Rohkar Cindren

Frenir's page

52 posts. Organized Play character for falcore51.


RSS

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>
The Exchange

This is the worst scenario I have ever played. I have previously played this writers 4-05 scenario and I continue to be unimpressed by his scenario design. The scenario is overly deadly, 1 player dead and 2 unconscious in the first encounter which isn't even a combat, in the end the party walked away and this is overly deadly. There should be a warning on this adventure and it should be tweaked, when you have venture captains telling stories of losing 4 people to this mod this isn't fun this is sadistic cheese.

The Exchange

The spiked chain is for reach and free AOE. Also the spell storing will have bestow curse on it to nuke a mele as it closes in. The problem is the mele guys wont be able to see him. He can see in perfect magical darkness and he is laying down a 4th level darkness spell. Neither mele or ranged are going to be able to get close. Then his minions the shadows come in to drain the mele guys str as well. He makes a great villian and a painful Area of effect. This guy is a fight in darkness and tear them appart. If he fights in the open sure he is going to take some serious range damage but even and obscuring mist can make them close into mele. With the two resist types he can put on his minions he can avoid most spell damage.

He also gets the spiked chain for free due to his god so I thought it would be nice flavor.

The Exchange

This is a pathfinder Cleric build that I have always wanted to play in pathfinder but I have had enough problems justifying the cleric of Calistria but this cleric is an absolute monster. Behold the Cleric of Badass. So I stated him out as a 9th level cleric but this build requires level 8 to work. Sadly this is mostly pfs legal might not be able to afford the fullplate of speed by this point but most of it you could. Also you would have to change the alignment to LN. This guy is a dps monster he does 9d6 to everyone DC 18 for Half while healing himself 9d6 each time. He has a spiked chain to threaten and with certain boosts he is a monster. He can also heal himself with the neg energy with his undead allies as well. You can swap out the Darkness domain for Law if you wanted to be able to create undead. This version is more of a attack in the dark type of guy with his shadows.

CLERIC OF BADASS
CR 8
XP 4,800
Male human cleric of Zon-Kuthon 9
LE Medium humanoid (human)
Init +0; Senses eyes of darkness (4 rounds/day), Perception +5
Aura aura of evil, aura of law
DEFENSE
AC 22, touch 12, flat-footed 22 (+10 armor, +2 deflection)
hp 75 (9d8+27)
Fort +11, Ref +6, Will +14, +2 trait bonus vs. charm and compulsion effects.

OFFENSE
Speed 20 ft.
Melee chain +2 (spiked/spell storing) (two handed) +12/+7 ((two handed) 2d4+5)
Special Attacks bleeding touch (8/day), channel negative energy (9d6, DC 18, 7/day), touch of darkness (8/day)

Domain Power Spell-Like Abilities Bleeding Touch (8/day), Touch of Darkness (8/day)

Cleric Spells Prepared (CL 9th, concentration +14):
5th—slay living D (DC 20), spell resistance , summon monster v (summons 1d3 shadows)
4th—aura of doom UM, infernal healing, greater ISWG, protection from energy (communal) UC, shadow conjuration D (DC 19)
3rd—animate dead D, blessing of the mole UM, deeper darkness , invisibility purge , resist energy (communal) UC
2nd—aid , blindness/deafness (blindness only) D (DC 17), bull's strength , effortless armor UC, protection from good (communal) UC, silence
1st—divine favor , entropic shield , infernal healing ISWG, murderous command UM (DC 16), obscuring mist D, protection from good
D Domain spell; Domains Darkness, Death

STATISTICS
Str 14, Dex 10, Con 14, Int 10, Wis 20, Cha 14
Base Atk +6; CMB +8; CMD 20

Feats Armor Proficiency, Heavy, Blind-Fight, Command Undead, Extra Channel, Improved Channel, Quick Channel, Weapon Focus (Chain (Spiked))

Skills Acrobatics -3 , Climb -1 , Diplomacy +12 , Escape Artist -3 , Fly -3 , Knowledge (Dungeoneering) +5 , Knowledge (Religion) +12 , Ride -3 , Spellcraft +12 , Stealth -3 , Swim -1
Languages Common
SQ aura, aura of evil, aura of law, bonus feat, death's embrace, eyes of darkness (4 rounds/day), orisons, skilled, spontaneous casting, weapon and armor proficiency
Gear mithral full plate of speed, chain +2 (spiked/spell storing), phylactery of negative channeling, ring of protection +2, cloak of resistance +3, ioun stone, pale green prism - cracked ~ attacks

