Kuru

Dumm's page

355 posts. Organized Play character for SodiumTelluride.




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If Golarion is now a world where being called a half-elf or a half-orc is (at best) a cultural faux pas or (at worst) a racial slur, and people with mixed ancestry are so culturally ingrained that they instead have their own unique names... then why are halflings still called halflings?

I mean, there are plenty of small races; surely someone of that heritage would bristle at the notion that they're only half-of-a-human? At least no less than someone with exactly one human parent would?


I just finished running Skull & Shackles for my gaming group, and I'm trying to report it for PFS credit. But I'm a little confused by the terminology of "sessions." Our group took about 4-5 game sessions to get through each book-- does each book count as one "session," because I ran it once, or multiple "sessions," because it took us several gatherings to finish it?


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I have a boon that allows the use of the Daggermark Poisoner prestige class. I'd like to know whether that legality extends to its class features. Specifically:

Daggermark Poisoner wrote:
Toxic Trick: At 2nd level and every two levels thereafter, a Daggermark poisoner learns a toxic trick. She can use a number of toxic tricks each day equal to her Intelligence modifier + 1/2 her class level. The save DC of any saving throw called for by a toxic trick is equal to 10 + the Daggermark poisoner's class level + her Intelligence modifier. Spell-like abilities have a caster level equal to her class level.
Toxic Trick wrote:
Poison Conversion (Su): As the alchemist discovery.

The Poison Conversion alchemist discovery is not PFS legal. Is it a legal Toxic Trick choice for my Daggermark Poisoner?


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I love the idea of the Master Spy prestige class, but it doesn't seem well-suited for player characters. Not because it's ineffective, but because the thing it's designed for-- deceptive infiltration-- doesn't work well in the context of an adventuring party. And while the Razmiran Priest prestige class and the Vigilante base class are both mechanically powerful, if you bring one to an adventuring party you pretty much have to ignore most of your character's thematic awesomeness.

So I've been thinking: What if we put together a group of solo players? Each character spends a good amount of time on solo adventures, but the group still comes together when the need arises. (Think Avengers/Justice League.) This kind of thing would be a nightmare at a "real" table, but would I think be much easier in PbP. This would not be a fast-paced game; if the GM needs three days between each post to keep things straight, then so be it.

I'm looking for three things:
- A kind and interested GM
- Up to five other players who want a mixture of group and solo adventuring
- Ideas on what adventure to play; home-grown is fine too


Sage Bloodline wrote:
Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.

For what purposes is this bloodline power treated as a spell? Can I use a level-boosting trait like Ascendant Recollection to qualify for Eldritch Knight with five sorcerer levels?


If one legal character option references something in a different book, do I have to own both resources in order to use it? For example, if I own Ultimate Magic but not the APG, can I still play a hexcrafter magus?


I'd like to get involved in the 5e Adventurers' League online, and haven't found an active community so I figured I'd start one. I'm willing to run a game, but since I have zero AL experience and limited 5e experience I was hoping someone else could run one first. As I understand it, the minimum table size is three so we need 2-6 other players plus a DM. Anyone interested?


I have a gunslinger 4/occultist 1 who has two module Chronicles to apply (worth 3 XP each). I would like to retrain the occultist level, since it turns out there's an errata that makes the battle host archetype useless to this character, as well as prestige into lantern bearer (which requires a +5 BAB and some skill ranks). What's the most correct way to go about this?

a) Retrain the occultist level at character level 5, apply the two Chronicles, choose two levels of lantern bearer. End result: gunslinger 5/lantern bearer 2.

b) Apply the two Chronicles without choosing a class, retrain the occultist level at character level 7, take two levels of lantern bearer. End result: gunslinger 5/lantern bearer 2.

c) Apply the two Chronicles, choose two gunslinger levels (or any base class) since I don't qualify for lantern bearer; retrain the occultist level at character level 7. Since PFS does not allow a character to retrain base class levels into prestige class levels, those extra levels are stuck. End result: gunslinger 7.

d) Something else


I'm not sure how to search for this, so I apologize if there's a FAQ for it somewhere.

