Loris Raknian

E. Quint's page

34 posts. Organized Play character for Elias Quint.


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Grand Lodge

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I think that intent and perception plays a role on if something is an evil act. For example I have a tiefling barbarian/monk who is as dumb as a bag of rocks. During that same scenario with the Tengu bandits, he thought that they were being attached by giant chickens, having never seen or heard of Tengus before. Afterwards, he started to cook and eat the big chickens until someone explained to him that they were people. After that he was really mad at the chicken people for looking too much like chickens and not enough like people.

Grand Lodge

Seth Gipson wrote:
Neongelion wrote:
SCPRedMage wrote:
Actually, languages are still subject to the same Additional Resources restrictions as any other rules element, and the entry Rasputin Must Die only covers equipment and the oracle mystery, so none of the languages are legal options in PFS.
Well that really sucks. I don't see why it wouldn't it be an option since I'm willingly putting a rank in linguistics to get a language that no one on golarion speaks (some would call that wasting a skill point but bleh), but oh well.
I cant speak for anyone else, but personally, I wouldnt treat your character knowing English any different than someone who says their character made up their own language or that they are fluent in Pig Latin. Feel free to insist you speak it and run with that background if you want. The most anyone can do is look at you funny en-whay ou-yay alk-tay unny-fay. As long as it isnt providing you with any sort of mechanical benefit, just go for it. ;)

^This

I have a character that speaks "Gnomish". In reality, he is just making noises like Beaker from the Muppets. What can I say, he is more than a little touched in the head and that is what Gnomes sound like to him :)

Grand Lodge

I have a couple of characters that spent a decent amount of resources on flavorful, but not overly useful things.

My 14th level cleric acquired a pathfinder lodge. It is his plan to use the 10 prestige allotment of followers each scenarios to have 10 different heralds all announcing him as something different. Either that or buy a palanquin and have 2 porters carry him everywhere.

My other character (my big, dumb fighter) spent 15 prestige and some gold in retraining so that he could have a dog (nature soul, animal ally, and boon companion feats). He did this after he befriended a guard dog in a scenario. He is now has a dog animal companion. His dog even died once and I didn't change it to a more "effective" animal because I played it as his brothers just got him a new dog and told him that Puppy was just sick.

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BigNorseWolf wrote:
Save it for your resurrection.

^This >:D

Also, in addition to what Dylos said, I would also recommend having at least one traveler's any tool (assuming you have a copy of Ultimate Equipment). This is not just a suggestion for Bonekeep, but a suggestion for any Pathfinder doing any scenario.

Grand Lodge

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BigNorseWolf wrote:
Shamus Cleric of the lantern king: Too insane to go through training. Saw a group of adventurers gathering and just got in line with one of them. Oddly enough no one questioned this. Thought the lantern lodge was part of his cult.

You are the only other person that I know of that has a cleric of the Lantern King. There was no way that Phinneous Phest would have had the attention span to go through 3 years of training to become a pathfinder. He just showed up one day and insisted that he was a Pathfinder. He even had a wayfinder and everything (actually, it was an empty can of tuna, but the power of suggestion trait can do wondrous things with a high bluff skill) so they started sending him on missions. He is now a Venture Captain with his own lodge. Go figure.

I only have 2 characters that I planned from the start as having gone through the Pathfinder training:

Zerran Zadar - Varisian Lorewarden/Investigator. I planned on him being the quintessential Pathfinder. He is a versatile adventurer who is out to advance the goals of the Society.

Jaird Sage - Half Tien, Half Ulfen Samurai. He crossed paths with some members of the Silver Crusade and they really left an impression on him. He left his home and parents in the Jade Quarter of Kalsgard and traveled to Absalom to join this organization that produced such honorable and noble individuals. He is currently just a blob of GM credit, so he hasn't had a chance to see the other types of people that make up the Society :)

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redward wrote:
Tarma wrote:
I suspect that you can have a character go from level 1-12 with a regular non-magic weapon and have little to no trouble.
If you're really looking for a challenge you could always test that theory.

I have a character who reached level 13 without having a magic weapon. Never mind the fact that he is a casting-based cleric who never used the few daggers that he owns...