SPECIAL ABILITIES
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Aura of Evil (Ex) You project a strong evil aura.
Aura of Law (Ex) You project a strong lawful aura.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Bleeding Touch (Sp) As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round.
Bonus Feat Humans select one extra feat at 1st level.
Channel Negative Energy (Su) You can unleash a wave of negative energy dealing 9d6 (DC 18 for half) 7/day.
Cleric Extra Channel
Death's Embrace (Ex) You heal damage instead of taking damage from channeled negative energy.
Domains
Eyes of Darkness (Su) Your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Scholar of Ruins (Knowledge (Dungeoneering)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time.
Touch of Darkness (Sp) As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

The Exchange 1/5

David Neilson wrote:

I am surprised there have been no mentions of "Eyes of the Ten" yet. I have actually spent a star on Bone Keep Level 1. Apparently I am a masochist. [/QU0OTE]

I am going to prob spend a start on bonekeep part two. I was frustrated people tried to take pregens to it. I made them take real characters or I was going to walk, unfortunately I didn't finish it with the right character so it made me sad.

The Exchange 1/5

We ran high tier and were slightly hard tied because we only had 5 players. We generally broke into 3 groups and we able to get the items to repair both golems, complete the faction mission for the exchange and avoid the final encounter. The ranger had some amazing handle animal checks for the root to avoid combat at the hippos and a well places charm person and we avoided the battle for the pearl and we were able to pay them half up front. However we had some serious difficulty in the warehouse battle. We almost had two party deaths because the caster was just layering the area with mist and two people got engulfed. The only reason why we survived was due to some speed buffs and my cleric finishing off the cube before people died which was impressive because I play more of a bad touch/compulsion type of cleric with some channeling buffs which really were eliminated due to note having line of sight to anything and the cube was kinda immune to most of my tricks. Spiritual ally proved effective because the cube engulfs it, the ally made of pure force doesn't care and keeps attacking. Overall good encounter though players need to understand that you need to spend money and that diplomacy is a useful skill.

The Exchange

heyyon wrote:

If you meant Sacred Shield, I would also look into the Bodyguard feat. Building up a *massive* shield bonus is nice, but adding another AC bump is better.

Shield Focus, +5 enchant, Arrow Catching, boom, you hand out a +10 shield bonus to adjacent allies and protect against ranged attacks. Potentially moving into Missile Shield -> Ray Shield, you could avoid ranged touch attacks (which are mostly those nasty ranged touch spells that more or less ignore your AC).

Bodyguard would add another layer of AC you can hand out to your allies. It begins at +2, but feats, traits, benevolent armor and class bonuses can raise it up into the low teens. All together, you could be handing your adjacent allies bonuses to AC in the low to mid 20s. A naked wizard with no dexterity could suddenly turn into a tank... Just imagine what that does with that great axe wielding barbarian who has on armor, and has decent dex... Oof.

That is disgusting If I were you gm I would chain lighting you are your friends till you are dust and make you roll up new characters.

The Exchange

I use that slot for something else, that is my resistance and temporary hitpoints slot because I use my cloak for something else as well. I have long given up on being the main damage dealer, what I do excel at is keeping the party alive and getting into flank for other party members. I buff myself long enough to keep from getting pasted.

I am also not switching weapons just upgrading. I chose a reasonable upgrade path so I don't have to keep selling the weapon back every time. I don't plan on swapping out my weapon till level 9-10. Right now it is secondary eq like a 8k for a wayfinder that grants invis and 10k for another resistance item.

I shouldn't need to redo the character for season 6, hell if he can make it through bonekeep I think he is reasonably optimized right now but I just don't know how bad higher level mods are for will saves. I know bonekeep was freaking murder with them but that isn't typical.

I haven't generally run hi tier specials except with my cleric and well he is just a cluster of brokenness and channeling and his will saves are pretty silly at this point.

I was debating on picking up the ratskull from bonekeep to counter swarms with swarms, plus I have a few other tricks up the character sleeve. He has a wand of magic missles and I am saving up for a wand of scorching ray to do for ranged sneak attacks with and to help deal with swarms.

The Exchange

I have a boon that decreases the price for holy by 10% and another boon that decreases the cost of 1 purchase a session by 10% and they stack. So the price isn't as bad as you think for holy.

I see everyone going Adamantine for last season. I know there are a ton of constructs but I just picked up 20 adamantine arrows for my short bow and called it good.

