got majorly nerfed. They went from being a great ranged combatant to a mediocre one. They used to be able to keep up with the melee fighters. Now, not so much. At least they hit about every time.
Ah. A few of my feats come from specific accomplishments within the Hell's Rebels campaign. I thought that I didn't list them, but I guess one got slipped into my build. I like the Kukri idea, and Emboldening Strike looks perfect for my build, but I don't have the licenses to the books, and since I am using Hero Lab, I can't add it to my character. I'm ok with that though.
I used Hero Lab to make this character. I wasn't diligent in keeping records as I updated him with the program. As for the rage, I have Berserker of the Society, which gives me an extra 3 rounds. I ran out of rage a few times at the lower levels, but haven't in quite awhile. Cleric cures my fatigued condition when it arises.
Dazzling Display was selected as my bonus feat option as a rogue talent.
I'm going to remake the character within the next week or so, and I can post more detailed info on how I got him to where he is now if you want. I did have to retrain a few times and a few other abilities were replaced as I went as well.
As for monsters who are immune to intimidate and precision damage, a big hammer goes a long way to taking care of them. This character also has combat reflexes, so minus the opportunist, he still gets 3 more AoO's. One of my teammates has opportunist as well, really goes well with flanking buddies. Most turns I get an extra attack on his turn, and he gets an extra attack on my turn.
I am currently playing a 12 Rogue/2 Barbarian/1 Fighter who does an average of 92 non-lethal damage per hit when he hits with sneak attack. He sneak attacks for most rounds due to an intimidate based feat chain he has, which can also cause his opponents to be cowered, panicked or feared and shaken. When he kills an opponent, which happens more often than not with non-lethal damage overflow, he can intimidate all opponents within 30' as a free action. The most damage I have done so far in one round is over 400. He almost always gets a minimum of 3 attacks per round and often gets 6. He is a little bit complex though, as I had to create a type of
Intimidate Non-lethal damage monster:
Human Barbarian 2 (Invulnerable Rager) / Rogue 12 (Scout) / Fighter 1(Thunderstriker) Based off of Mercurials build here
Feats and Class abilities:
Magic Items at this point include:
My current attacks look like this:
Lethal Sneak attack damage = 8D6+31 Non-lethal sneak attack damage = 14D6+43