Grand Lodge

Jiggy wrote:
E. Quint wrote:
ScrollMasterRob wrote:
There seem to be a few season 5 mods where the writers are trying to TPK the players in the first round. "Elven Entanglement" certainly rises to the top of the septic tank.

** spoiler omitted **

** spoiler omitted **

Spoiler:
because the though of it getting pumped so full of positive energy that it pops was highly amusing to my cleric

TOZ -

Spoiler:
2 paladins in the party...

Grand Lodge

ScrollMasterRob wrote:
There seem to be a few season 5 mods where the writers are trying to TPK the players in the first round. "Elven Entanglement" certainly rises to the top of the septic tank.

Spoiler:
Assuming you are referring to the first encounter, plane shifting the big nasty to the Positive Energy Plane in round 1 solved that problem :)

In all seriousness, that encounter truly was a game of bazooka tag. More than half of our party could have easily died in round 2.

Grand Lodge

My first character in PFS (and Pathfinder in general) was a magus. I have also run into a couple of GMs who were unfamiliar with the lovely combination that is spellstrike and spell combat. Being that all of these occurrences we at conventions, I did not argue at the table. I simply went with their ruling in order to not bog down gameplay. After the game, I would talk to them and enlighten them on the correct rules.

I wish that I had known about the Jason Bullman post that BNW linked to. I would have just printed it out to keep with the character to show GMs if need be. I also HIGHLY recommend reading Grick's Guide. I found it to be very helpful.

On a semi-related note, it is possible to deliver up to 2 shocking grasps in a round (3 at higher levels):

1. As you approach your target cast shocking grasp and hold the charge
2. Use your full round action to spell combat in the following sequence:

Spellstrike with held charge (this counts as your normal attack), cast shocking grasp, deliver shocking grasp with spellstrike.

At higher levels you can throw in a quickened shocking grasp for another spellstrike.

Grand Lodge

I agree with The Fox. Grand Lodge is pretty much a catch-all as far as character concepts go. If you are looking for another faction that would be hanging around the Worldwound and would be willing to give assistance to a lost and confused Angelkin, I would also say Silver Crusade.

Grand Lodge

I bought a Pathfinder Lodge and a caravan :)

There is also a the Qadiran vanity Master of Trade. It gives you 10% off of one purchase per scenario. My armor master fighter is going to get the vanity before he buys his adamantine full plate.

Grand Lodge

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Richard deMorris wrote:
Friendlyfish wrote:
Has anyone explained why the Mythos has been locked out of legal character choice for a cleric to worship? They have the Dark Tapestry for Oracles. Are they worried about Chaosium and copyright?

Probably worried about the theme of the Mythos not being too conductive to cooperation and driving worshipers to madness.

That and worried how players would always be asking if the stars were right... or some fhtagn thing...

Come on now, just because someone is crazy doesn't mean that they can't cooperate. My cleric was originally designed as a worshiper of the Great Old Ones until I discovered that was not a legal option (that was a sad day, indeed). I just switched him over to become a follower of The Lantern King. Same domains, same insanity, still a team player. At least I got to go on a bit of an insane rant about the Great Old Ones occupying the space between the stars and how they will one day wake up and return to the world and how everyone will then enjoy a grandeur so vast that it shatters the fragile minds of both mortals and the "gods" that they worship...

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MrSin wrote:
E. Quint wrote:
BigNorseWolf wrote:
nosig wrote:

I don't understand this thread...

what classes with face skill DON'T work well in PFS?

The rogue can struggle a bit.

There's a trait for that:

Clever Wordplay or Student of Philosophy

That uhh... doesn't help the rogue so much as the wizard or magus.

I agree that it would be more helpful to a wizard or magus, but most rogues that I have seen and/or made have at least had intelligence as their secondary attribute. I wish that I had known about clever wordplay when I made my magus. Adding both his strength and intelligence to intimidate would be delicious.

I also agree that student of philosophy is somewhat limited. That is why I would rather take clever wordplay. In my opinion, a constant bonus in one skill is preferable to situational bonuses in two skills.

Grand Lodge

BigNorseWolf wrote:
nosig wrote:

I don't understand this thread...

what classes with face skill DON'T work well in PFS?

