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Dixie Landoe's page
Organized Play Member. 30 posts (49 including aliases). No reviews. No lists. No wishlists. 19 Organized Play characters. 1 alias.
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Thank you Tonya for your diligence, attention, and solution to this matter. I will vouch that, as a player in the Triangle gaming area, Michael Eshleman has been a fantastic Venture Officer, and I have no reason to doubt that this was a good, worthwhile and positive decision.
I appreciate the reconstitution of stability that this decision will provide for the two new Southeastern regions, and for your willingness to work with involved parties and Venture Officers to ensure the success of our gaming community in these areas.
I believe you've made good choices about good people. You and they each have my support as a PFS player.

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Hey folks! My group is just starting up a Strange Aeons game. I have a vanara that I'll be playing, and I've already decided on her roleplay fluff. She's a redneck woodsy tracker, and kind of a simpleton, but has some odd levels of knowledge about aberrations that one wouldn't expect from such a person. As a result, this question is (mostly) purely a mechanical, crunch one.
Which is the more crunch-optimal choice for an archer in Strange Aeons - ranger or fighter?
-I can't just assume that every single enemy will be an aberration. That's just silly. Obviously I'd go with favored enemy (aberrations), but I like weapon specialization more as a player because it applies against every enemy.
-Half of the party chose knowledgeable classes that deal more with the actual psychic and research elements of the game. That's not what I'm going for, that's their job.
-There are two very powerful melee tanks in the group, so I don't really expect to go into melee a lot. However, I'll be taking Point Blank Master when I can just in case.
-I go into this knowing I have a low will save. That does bug me. I'm debating taking the feat Iron Will.
-I chose Vanara because I like to play furries, and because I haven't played one before. I'm debating going ratfolk for darkvision.
-Her stats as of right now are 14/16/14/10/16/8 (+2dex, +2wis, -2cha)
-I haven't really decided on an actual backstory for the character, because I'm hung up on the fugue state concept. I'm also not used to playing good-aligned characters and that's throwing me off.
-I'm totally right there with you on the play what's fun, but I'm playing the character the same way regardless, and right now I'm just held up on projections of what will be most useful in the AP.
-This campaign is already one I'm going to have trouble really "getting into." I like horror, but I like it because I want to be the one causing the horror. As you can probably surmise from the Lamashtu icon, it makes me feel derpy being on the side that would be scared of eldritch horrors and fighting against insanity. My normal characters freely ally themselves with the strange, mutated and otherworldly, rather than fight back against it. As a result, I need an enjoyable character concept to see this through, otherwise I run the risk of getting very bored, very quickly.
-3rd party materials are unlikely to be allowed by the GM, and for the most part, if it's not PFS-legal, it probably won't be allowed in the game.
My current plan is to go Ranger 1/Fighter the rest of the way. I'm just asking if, from a crunch perspective, is that the most optimal choice for the Strange Aeons AP? If not, what is?
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Hey Paizo folks! I wanted to say Thank You for making this book! The furry player races have needed some love for a long while, and this book goes a long way towards giving them that much needed boost and shine in the spotlight. The features are great, the art for each race is delightful, and in particular I'm glad to see the kitsune getting so many delightful goodies. From someone who exclusively plays these and monster races, this was a must-have for me. You rock!
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Hey Paizo/PFS staff! I just wanted to say, because I'm surprised to find myself saying it. "For the first time in ever, I finally want to play a rogue." Thanks for allowing the Unchained rogue into PFS - it was the bone the rogue class was waiting to be thrown, and I'm happy to see PFS allowing it in. I'll definitely have to make one of my kitsune buddies into the russet rogue I envisioned them to be. :)
I'll also be checking out what I can do with my barbarian rebuilds, given I have so many, and many are natural weapon/dex-based. :D
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Huh. Good point on the copyrights. I can't believe I didn't think about that in relation to WHY I haven't seen any of such symbols being produced. That's unfortunate. In which case, depending on how Paizo reacts to the idea I may just have an actual symbol of Lamashtu from Mesopotamian lore made, given she's a real god by historical/mythological standards. I like Paizo's design for Lamashtu's symbol though, I really do, and would like to be able to use it.
And as a sidenote: The Hellknights at Fort Inevitable are such jerks, I can't begin to say it. Sure I'm a barbaric gnoll warpriest of Lamashtu, but I haven't even done anything chaotic or evil there and I've already got their holy roller paladins and Hellknights there giving me trouble and deathglares. :p
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All righty, I'll see what I can come up with before the deadline. :)
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I want to add my vote to the folks who say the Slayer needs to have at LEAST 6+Int skill ranks, rather than 4+Int. When its alternate classes have 6 or 8+int skill ranks, it needs to as well to effectively fit its roles.
EDIT: Also, it doesn't make sense for the Slayer not to have Knowledge Nature as a class skill. If they have access to the Camouflage talent, the character would need to know something about the plants they were using. Would be a shame if the camouflage plant was poison ivy! ;)
I appreciate that you guys added the option for firearm training, by the way. If I were going to build a long-range sniper build (utilizing sniper goggles at higher level), this is the class I would do it with. Overall I love the feel of this class, and its stone cold and stalwart distribution of death has a great ring to it. :)

