Celestial Gnome

Findlefarb's page

151 posts. Organized Play character for Wrong John Silver.




Hello! I'm still quite new to PFS2e (and PF2 in general), and I'm thinking of making a second character. I haven't yet used any of my starting 80 points, and I'm thinking of creating a Sarkorian Tiefling for the game, but I'm not yet sure how helpful that would be within PFS or not. Has anyone had any experience with a tiefling in PFS, and what's it like?


So way back in D&D2e days, I came up with my own campaign world. New deities, new races.

The war god was also the god of the night sky, and his chosen people were nocturnal hunters whose eyes glowed like stars. So, it had both combat and astrology in his portfolio, but I kind of left it at that.

Then recently (again) I heard Dan Bull's Far Cry Primal Rap.

Suddenly I saw this war god as also the god of time. The cycle of change, destruction, the volcano that buries the city and replenishes the farmland. It's dancing the world away. Now I'm reenergized. A god that is both prophet and destroyer. His home palace is a place of endless battle, dates and places plucked from history, where travel between battles becomes possible, because it's all part of the same great eternal battle.

I'm going to start writing up this world once the ORC gets finalized. Get everything functioning in PF2e. I'm feeling my muse return after years. It's beautiful.


I've been looking throughout the SRD and I haven't been able to find answers for these questions. I'm sure I'm just missing them, but I'm not assuming I just know the answers from 1e.

How is Initiative calculated?

If you're Trained in a skill, is it a +2 or +3 bonus?

What are all the effects from being Small?


Hello! I'm an old player, but I haven't played for the past five years. So, I'm starting again with Pathfinder, and I figure a PFS2e character would be the right way to do it.

So I've been reading PFSRD, Archives of Nethys, etc., and I'm trying to build a support-role gnome cleric.

Would someone be able to look at what I've got and let me know what's right and what's wrong? The character is here.

I know I still need equipment at the very least, but I'm not sure what I'm able to use properly.

Thanks in advance!


So I'm looking over the Wishcrafter archetype, which has the following power:

PRD wrote:
Expanded Wishcraft: At 3rd level and every 2 levels thereafter, the wishcrafter grows more adept at altering reality to fit the whims of others. She may add an additional spell selected from the sorcerer/wizard spell list to her list of spells known. This spell must be one level lower than the highest-level spell she can cast. A wishcrafter can only use these spells in conjunction with her wishbound arcana ability. For example, if she used this ability to learn cat's grace, she can only cast it when another creature wishes for it, and can't cast it on herself because it is a targeted spell. She cannot use these spells to craft or recharge magic items. These bonus spells replace the bloodline spells gained by the sorcerer's bloodline.

Now, the problem I see is that at third level, a sorcerer can still only cast level 1 spells. Normally, a 3rd level sorcerer receives a level 1 spell at 3rd, 2 at 5th, and so on.

As written, the sorcerer receives a level 0 spell at 3rd, 1 at 5th, and so on, and it can only be cast in conjunction with people wishing. Is that correct?


I'm considering making a PFS character with an eye toward Pathfinder Chronicler. The build keeps looking stranger and stranger, so I want to make sure I'm not missing anything.

The basic theme is that the character is a master of monster lore and battlefield tactics. Much of the design is dedicated toward buffing the character and allies, identifying the weaknesses of the creatures faced, and using the Pathfinder Chronicler's Deep Pockets to pull out just the scroll or potion for the particular situation. It's only a half build at the moment, and a lot of it could change.

Race: Half-Elf
Important racial trait: Multitalented Inquisitor/Skald
Perhaps Skill Focus (UMD)?
Deity: Gorum
Inquisition: Tactics

Strength: 14
Dexterity: 10
Constitution: 12
Intelligence: 13
Wisdom: 14
Charisma: 14

Can still add +2 to one ability score

The build would eventually be (by Level 11) Inq2/Ska3/PFC6. Max out Use Magic Device for the scrolls, rely on Bardic Knowledge + Monster Lore.

Thoughts? Where might you take the idea?


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I'm in the market for a wand. Basically, I'm looking for a sorcerer/wizard spell that would be useful in combat situations in general.