The rogue can struggle a bit.

There's a trait for that:

Clever Wordplay or Student of Philosophy

Grand Lodge

nosig wrote:

I don't understand this thread...

what classes with face skill DON'T work well in PFS?

My level 13 cleric has good face skills (20+ diplomacy and a decent sense motive), but the people that he regularly goes on missions with won't let him talk to people because he is a compulsive liar (+32 bluff - without using the mask of stony demeanor) and is more than a little crazy.

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Phinneous Phest, chosen of the Lantern King, just completed the Eyes of the Ten and was promoted to Venture Captain.

Grand Lodge

I can see two reasons for allowing campaign mode for Emerald Spire. First, it allows those of use who primarily play Pathfinder within the confines of PFS (in my case it is because of time) to stretch our legs and try new and different things without losing any progress on our PFS characters.

The second reason is something that I see as a real benefit. Campaign mode allows for an easy introduction into Pathfinder and PFS. One of my wife's friends is interested in playing in PFS, but who is very self-conscious about not knowing rules, not being familiar with the flow of play, etc. I have been using Dragon's Demand to help her get used to those things. Every once and a while some other people join us, but playing in campaign mode has allowed us to take things at a slow and forgiving pace, yet still be working towards PFS credit. This means that when she is ready to jump into PFS, she will have a character that has leveled up some and she will not have to feel that she put in all that work and have nothing to show for it.

I have also found that having something available in campaign mode has had no negative impact on what people want to play in my local area.

Grand Lodge

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Muser wrote:

** spoiler omitted **

Spoiler:
He used his wish to heal himself. The GM told us that the original plan was to bring back the herald of Lisala, but we dropped that corpse in an acid pit. Even if he tried to wish us all to the sun, it wouldn't have worked. One of the first things we did after the herald was to use the cerberus that the Asmodean cleric summoned to dimensionally lock all of us except the summoner and her eidolon.

He was down to 6 hit points by the time his second turn came up, so he buggered out of there to heal up. His first action was to cast a maximized empowered horrid wilting, which was counteracted by our wizard putting up an emergency force sphere, which broke line of effect to everyone but our fighter, who made his save. If that would have hit us, we would have all been hosed. In the first round his spear also cast slow on us, but we all made our will saves.

Spoiler:
As for cloudkill, we all either had necklaces of adaptation or were under the effect of life bubble.

Grand Lodge

Vrog Skyreaver wrote:
So, how'd it go?

^2 posts above yours :)

It went very well. Our GM didn't pull any punches, but we prevailed without any casualties. The closest someone came to dying was our archer fighter was dropped to 1 hit point, but that wasn't that big of a deal because he immediately had two clerics step up and heal him. It really came down to a battle of attrition and we were pretty much able to counteract everything that he threw at us. The last few rounds, Krune was really just scraping the bottom of the barrel trying to figure out what he could do to us.

Grand Lodge

I must raise this thread to brag about the accomplishments of six brave Pathfinders in defeating the Runelord, Krune.

10-11 Hardmode. 2 Clerics, a wizard, a sorcerer, a summoner, and an archer fighter.

Spoiler:
We buffed up with several minutes/level buffs before entering the sanctum. Teleporting in, we had up darkvision, daylight, life bubble, true seeing, bears endurance, and a few other buffs that I can't remember at the moment. We completely tore through everything in no time flat, managing to disable all of the runes and defeat all of the cronies up to Krune in about 5 minutes or so.

My biggest contributions were negative channeling with the other cleric to disable the runes of life and death and hitting Krune with 2 harms in the first round (thanks to a metamagic gem of quicken).

We were very well prepared for facing a high level conjurer and nobody died. I can certainly see how this scenario can be deadly to a ill-prepared group or a random group at a con.

Grand Lodge

We finished up the Waking Rune on hard mode and it was a blast! Apparently we were sufficiently prepared because nobody died. I don't want to give anything away, so I will not give any specifics about the encounters. All the fights before the last one lasted only 2 rounds. The final fight lasted about 8 rounds. It turned out that Krune only had about 6 hit points remaining after the first round, but he managed to regroup and give us the runaround for a while. I think that what was mentioned earlier about our group having so many casters really helped us.