The Exchange

I had though about taking the Swashbuckler Feat as well at level 9. Iron will is just to much of a biggie. I think it will help when people attack me multiple times by parrying the second attack.

I can't really afford more on the weapon it is already a +1 agile weapon and cost limits are really going to get expensive. I was going to add holy to it to help with evil creatures and creatures with good dr.

I considered the headband of ninjitsu but right now the 15k is out of my price range. I rather pay 4k for a +1 in all situations, I am not really having a problem getting past concealment due to dancing lights and other things but I appreciate the idea.

Part of the reason I am taking wallclimber is to help me get around the battlefield more. I have been finding that people I can't get to in mele are due to flight now more in modules and it is better then throwing a dagger at them.

The Exchange

Well after surviving Bonekeep Level 1 without any of the diseases I feel pretty good about the character. I made some slight tweaks from the progression. I opted out of taking Arcane Strike, I found I was using my swift action way to much to be of much use. I found 7 uses of Ki a day was extremely useful especially for getting me out of the oh god this is going to hurt kinda situations. I have found even with flanking and being invisible sometimes I still don't connect which is because of the slow bab bonus. Next item to pick up is a Cracked Pale Green Prism Ioun stone for the +1. My Agile weapon is now also starting to be solid with 1d6 + 6 + 3d6 sneak attack. It is such a solid hit that I become the target so lowering their attack and increasing my AC Against them has been the priority.

Completed So Far
Kitsune Ninja
Ability Scores 10 18 14 10 10 15 after racial mods Level 4 +1 Cha, Level 8 +1 dex, level 12 +1 dex
1 Weapon Finesse
2 Ninja Trick - Vanishing Trick
3 Kitsune Realistic Likeness
4 Ninja Trick - Rogue Talent - Offensive Defense*
5 Extra Ki
6 Ninja Trick - Weapon Training Wakizashi and Rogue Talent - Befuddling Strike (took favored class bonus for kitsune 6 times)

Here is where I am thinking for the next few levels.

7 Iron Will
8 Ninja Trick - Wall Climber
9 Toughness or Improved Iron Will
10 Advanced Ninja Trick - Invisible Blade
11 Improved Critical - wakizashi
12 Advanced Ninja Trick - Assassinate, Rogue Talent - Ninja Trick - Evasion (took favored class bonus for kitsune 6 times)

The Exchange 1/5

Part one of the dungeon is a slog but a decent party can move through. Found the fighter backed up by a cleric worked best. I blew through part of a wand of owls wisdom to try to boost the partys saves so we went through that part of the dungeon in rounds. This helped keep the party inline because everyone gets 1 thing to do going around the table even out of combat.

Part two wasn't two bad till we lost two people who just rolled bad saves to the killer effect. First guy went down and second tried to breath of life him and went down as well. Boom party done.

The Exchange 1/5

The real threat is in future bonekeeps the diseases they have affect them. I would say that unless they are wearing the Periapt of Health or like the monk their immune system protects them now they still suffer for entering bonekeep.

The Exchange

I know this is supposed to be silly and sarcastic but I was running a game with a half-orc bard/barbarian build with a long spear. Kinda sick that the bard is out damaging the fighters.

The Exchange

I always take this trait with my rogue.

Veteran of Battle (Gorum): You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

The Exchange

I would spend the PP on the cure light eidolon.

The Exchange

I'm just saying if I am seeing a caster doing that kind of burning hands damage at my table, 5 archers with long bows suddenly target the player.

The Exchange 1/5

Also I forgot to mention I almost TPK the party in the high tier with the tiefling armies. Being able to fire the crossbows as a standard action and as a move action burn anything around you, I dropped two players to neg with the fire. I had to rule that they didn't burn to death for a round because it lasts that long but I just found they were slightly over powered. Also the rules for (unit) types are kinda weird.

The Exchange 1/5

I had to improvise here a little. Several party members refused to make the climb checks and just were not able to. Some decided to make jump checks across to bypass the kytons. It got a little dicy for awhile, I tried to prevent a TPK by having him cast for a few rounds to buff in back instead of killing them as they tried to jump. I had the kytons switch the grapple and it make things brutal for the players.

The Exchange 1/5

I ran this last weekend and the table got bored of the second encounter after killing the big armies they just didn't want to grind through the rest.

The Exchange 1/5

I very rarely have had to run a mod cold. I find two things that help me immensely.