The budget is 750gp, so it's pretty much guaranteed to be a first level spell with a save DC of 11, so I would prefer something that doesn't rely on saves.

Magic missile is, of course, the first one I'm thinking of, and it's a great choice. However... would anyone have any other suggestions?

The Exchange

I've got a first level Oracle chracter (Haunted Nature Oracle) for PFS that I'm seriously considering dipping into Sorcerer for one level, mainly for the arcana. Click on my profile for the character sheet at present.

Thematically, she is a fey-touched individual with a deep connection to the Lost Prince. Operationally, she is a Caster Oracle type with a high AC, who has a specialty in compulsions.

So, for her next level, I'm considering taking Fey Sorcerer for the +2 DC to compulsions. First level spells planned on being taken are feather fall and true strike, because they do not have somatic components, and continue as an oracle for the rest of her career.

But since I'm mainly dipping for arcana, I started looking at Cross-Blooded. But what would be the best second bloodline? Undead or Serpentine would greatly expand the possible targets for spells like command and hold person. Arcane could get me a familiar (I'm thinking monkey, to retrieve items for me, but that could also just be a trained animal). Maestro would increase caster levels.

Thoughts?


What are the rules regarding trained animals that aren't familiars, class-based mounts, or animal companions in PFS? Are they allowed? How are they tracked? I assume that some are allowed (standard mounts, and no one's had a problem with my one bard's untrained chicken) but once we start talking about training animals, that might change?


Let me start with the first answer:

"Just make a Magus."

NO. If I wanted a magical booster of my own melee might, yes, agreed. But I'm looking to focus on battlefield control with decent melee backup. Someone who's closer to a full caster. That would be an Eldritch Knight.

What I'm thinking right now, is start with a level of Bloodrager, then go into Blade Adept Arcanist. My first and third level exploits are taken, but my fifth level can be Bloodline Development, my feat at character level 7 (Arcanist 6) can be Extra Exploit: Weapon Specialization, and at Arcanist 7 (so I've got 8 levels for the bloodline) I choose Eldritch Blade. Then I go up EK.

A few notes: I can dump Charisma with this build, because I'm never getting Bloodrager spells, and I'm choosing exploits that don't rely on Charisma. My bloodline will remain at Level 8 until after EK10, and never rise above 10, so the best bloodline will be one that doesn't rely on 12th level powers and above to become awesome.

Yes, this character isn't going to be wading into battle casting spells and engaging in melee at the same time. But that's not the plan. This is essentially a form of switch hitter, dropping the control spells to start, then mopping up.

Thoughts on the plan? Would you do something different?


Possibly because of the extra AC wielding a scizore offers and its resistance to disarming is the real reason I'm looking at this pairing, but it still seems solid. Certainly I'm enjoying the "one handed" rp appearance of the idea.

Going full arcanist is a possibility, but I also like how well it synergizes with eldritch knight possibilities. But if we do go EK, we still need proficiency with all martial weapons, so we'll need a level in the appropriate class. Fighter is the classic choice, but is it possible to improve on that?

For example, why not a dip into Bloodrager? For a primary caster with a single Bloodrager level, the Arcane, Celestial, and Elemental/Infernal bloodlines look interesting. Swashbuckler would be possible, too. Yes, you don't get the same number of crits as you would with a rapier, but the scizore is a one-handed piercing weapon.

I figure the dip class should be full-BAB, so I haven't considered options like skald or battle oracle, but those would also open up interesting options, wouldn't they?

What might you consider?


So, an elementalist wizard under the Four Element system must choose the opposition element as its opposition school. Under the Five Element system, she must choose the element that overcomes their element.

In the case of air, metal, and wood wizards, there are no special rules because they only exist in one system or the other. In the case of fire wizards, it doesn't matter if they're four-element or five-element, because their opposition school is water in either case.

But what about earth and water wizards? Under the four-element system, earth's opposition school is air and water's opposition school is fire. But under the five-element system, earth's opposition school would be wood and water's opposition school would be earth.

Can an earth or water wizard choose a five-element opposition school instead of a four-element opposition school?


A lot of people like dual cursed oracles, for good reason. However, the question remains... what's a good dual curse?