I'm part of a long-running gaming group, and we've played through multiple AP's. Our current lineup includes four people with PFS numbers, so I'm reporting it for PFS credit. Which is great. Unfortunately, this wasn't always the case and in an earlier AP there were only two of us who had PFS numbers, plus the GM. (There may have been a fourth, I'll have to track down that player to find out.)

Question 1: Can you report an AP for PFS credit if there are too few PFS numbers at the table, even if there are plenty of players?

Question 2: I know that at a normal PFS table, you're allowed to play with only three if the GM runs a pregenerated character. Would he have been required to run a pregen if we already had a party of six?

Question 3: One player (with a PFS number) came in halfway through this AP. Can she get credit for the books she played?


I have a halfling in PFS that I'd like to rebuild as a sniper rogue, and I'm looking at the Swift as Shadows alternate racial trait. This character is level 3, well beyond the free rebuild window.

Are there any feats or anything that allow me to take this alternate racial trait after the fact? To clarify, I'm not just looking for ways to reduce the sniping penalty-- unless they for some reason wouldn't stack with Swift as Shadows.


Here are some questions I haven't found definitive answers for regarding hidden weapons.

1) Can I draw one as a move action by taking a penalty on my Sleight of Hand roll? The Sleight of Hand skill only says that drawing a hidden weapon "is a standard action" but the Skill Unlock for it implies that it's normally possible.

2) If I have the ability to draw a hidden weapon as a move action (say, via Quick Draw) and have at least a +1 BAB, can I do so as part of a move?


I was in a PFS game once where a player cast a spell and missed with his touch attack. On his next turn he hit with his touch attack, declared that making a touch attack in and of itself (i.e. without casting a spell or using an ability) was a move action, and cast another spell. The GM agreed with this, but I can't find it anywhere in the rules. Is this true?


I have a question about variant channeling.

PRD wrote:

An iconic ability of clerics is their power to channel positive or negative energy, whether for healing, for damage, or to turn or command the undead. However, given the great variety of deities and their divine portfolios, it naturally follows that some deities would endow their mortal servants with the power to channel energies in other ways that more closely mirror their particular focus. The following categories are examples of alternative channeling abilities based on the nature of a deity's power; for example, a fire deity's negative energy channeling may deal fire damage as part of or instead of the damage from channeling.

When you create a cleric character, decide whether she uses the standard form of channel energy or a variety presented here based on one aspect of her deity's portfolio.

(Emphasis mine.)

Sivanah, for example, has the following:

Sivanah wrote:
Portfolio: Illusions, Reflections, Mystery, Veils

Her domains include several that are listed as variant channeling options. Her portfolio, however, includes none. So strictly by RAW (i.e. for PFS purposes), does that mean deities with such portfolios cannot grant variant channeling?


The city of Padiskar near the northern tip of the Isle of Jalmeray is not so much a city as a ring of small villages surrounding a massive, howling ruin, from which terrifying screams of whatever the Vudrani Maharaja Khiben-Sald left there in ancient times can still be heard. The new Venture-Captain Vasuman Mihir maintains a small safe house for the Pathfinder Society here, taking over from Padiskar’s longtime Venture-Captain Aamina Shahrazad, who was recently murdered by men loyal to Zamir, a bandit lord and rumored Aspis Consortium agent who operates out of the nearby jungles. You have been summoned to this safe house to await Venture-Captain Mihir's briefing.

Feel free to introduce yourselves.


Discussion thread now open. Feel free to dot in.


Recruitment now open, looking for low tier (1-2). Two slots are reserved, but otherwise it's first-come-first-served: the first 4 to speak up get in (I won't be choosing based on party balance.)

This is my first time GMing a PbP scenario, although I've played in quite a few, so bear with me on this.