1. Masterwork Tools: Pathfinder Open Source Reference It helps me without flipping through books everywhere to look up something. I keep it on my phone and tablet so I can have two things open at once.

2. http://www.pfsprep.com/ or the old google docs for the prep. It is nice to see good pitfalls in a fast manner.

I find that some mods are just brutal without prep, a ton of the season 5 mods I wouldn't want to have run without prep.

The Exchange 1/5

Have

Sylph
Spirit of Shadow Lodge

Want

Not really sure

The Exchange

I just contribute bug fixes because I do weird builds :-).

The Exchange

I really am liking the kitsune for ninja.

Kitsune Ninja Scout Arch Type
Ability Scores 10 18 14 10 10 15 after racial mods Level 4 +1 Dex, Level 8 +1 dex, level 12 +1 cha

1 Weapon Finesse
2 Ninja Trick - Vanishing Trick
3 Arcane Strike
4 Ninja Trick - Darkvision, Scout's Charge
5 Kitsune Realistic Likeness
6 Ninja Trick - Pressure Points or Forgotten Trick and Rogue Talent - Offensive Defense* (took favored class bonus for kitsune 6 times)
7 Iron Will
8 Ninja Trick - Weapon Training - wakizashi , Skirmisher
9 Toughness or Extra Ki
10 Advanced Ninja Trick - Invisible Blade
11 Improved Critical - wakizashi or Kitsune Fox Shape
12 Advanced Ninja Trick - Assassinate, Rogue Talent - Ninja Trick - Evasion (took favored class bonus for kitsune 6 times)

Primary weapon would be a wakizashi that would be getting to +1 Agile as fast as I could.

I really have dropped the two weapon because of Ninja ability to spend a Ki point for an extra attack really I am only wanting that when I am flanking so I can crank the damage and I can use a ki point for that.

Will have some daggers as backup weapons and I can throw them as well if I am invis don't want to mix it up yet.

The Exchange

Also to help with some of those will saves I just can't really make I plan on adding in this magic item.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/seduc er-s-bane

+5 to sense motive and then +5 resistance to will saves vs enchantment

I also like the flavor of it as well.

Oh you thought I was dominated, well sneak attack b*!%~ bet your are flat footed now.

The Exchange

Follow up on this thread I know it was awhile ago, I am using my kitsune ninja with arcane strike. Kitsune qualify due to their dancing lights.

Benefits I get from that.

1. Great way of treating your cold iron/silver shuriken or dagger as magical for attacks, great for damage as well.

2. I pair it with my wakizashi for the high crit and since an general bonus it gets stacked with the crit.

3. I always have something to do with my swift action that is relevant. Usually when I have lots of Ki and flanking I use the extra attack but when you are low on Ki arcane strike is nice.

Example at level 6 my +1 agile wakizashi I have a dex of 21 with magic items at this point so my damage on 18-20 is pretty sweet and with weapon finesse I keep a good high to hit.

Magic items of note, added in cracked pale green prism ioun stone +1 hit
Gloves of Dex +2

Base
to hit +12 with +2 for invis/flank or both added sometimes
1d6 + 7 or crit 2d6 + 14 + 3d6 sneak

Arcane Strike Base
1d6 + 9 or crit 2d6 + 18 + 3d6 sneak

Bite Attack
to hit + 7 with +2 for invis/flank or both added sometimes
1d4 + 3d6 for sneak

Arcane Strike Bite Attack
1d4 + 2 + 3d6 Sneak

The Exchange

RainyDayNinja wrote:
Moonlight Stalker is tempting, but we're talking about investing 3 feats in a +2/+2 bonus that still requires some kind of spell first to activate.

A cloak of lesser displacement qualifies for this feat to be always active unless the target has true sight.

The Exchange

1 person marked this as a favorite.
Adam B. 135 wrote:
ryric wrote:
Shadow Demons are very very tough for CR7. Incorporeal + DR is just a rough combo. Very few parties at that point have a weapon that's both magical and cold iron, and if they do there's probably just one so the demon can easily focus fire. Oh plus it resists or is immune to most energy types as well, and has SR. Just tough at level 7.
My DM was not thinking and had us fight one at 5th level. Talk about brutal.

There is a reason why most of my characters don't go anywhere with out a cold iron dagger and a oil of bless weapon and magic weapon.

The Exchange

PC Gen is still a little buggy but I submit about a bug a month for strange things that don't work in it. Good thing is they have a Jira frontend for bug submissions and all the bugs have been fairly responsive since I have been using it.