There's something like Blackened & Wrecker, which means you won't focus on being a weapon wielder but makes a potent debuff for fighter-types for the oracle's curse spell.

I've been looking at Wasting & Legalistic, because the problem of getting sickened for 24 hours when you go back on your word goes away once you're immune to being sickened at level 5. The oracle's curse is utterly destructive to bluffing face-types, and you essentially give up being the party face, yourself.

What's your favorite combo, and why?


What sort of resources are available for a player/GM looking to play, and how much expertise is required to use them?

At the start, there are rulesets like the PRD online, and they are simple enough to access and utilize in a browser. But then there are character creation tools, dice rollers, and the like, that take a moment to learn, but are just as quick and easy to use.

Then you get to things like map makers, encounter managers, and things that are very useful for the GM and the players, but take more time to learn and master. On the one hand, they really make for a richer game experience, but on the other, a lot more time, effort, and money must be invested in order to take full advantage of them, and that investment might be asking too much of some people.

What's the state of the art in 2017? If you're someone like me who's generally time constrained (and cannot carve out a multi-hour block of time to dedicate to gaming) but can access resources at regular intervals throughout the day, what methods of play and GMing are available?


What does everyone think about characters that might not be that effective at dropping enemies themselves, but do an excellent job of making it easy for their teammates to drop enemies?

What's worked in your parties? How do you like to see the support role filled?


I'm looking for an artist to draw my character. I'm willing to pay a commission. However, I have no idea how to go about looking for an artist. Any suggestions?

Grand Lodge

I've got my own ideas as to where I'd like to go with this character, but if you were going to build this character out, what would you do? Click my profile for the Level 1 crunch.

Basically, I'm a cleric with the Darkness and Exploration domains, with a high Dex and extreme mobility.


Theme

Map of the Moonsea

A day north of the village of Maskyr's Eye, a team of merchants, travelers, and guards, with assorted oxen, wagons, and wares, gathers for the evening. As Letráne, the caravan lead, checks the maps with Kyrell, the guide, they check their location. Skirting the eastern edge of the vast Cormanthor forest and the western reaches of the Earthspur mountains, the land shatters into a series of narrow ravines heading north. These are the landmarks.

The caravan hosts about thirty people, from guards, a noble, a small band of elves from Cormanthor, a number of merchants, and sundry travelers who all know of the safety in numbers. There have been rumors of a new goblin tribe calling themselves the Screeching Owls surfacing in the badlands south of Mulmaster.

But with a blessing from the gods, this will not be an issue. For tomorrow, the caravan will be in Mulmaster!


Welcome to the game! First order of business, let's get this set up for everyone.

Everyone make an alias for your character. The alias's profile should contain the character stats and background for your PC.

Second, background. The group is diverse, and I'm not going to use the "you're all in the tavern when..." open. I want to make sure we know how the group works together.

This shouldn't take too long; I'll get the game started on Monday.


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1360 DR. The city of Mulmaster on the Moonsea in the cold far northeastern heartland is known as the City of Danger. Ruled by the Council of Blades and High Blade Selfaril with an iron fist, Mulmaster controls no lands, but is itself uncontrolled by outside forces. Despite the well-manned standing army-police, the secretive mages guild of the Cloaks, and the House of the Black Lord, grand temple to the dead god Bane, the city is still filled with cutpurses and opportunists, plots and desperation.

This game will be played using AD&D 2nd Edition rules. If you're looking for nostalgia for an old system, you're welcome to join. If you're curious what 2nd Edition was like, feel free to show up.

I'll be taking a maximum of 5 PCs, starting from first level. From previous experience, I know I can't handle more (and apologize to older games in advance). We're going to roll dice for making characters (as it was done, most of the time, back then). Just roll them straight; getting an 18 is NOT required to have an effective character. So, if you're interested, roll 4d6 six times, drop the lowest die, and arrange the six scores as desired. If you don't like your roll, let me know, and I might let you reroll. If the total score is under 60, definitely reroll. Also, if the total score is over 90, definitely reroll. Anything in the middle, I'll look them over and judge. But don't feel bad if I say to keep the scores! It means I see it as a viable character.