Great GM, great party, a bunch of fun. Now my cleric is level 12 and ready to go through the retirement arc!

Grand Lodge

BigNorseWolf wrote:
E. Quint wrote:
It is my plan to have one of the wizards in our local group use his staff of the master to heighten a casting of continual flame to 9th level.
Hmmm... don't know if that works. Heighten spells whole thing is raising the level, and you're not raising the level with the staff.

The staff would allow you to raise the effective level of the spell via the heighten spell metamagic. Even though you are not using up a higher level spell slot, the spell is still considered a higher level spell because the "extra power" is coming from the magic energy (charges) of the staff.

Here is a related question: would a fireball heightened to 9th level through the staff have a DC of 13 + ability modifier or a 19 + ability modifier? I would say that it is 19+. If it is only 13+, what would be the purpose of using heighten spell?

All that being said, I have been proven wrong enough in my life to not be too stuck in my ways. I am open to reasonable discussion on such matters. Though if it comes down to it, a new thread should probably be created to house said discussion.

Grand Lodge

It is my plan to have one of the wizards in our local group use his staff of the master to heighten a casting of continual flame to 9th level.

Grand Lodge

Taenia wrote:

I have run hard mode twice, for both venture captains and game designers, I can honestly say that hard mode has serious potential to ruin some parties while other parties will present a much more difficult challenge for the NPCs.

One item that came up in some games were i think potions of orchid's drop, which grant an alchemical bonus to saves for hour/lvl. May want to look into that before you go.

I thought about potions of orchid's drop, but you cannot get potions of that particular spell, being that is range: personal. If I could, I would gladly spend the 1250 gold for a potion that would give me +2 to all my saves and last 7 hours :)

Grand Lodge

Undone wrote:
andreww wrote:
Four level 11 full casters and a summoner. I suspect it may not be possible to fail.

Unless he ends the fight in round 1 with a single spell. While the GM may chose not to it's incredibly likely to insta wipe if he get's a single action in combat.

EDIT: But if anyone could do it this would be the group.

We are preparing for anything that we can think of. These are our three main assumptions in our planning:

He is a level 20 conjurer

We are playing on his turf

He is not going to be alone

My character has spent about 10,000 gold in consumables to prepare for the scenario.

Grand Lodge

So, a group of us are going to try to take on a Runelord this coming Saturday. We are all at 32xp (level 11.2) and this will be our final hurrah before going through the retirement arc at the end of the month. I think that we have a pretty good shot, but I am perfectly fine if I have to get a true res (that is what prestige is for). We are going to have a very good GM and a table of experienced players. I am expecting this to be epic and frustratingly fun.

Here is our party makeup:

Cleric of the Lantern King - Positive channeler
Cleric of Asmodeus - can summon hellhounds, cerberi and Erinyes as a standard action
Archer Fighter
Ray Specialist Sorcerer
Summoner with a flying, pouncing cat that has holy claws (and will be our tank)
A know-it-all wizard

We have been prepping for this for months. Wish us luck!

p.s. - Please, no spoilers.

Grand Lodge

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Our local group has one main themed party and a couple other ones that are being built and/or just kind of happened.

The main themed party is The Illustrious Brotherhood of the Shifting Sands. We are a Qadiran merchant/mercenary family. The idea started after a convention when several of us were sitting in a diner talking about making a group that worked really well together. This turned into a two hour discussion at the diner and an email chain over 100 emails long. We started out with a full party, but soon the family grew so that there is somewhere around 15 members. In my opinion, the best thing about the family is that the members will designate a "face" character. The face is the only one who will speak in anything other than Kellish. The family has grown from a super-optimized team into a fun roleplaying experience and a real bonding experience for a lot of players. That being said, the original group is brutally effective, both in and out of combat. We even made t-shirts!

A themed party that we are putting together is the Barbarian Hair Band. All include more savage/tribal style characters named after hair bands. Mine is the party skald, Axil Steelheart.