Let me clarify buggy, there are a ton of edge case rules that aren't always taken into account. Part of the ruleset it is just complicated.

The Exchange

Umm stop making we want spend $200 on a module I am currently playing :-).

The Exchange

I agree BigNorseWolf, that is why Ninja seems better, I can blow a Ki point if I am serious about doing some extra sneak attack damage and with the bite I get that rare off chance off 3 atacks.

The Exchange

So I don't need quick draw because I can always draw my weapon as a free action during the surprise round. The other feat making everyone in a surprise round treated as flat footed is slightly better I think.

The Exchange

I have seen that brokenness and the sad part is I can't help bring down another enemy with it, I just get to one shot things on my own which makes it not fun for other players. So I say no to the Thug.

The Exchange

Mojorat the feat you are thinking is gangup. Maybe just normal sword for now keep some masterwork daggers of different types because I can.

The Exchange

Hey Tomos, I think I am just going with a cold iron Wakizashi, I will have some silver daggers and cold iron daggers to throw. Till I can get holy on my Wakizashi just going to have a few oil of bless around.

Final weapon should be a +1 Cold Iron Holy Agile Wakizashi.

If i still want to stab something with the Dagger I can, weapon finesse still works with them so not losing much.

I also can carry some silver blanch as well for the occasional devil you run into.

The Exchange

From what I read you can use Arcane Strike with Full Round Attack and even use your Ki Point to get an extra attack to really lay down the hurt.

Main 4 combat situations I think I will encounter.

Charging a caster, get sneak attack on the attack due to Scout.

Need to Spend a Ki point for invis because I want to sneak attack with dagger or no flanking options even with a acrobatics tumble.

Full attack, I have flanking or can get it with a 5 ft step or have improved invis and need to drop someone fast.

Low on KI points and after 8 levels I can use acrobatics to move 10 feet to position myself into flanking if I need to, or strike and withdraw if possible.

K I tweaked it to take iron will at 7.

The Exchange

So try this one on for size.

Kitsune Ninja Scout Arch Type
Ability Scores 10 18 14 10 10 15 after racial mods Level 4 +1 Dex, Level 8 +1 dex, level 12 +1 cha

1 Weapon Finesse
2 Ninja Trick - Vanishing Trick
3 Arcane Strike
4 Ninja Trick - Darkvision, Scout's Charge
5 Kitsune Realistic Likeness
6 Ninja Trick - Pressure Points or Forgotten Trick and Rogue Talent - Offensive Defense* (took favored class bonus for kitsune 6 times)
7 Iron Will
8 Ninja Trick - Weapon Training - wakizashi , Skirmisher
9 Toughness or Extra Ki
10 Advanced Ninja Trick - Invisible Blade
11 Improved Critical - wakizashi
12 Advanced Ninja Trick - Assassinate, Rogue Talent - Ninja Trick - Evasion (took favored class bonus for kitsune 6 times)

Primary weapon would be a wakizashi that would be getting to +1 Agile as fast as I could

I really have dropped the two weapon because of Ninja ability to spend a Ki point for an extra attack really I am only wanting that when I am flanking so I can crank the damage and I can use a ki point for that.

Will have some daggers as backup weapons and I can throw them as well if I am invis don't want to mix it up yet.

The Exchange

Since ninja is an alt class feature for rogue does the Kitsune Favored class still apply?

The Exchange

Well damn learn something new everyday. Does does this stack with a +1 damage of magic on a weapon ?

The Exchange

Fruian Thistlefoot I already have a arcane caster and trying to play things I haven't played before.

My understanding of arcane strike since I am not progressing as a caster it always it stuck at +1. Granted I could use it low level and retrain but I have a ton of eq that is going to be costly managing gold for this is going to be tough.

On the ninja point I went back and forth on whether to play a ninja or not or even if it made sense to dual ninja and rogue at some point.

Ninja lets me use vanishing tricks and shadow clone to do what I could do with wands and umd. I know I could simulate two weapon fighting with ki points and just take extra ki for the extra attacks and not take the -2.

I guess I could spec out a Kitsune Ninja would a similar theme and see if I like it or not. I also wanted him to be more of a tricky type of guy. Like assume the form of someone else and get ya, I know that is harder with pathfinder.

The Exchange

I do thing offense defense instead of Pressure points at 6 is a good idea.