Full Name

Haftor Ygrendir

Race

Dwarf

Classes/Levels

Warpriest 7, Orc Hewer (AC: 22 [26 against monsters of the giant subtype], HP: 69/69) Giants Slain: Cave Giant x1, Cyclops x1, Hill Giant x3, Hill Giant Skeleton x1, Marsh Giant x1, Ettin x1

Gender

Male

Size

Medium

Age

60

Alignment

LG

Deity

Torag

Location

Trunau

Languages

Common, Dwarf, Orc

Strength 15
Dexterity 10
Constitution 16
Intelligence 13
Wisdom 17
Charisma 8

About The Stone Fist

Fort: +9 (+5+3) Ref: +4 (+2+0+1 trait) Will: +9 (+5+3)
+1 cloak
+2 v poison, spells, and spell-like abilities

BAB: +4 (+1 to confirm critical hits, trait)
(+1 on attacks v orc / goblinoid, racial)
Sacred Weapon Damage: 1d8

warhammer att [dice]d20+9[/dice] damage [dice]d10+4[/dice]
crossbow att (+1/+1 PBS) [dice]d20+4[/dice] damage [dice]d10[/dice]

Racial
Slow and Steady - base speed of 20 feet (never modified by armor or encumbrance)
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype
Hardy: +2 racial bonus on saves against poison, spells, and spell-like abilities
Stability: +4 racial bonus to CMD when resisting bull rush / trip while standing on the ground.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Craftsman: +2 racial bonus on Craft / Profession checks related to metal or stone.(replaces greed)
Stonesinger: treat as one lvl higher when casting spells with the earth descriptor or using granted powers of the Earth domain. (replaces stonecunning)
Hatred: +1 racial bonus on attacks against humanoid creatures of the orc / goblinoid subtypes.
Weapon Familiarity: proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Traits:
Roll With It: You’ve trained with some of the best
giantslayers out there, and have learned how to avoid the
worst effects of a giant’s powerful attacks. You gain a +1
trait bonus on Reflex saves. In addition, once per day, when
a creature with the giant subtype successfully confirms a
critical hit against you with a weapon or a slam attack (not
a spell or special ability), you can roll with the attack. You
take normal damage from the blow, as if the critical had not
been confirmed. You must be aware of the attack and able
to react to it—if you are denied your Dexterity bonus to AC,
you can’t use this ability. If you are a dwarf or a gnome, you
can use this ability twice per day.

Ruthless: +1 trait bonus on attack rolls to confirm critical hits

Feats:
1) Point-Blank Shot (+1 attack and damage on targets within 30 feet)
3) Power Attack (trade melee attack bonus for damage)
3 bonus) Cleave (take an additional attack if the first one hits)
Class: Weapon Focus (Combat) +1 bonus on all attacks w/ warhammer
Sacred Weapon (Su)[1d6]: w/ warhammer, weapon damage is based on level and not weapon type.
6 bonus) Shield Focus (Combat) - Increase AC bonus of shield by 1

Blessings (std action, 6/day, DC 16)
Artifice Blessing
Crafter's Wrath (minor): touch one melee weapon and grant it greater power to harm and destroy crafted objects.
For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.

Transfer Magic (major): At 10th level, you can temporarily transfer a weapon special ability from one weapon to another. The bearers of each of the weapons must be willing, and you must be touching both weapons to activate this ability. You can transfer a weapon special ability with a base price modifier of +1 or +2. If you are using this ability on a double weapon, only one end of the double weapon is affected. The transfer lasts for 1 minute, after which the transferred weapon special ability automatically returns to the source weapon. You can use this ability multiple times on the same weapon or weapons. Alternatively, you can use transfer magic to move a +1 or +2 armor special ability from one touched suit of armor to another, or move a +1 or +2 armor or weapon enhancement bonus to another armor or weapon.