Classes available (if you meet the ability score prerequisites) are Fighter, Paladin, Ranger, Cleric, Druid, Specialty Priest, Mage, Specialist, Thief, and Bard. Races available are Dwarf, Elf, Gnome, Halfling, Half-Elf, and Human. Other, more bizarre races might be available, but WILL cause you difficulty (with the single possible exception of the half-orc). I will be playing with the Complete series of handbooks, so class kits will be available. Multi-classing and dual classing (eventually) are also options. The Tome of Magic will be avaialable as well. In addition the 2nd Edition Forgotten Realms Adventures book will be in use as well. Note that this game will NOT be using the Player's Option series of books.

If you don't know the system, but you want to play, that is all right! I (and likely some other players who have played before) will help you in making the character concept you have! I will be more than happy to assist anyone in making their character!

This will be as much about exploring the system as playing in the world, so it's all good and welcome. Come! Enjoy!


Okay, so... Complete hypothetical. If I were to run an AD&D 2e game here, it would be core rules + Complete series. Rolling... 4d6, drop lowest, arrange... or I can arrange for 4d6-drop-lowest arrays. I can reasonably handle a party of 4 (I've tried to run a campaign with a larger group and I failed miserably. 5, I could probably handle, at the max).

I will offer players help, especially if someone doesn't know the system. My games are RP-heavy, but 2e is fine for high-RP. So, for example, I could assign an appropriate kit to a PC based on background if the player doesn't know what they are.

That leaves... choice of world, campaign ideas, and choice of deities. There are the standard worlds out there, but there's also a personal world I've developed that I can brush off. What would people like to see?

Who would be interested in either a little nostalgia, or learning what AD&D 2nd Edition was all about?


Here's the rules:

Take a previously posted song, and describe how you would use it in a game. Then, add a new song for others to describe how they'd use it.

I'll give you all three possibilities. Choose whatever you like, any or all.

Embodying -- Delerium

War Dogs -- Juno Reactor

Masquerade Waltz -- Khatchaturian


I've started thinking about this idea for a Monk/Inquisitor character, and want opinions as to how to improve it. Take 2 levels of Monk, the rest in Inquisitor.

Level 1: LN Human Monk, Master of Many Styles. Feats: Improved Unarmed Strike, Snake Style (bonus), Improved Grapple, Scorpion Style.
Level 2: Inquisitor of Sivanah (bladed scarf proficiency), Persistence Inquisition. Free feat: Step Up
Level 3: Evasion, Combat Reflexes, Kirin Style (bonus)

Continue as Inquisitor from there. Thoughts about how to continue? I think so much more about the early levels...


The bladed scarf says that you can cause damage to an opponent with it if your opponent succeeds in a grapple check. However... if the check is successful, you're grappled, and grappled characters can't take an action that requires two hands to perform. The bladed scarf is a two-handed weapon.

If I want to enter a grapple, and I'm wielding a bladed scarf, what happens?


There's an interesting thread talking about male love interests in APs. And it got me thinking--what do you want to see in a love interest in general?

Personally, I play lots of different characters of differing genders and sexualities, so for me, it's not necessarily the stock "hot chick" or anything like that. I prefer a love interest who is bright and active. It's okay if the love interest requires rescuing, falls prey to villains, or is super-competent and that sort of thing doesn't happen. I like them imaginative and energetic.


I've been thinking about playing an Arclord of Nex for the Mummy's Mask AP. I want your thoughts on the best way to do it.

Start as Human Wizard. Arcane School: Universalist.

The feat prereqs:
Level 3: Craft Wondrous Item
Level 5: Craft Magic Arms & Armor, Eye of the Arclord
Level 7: Craft Construct

Which means I can take Arclord at 8th level.

A few questions:

Arcane Bond: I know the standard response for this is "Familiar, familiar, familiar!" HOWEVER, I am going to have ten levels without familiar boosting, and many of my feats are locked down already. Furthermore, I'll have fewer spell slots as a Universalist. I'm almost thinking a bonded ring is a better option. Opinions?

Metamagic Mastery: The 8th level Wizard power could come in handy, but I'm going to, once again, be limited in feats--especially metamagic. One possibility would be to take Reach Spell at first level, take the 8th Wizard level, and then go up Arclord at 9th. Is it worth it?