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CRobledo wrote: Dixie Landoe wrote: The theme is awesome, but in my opinion, if you're going to go pirate, go all the way. Don't just do the swordplay elements because they fit traditional fantasy - it's just a charisma-based duelist at that point. The whole is greater than the sum of its parts, and not having guns keeps this class from being the whole. I like the flavor so far. I don't think it is useful for only the pirate theme, for example I could see it as a nobleman's sport in Taldor or something like that. But neither pirate or taldan noble fits getting Dervish Dance.
I'm probably just putting Agile on my rapier instead... That's true. The Taldan swordsman theme would fit this archetype beautifully. Witty, charming dilettante with a penchant for fine swordplay - the set of abilities here in this playtest fit that idea perfectly. I honestly try to avoid Dervish Dance because everyone else uses it and I've never been terribly fond of Sarenrae, but I can see the mechanical desire to have it, and I'm sorry it doesn't fit.
That said, it comes back to my original point of that theme going better with the Duelist prestige class moreso than the swashbuckler, with the exception of duelist being Int-based rather than Charisma. Now, if you wanted to do Swashbuckler ==> Duelist, that would probably work brilliantly (A good nobleman needs to be both charming *and* intelligent, after all!). Still though, guns were the selling point for me feeling this would actually be pirate themed.

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CRobledo wrote: Dixie Landoe wrote: Firearms. Where are they? Seriously. A pirate isn't a pirate without a flintlock pistol. You call it a fusion of the gunslinger class even... I see some cool abilities. Charisma-based grit is neat. The Opportune Parry ability is kind of cool. But... no pistol? No gun training? No Sword and Pistol feat at higher level? No *finally* dealing with the fact that TWF'ing with a sword and a pistol is nearly impossible in Pathfinder? ...What happened guys? C'mon. It was stated before that some of the Swasbuckler archetypes will re-introduce guns. But we don't have archetypes yet Gotcha. Thanks for the information then, that was very helpful. :)
Unfortunately, that also means I have no desire to playtest the class until I get a gun archetype. That's the part I was looking forward to. I hope everyone enjoys the class. The theme is awesome, but in my opinion, if you're going to go pirate, go all the way. Don't just do the swordplay elements because they fit traditional fantasy - it's just a charisma-based duelist at that point. The whole is greater than the sum of its parts, and not having guns keeps this class from being the whole.
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Firearms. Where are they? Seriously. A pirate isn't a pirate without a flintlock pistol. You call it a fusion of the gunslinger class even... I see some cool abilities. Charisma-based grit is neat. The Opportune Parry ability is kind of cool. But... no pistol? No gun training? No Sword and Pistol feat at higher level? No *finally* dealing with the fact that TWF'ing with a sword and a pistol is nearly impossible in Pathfinder? ...What happened guys? C'mon.

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I'm super excited to hear of someone else building a Lamashtu-themed character. Glad to hear I'm not the only one who finds her intriguing, rather than disgusting. :)
I really hope this works out well for you! I'll be watching this thread myself to see what others come up with. I have an alchemist that worships Lamashtu, who sees her ideals on bodily "perfection" as a science, and her studies and mutagenic form reflect that (big, burly, horned jackal-headed humanoid with cloven hooves for feet, with the feral mutagen discovery, gone Master Chymist). I also have a gnoll character who worships her, but that's more for their race than anything else.
I might would recommend the Canid Carcanet from the Dog Pharoah's Tomb PFS scenario - it gives you speak with canines, the ability to turn into a quadrupedal canine three times per day, and essentially looks like a symbol of Lamashtu minus the third eye. Lamashtu's Mark and Demonic Obedience are good feats to choose, with Jackal Heritage being a possibility too. Yeah, it's for jackal-weres rather than unholy jackal-headed demon queens, but still! Same species. I also totally second the Waters of Lamashtu spell - it's surprisingly potent/effective if you have a way of delivering the waters to the victim.
Also, you might consider the boon from the Runelords campaign that you get from the rune of Lust. To receive the benefits of the boon, your character has to have sex every 12 hours. Combine that with Demonic Obedience (for Lamashtu you have to have sex with the express intent of impregnation at least once per day) and you have a perfect combination of very unique effects. <3
Also, there's nothing wrong with lobster-clawed babies! After all, they may end up looking like this! http://media.trollandtoad.com/products/pictures/794032.jpg And who doesn't want treachery demon/glabrezu babies to defend them. ^_^

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13 people marked this as FAQ candidate. Answered in the errata.
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Hello everyone! I have a question for which I, after searching for a little while on the forum, have not been able to find a clear answer. Why is the double-barreled musket given a range increment of only ten feet?
I have been playing a musket master gunslinger in Society play for a little while now, and have focused on the double-shot feat to give her two attacks as a full-round action with her gun. She doesn't fire each barrel at once, but rather individually in sequence as per the feat. (Granted this wasn't as effective as I'd hoped, but that's another story) However, this was built on the premise that each barrel should theoretically be able to fire with the same range (40' increment) as a single-barreled musket.
One theory (given to me by a friend) is that they gave the double-barreled musket such a short range increment because the weapon was intended to be used more as "Grandpappy's old double-barreled shotgun" - more like a home defense tool than a battle gun. I don't use the weapon that way though, I never fire both barrels simultaneously, and I feel that the severely reduced range increment is unjustly applied. I also admittedly feel that it's unfair to cost 1000 gold more than the single-barreled musket if it's not going to have the same range increment.
I have been playing my character this way ever since she could afford the double-barreled musket (range increment of the gun as being 40'), and the GMs at my gaming store have accepted it. I don't want to cheat, but I feel like my case is just. Do y'all have any advice or ideas?
Thanks for your suggestions,
Dixie
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