Finally, there is one that kind of just fell together thematically, but we have yet to actually play - The Short Wagon Super Stars. All of these characters have intelligence and one other mental attribute as a dump stat. I really want to run them through The Disappeared, The Blakros Matrimony, Fortress of the Nail, or Library of the Lion. It will likely be a train wreck, but it will be hilarious and fun.

Grand Lodge

We are planning on having a couple of tables run the retirement arc in the next month or so. Here is what my group is looking like so far:

Wizard - Not sure of his school, but he is very effective both in and out of combat.

Cleric of the Lantern King - This one is me. In combat - debuff (chaos and madness domains) and healing (I took channeled revival, just in case). Out of combat - very good diplomacy, insanely good bluff to go along with my power of suggestion trait, decent sense motive. My pre-buff AC is 28, so I could also probably pinch hit as a tank.

Archer fighter - He is known for being devastating in combat when he is not busy failing will saves.

Fighter/Rogue - He is our trap monkey and UMD specialist. Before I leveled my cleric, he gained a reputation as a combat medic because he carries around a bunch of healing scrolls and wands and can reliably get them off in combat.

Paladin - Pretty standard paladin with a greatsword. He has a dancing shield and some other ways of getting his AC up to a decent level.

Skirmisher Ranger - A good, well-rounded character in and out of combat

I think that we will have a good shot at it. I am really looking forward to this arc.

Grand Lodge

Magus 10
Cleric 10
Fighter 7
Gunslinger 5
Monk 3
Investigator 2
Bloodrager 2
Barbarian 1
Ranger 1

Grand Lodge

I wanted to make something that people wouldn't normally associate with an Ifrit, so I made a bloodrager from the Realm of the Mammoth Lords. He will be going straight into dragon disciple at 6.

Grand Lodge

I have a few multiclassed characters, but most of mine are single classed:

1. Elias Quint - 10 Magus
2. Zarris Zadar - 1 Fighter (Lorewarden)/2 Investigator
3. Talir Blackbeak - 5 Gunslinger (Musket Master)/1 Ranger
4. Phinneous Phest - 10 Cleric
5. Al-Ra'd Ibn Sabbah - 6 Fighter (Armor Master) (I almost gave him a level of cavalier, but I found out a different way for him to have his puppy)
6. Savage Frank - 1 Barbarian (Savage Barbarian)/3 Monk (Martial Artist)
7. Elandir Moonblood - 1 Oracle (haven't played this one yet, but I am considering the whole paladin/oracle combo)
8. Prax the Brazen - 2 Bloodrager (going into dragon disciple)

That would make 3/8 currently multiclassed and 5/8 if you count the ones who will multiclass later on.

Grand Lodge

In my local group, we had a new GM that wanted tips and advice on GMing. We ended up having a private game where the new GM ran and the players were all people who regularly ran tables. We did a private game so that we weren't restricted by a time limit and we could stop and discuss things as they happened. This ended up being very beneficial, even to those of us who have been running for years. Maybe you can see if you have enough experienced players and GMs that would be interested in doing the same thing for you. It has been my experience that many groups are happy to have more people interested in running games, even to the point of investing some time into helping out those people who are interested in running.

Grand Lodge

I agree with mswbear - preparation the key to successful GMing. Something else that you might want to look at is the Google Drive chocked full of resources for most of the scenarios. You can find a link to it in the GMing subforum. When prepping for a game, I also roll everything that I can ahead of time. This usually includes initiative for the baddies and initial stealth (for baddies waiting in ambush) or bluff checks (for when people start off lying to the PCs).

I have found that most people are understanding and cut a new GM some slack, especially one who does not have much play experience. That being said, don't use the excuse of being a new GM as a crutch. Try to make sure that you do everything that you can to make sure that you are ready for running a game.

I will also add my voice to the disappointment for your local group for not running any low level tables. In my local group, even though we always had at least one low level table going, we even stopped running level 7 to 11 scenarios for a while because we wanted the more experienced players to mingle with the new players. Welcoming new people and keeping them interested is vital to the success of a PFS group.

Grand Lodge

Let me see... In my local group, there is a gnome barbarian, a tengu gunslinger (mine), and a tengu cavalier/cleric. Those are probably the strangest combos I have seen. I am currently planning a ifrit paladin.