First level feats: Any thoughts? Or should the standard best wizard choices apply?

Grand Lodge

So I started making a cleric of Count Ranalc with the Darkness and Exploration domains... and somehow has turned into a speedster. He's got a move of 40' and the Run feat. I figure that out of the gate, he can cast Expeditious Retreat and have a bonus to long jumps of +29...

But what do I do with that?

(This is the character so far)


Tiago leaps up suddenly, demonstrating instincts based off muscle memory. He pulls the knife from his waist, and faces the wall. "Shin... Please tell me that the back door behind the kitchen is closed."

Malachi places down his glass of hot water and adds, "Do you smell something?"

In the sudden enforced silence, the air carries with it the sound of a little voice, creaky, from just outside. "...vengeance..."

Initiative Order (which might drop):
Ivan
Delara
Korrum
Ketomir
Thorgrund
Shinrin
Ashtari
Krissina

Tiago tenses, ears and nose twitching. "Goblins. I smell goblins."

Malachi carefully stands and adds, "Then I'm hiring for protecting my caravan outside."

Everyone may act. The doors (even the back door) are closed.


OOC thread, for discussion and everything. Once you start posting here, I'll add you to the campaign.

The Exchange

Hello! I'm learning about PFS and have made my first character... I just want to check. Is this build legal? The character is listed in the profile.


The Drunken Silkworm is a run-down inn and tavern about four hours east of Logas in Isger, along the charred border of the Chitterwood. Although it is located along the Conerica Straits trade routes linking Cheliax, Andoran, and Druma, most travelers pass the place by--perhaps stopping for a meal, at most.

The Drunken Silkworm used to be known as a major hub for the Avistani silk trade, back in the days that the silkworm flourished in the Chitterwood. Before the Goblinblood Wars. Before the Chitterwood was burned down. Now it sits, slowly decaying as trade passes it by.

But, for whatever reason, you happen to be at the inn. Perhaps you stopped for an hour, perhaps you have been living there for a time. As fate would have it, you are there when evening falls and a half-elf, with pale skin and heavily slanted dark eyes, clad in a green tunic over leather, scimitar by her side, walks in and proclaims, "My name is Crecimi De Bosques, and I have been tasked with the regrowth of the Chitterwood. I am looking for those who would be interested in helping."

Character Creation Guidelines:

* 20 point buy.
* 2 traits from different categories.
* 1st level, full HP for your HD.
* Any alignment.
* All Paizo material with the exception of the Advanced Class Guide--no playtest material.
* Any Core, Featured, or Uncommon race from the Advanced Race Guide. HOWEVER, do not expect to be treated like a normal person should you choose something bizarre. Prejudice is alive and well in Isger.
* Maximum starting gold for your class.
* A long character background is not required. The background should reflect why you are at The Drunken Silkworm in the evening, and reflect your trait choices.
* I do NOT like the default output from HeroBuilder. The layout is excellent for an NPC or critter for combat, but it is not appropriate, in my opinion, for a PC. I want to see builds, choices, math behind bonuses, and so on. Please feel free to use HeroBuilder, but I will NOT accept a simple output from it for your character.

Recruitment Method:

Recruitment will occur in three phases.

In Phase 1, I will be accepting characters. Any character reviewed and approved by me before 11:59pm, December 19, will enter Phase 2. Please get your submissions in! If you submit at 11pm on the 19th and I don't review it in time, you won't get in. I will be reviewing characters throughout the week and answering any questions and am willing to help you have the character you want.

In Phase 2, character creation will be closed, and interaction will commence. Interact with each other, NPCs, etc. This interaction will be key, as it will lead into the next and final phase.

In Phase 3, the most coherent band of characters by the end of Phase 2 will be selected as the party. The group will consist of 4-6 characters. This group should be clear from the interaction and how well the NPCs feel about the group. I -might- run a second table if I find time, but don't count on it.


I'm thinking of making a Skulking Slayer Rogue with a dip into Order of the Land Cavalier then going Low Templar. Mounted charging sneak attacks with a falchion.

Thoughts? I haven't thought it all out, yet...