Earth Blessing
Acid Strike (minor): touch one weapon and enhance it with acidic potency.
For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike.

Armor of Earth (major): At 10th level, you can touch an ally and harden its armor or clothing. For 1 minute, the ally gains DR 1/—. For every 2 levels beyond 10th, this DR increases by 1 (to a maximum of DR 5/— at 18th level). This doesn't stack with any other damage resistance.

Fervor (Su) 6/day, standard action (unless the warpriest targets himself, in which case it’s a swift action) that provokes an attack of opportunity.
Touch a creature to heal it of 1d6 points of damage, plus 1d6 for every 3 levels above 2nd
Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter.
When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets.
Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Channel Energy (Su, standard action expends two uses of fervor - doesn’t provoke AoO - 30' r burst)
Release a wave of positive energy by channeling the power of faith through holy symbol - choose to heal living creatures or to deal damage to undead creatures.

Will saving throw to halve the damage - DC 10 + 1/2 lvl + Wis mod = 15

Sacred Weapon - Enhance one sacred weapons with divine power as a swift action. (6 rds/day)
This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level).
If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Skills (18 pts)
Climb (Str) 2 +2 +3 = 0 (-7 armor)
Craft (Int)
Heal (Wis) 6 +3 +3 = +12
Knowledge (engineering) (Int) 3 +1 +3 = +9 (+2 racial)
Knowledge (religion) (Int) 3 +1 +3 = +7
Profession (stonemason) (Wis) 4 +3 +3 = +12 (+2 racial)
Sense Motive (Wis)
Survival (Wis)

0 (5)
Detect Magic - Detects spells and magic items within 60 ft.
Guidance - Touched creature gains +1 on one attack roll, saving throw, or skill check.
Mending - Makes minor repairs on an object.
Spark Ignites flammable objects.
Stabilize - Cause a dying creature to stabilize.
1 (5)
Divine Favor - You gain +1 per three levels on attack and damage rolls.
Ironbeard - Target creature touched, Duration 1 minute/level - This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 armor bonus to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to cold iron armor spikes. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.
Shield of Faith - Target creature touched - Duration 1 min./level - This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Stone Shield A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.
Weapons Against Evil Enchant one weapon per level to bypass the DR of evil creatures, as long as it is 5 or less and not epic DR.
2 (4)
Bull’s Strength Subject gains +4 to Str for 1 min./level.
Hold Person Paralyzes one humanoid for 1 round/level
Ironskin +4 enhancement bonus to your existing natural armor bonus
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage

20 gp
Soldier's uniform 1 gp 5 lbs.
(sturdy boots, a kilt, a belt, a shirt, gloves, a cloak, and a hat. The belt includes rings for tying pouches, a waterskin)
Breastplate, masterwork +6 AC +3 max dex –3 AC pen 20 ft. 30 lbs.

half-plate +1 +8 AC +0 max dex -7 AC pen 50 lbs
automatically resizes itself to fit its wearer.
Once per day on command, the armor can bestow on its wearer the effects of righteous might for 5 rounds.
The damage resistance - DR 5/evil.

Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs.

1 Medium mw heavy steel shield

Warhammer, masterwork 1d8 x3 — 5 lbs. B

Uskroth Stone Warhammer

Crossbow, heavy 50 gp 1d10 19-20/×2 120 ft. 8 lbs. P
Bolt(s), crossbow (10) 1 gp — — — — 1 lb.
Axe, throwing (x2) 8 gp 1d4 1d6 ×2 10 ft. 2 lbs. S
Backpack, common 2 gp 2 lbs.1
Rope, hemp (50 ft.) 1 gp 10 lbs
Horn, signal 1 gp 2 lbs
Bedroll 1 sp 5 lbs
Blanket 5 sp 3 lbs
Oil, lamp 1 sp 1 lb.

CLW wand, 5 charges
potion of Divine Favor
Pearl of Power (1st lvl)
fuse grenade