The Exchange

Tomos I have seen to many things with need either cold iron or silver damage resistance and if you don't break the resistance sneak attack is worthless , it is easy for me to keep track of using color coded dice.

The Exchange

Alex I am bypassing level 2 and most of level 2 completely with GM credits, so I am not really worried about first level, I do admit it would be an issue normally. Part of the reason why I didn't want to take the Kitsune archtype is that I am giving up magical trapfinding for basically a plus 1 to some skills till 12 level. I feel like magical traps are going to come up more often then the +1 is going to be worth it.

Moonlight stalker requires blindfight and combat expertise and with a cloak of minor displacement around the same level as I get it basically +2 to hit and dam all the time.

With my bonus to acrobatics and and skirmisher by 8th level I don't really need to worry about feinting.

I looked at the vital strike tree and I just wasn't that really big of a fan. If i was I would be taking a 18-20 crit range weapon with a GM boon.

The Exchange

So response to the mithril, it is for those sick puppies that like to have things that will rust your weapons like oozes or rust monsters. They also don't take the -1 to damage.

Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
No aura (nonmagical property); CL —; Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp.

In response to Very squishy yeah I realize that, especially since I am losing a possible 12 hp by not doing my favor class bonus in it. I am maxing out UMD, I am also going to be throwing in a wand of false life with a wand of shield as well to help out with some of that ac and hp problems.

Ways I am thinking of mitigating this is around that level Vanishing Wayfinder, the invis will help me get out of hard places as well.

Also the constant 20% miss chance should help somewhat.

I looked at Offensive Defense rogue talent but it seems like it was nuked to where the dodge bonus don't stack with itself and the ac bonus only goes with the target you attacked.

I admit there is going to be a somewhat glaring problem with saves, I have my free reroll that I save for saves and because of my cloak choice I can't really get a cloak of resistance.

The Exchange

Looking for feedback on this build, I have never done a two weapon fighter before and I wanted to stay away from the feint and two weapon feint feat charts.

Kitsune Rogue Scout Arch Type
Ability Scores 12 18 12 13 10 12 after racial mods Level 4 +1 Dex, Level 8 +1 dex, level 12 +1 int

Traits Observant (Grand Lodge), Veteran of Battle (Gorum) help with drawing weapons in a surprise round to work well with underhanded.

1 Two Weapon Fighting
2 Rogue Talent - Finesse Rogue
3 Combat Expertise
4 Rogue Combat Trick - Blind Fight
5 Kitsune Realistic Likeness or Shadow Strike
6 Ninja Trick - Pressure Points and Rogue Talent - Weapon Training (took favored class bonus for kitsune 6 times)
7 Moonlight Stalker
8 Rogue Talent - Underhanded
9 Improved Two Weapon Fighting
10 Advanced Rogue Talent - Crippling Strike, Improved Evasion, Unwitting Ally, Talent Feat - Gangup ? (not really sure)
11 Whatever feat I didn't take at 5th.
12 The two Advanced Talents I didn't take at 10 (took favored class bonus for kitsune 6 times)

So I really want to take Kitsune Realstic Likeness for RP flavor earlier on but that really hampers my hitting concealed opponents.
I know I could achieve the same affect with like a hat of disguise, etc.

So things I like about this build I can do 3 str or 2 str & 1 dex with each sneak attack at higher levels.

Around 7th level I am going to get a cloak of minor displacement so I get my moonlight stalker bonus all the time except for a cleric with true sight cast.

Underhanded really lets me control the surprise round, with being able to draw a weapon as a free action I get to basically kill whatever I attack opening scene.

At low levels the bite attack can be helpful trying to get more damage and sneak attack in, Weapon Finesse stacks with the bite which makes it even better.

Scout Arch type does make me lose uncanny dodge but I feel like Scout's Charge and Skirmisher that are basically going to let me sneak attacks more often. Even if I have to re position via tumble to get a flank I still get a sneak attack which is nice.

Equipment
I am going for two short swords with one being cold iron and one being silversheen to help overcome damage reduction. The silversheen one is eventually be +1 holy while the cold iron one will be +1 agile and be the main handed weapon.
I am not so worried about hit penalties with two weapon fighting, once i can get a 4k gold item going to get a cracked Pale Green Prism Ioun stone and put it in a wayfinder. When I can afford 8k going to get a vanishing wayfinder to get invis basically 5 times a day to help with the sneak attacks.

The Exchange

I would assume it stacks with Ninja ki pool as well then.

The Exchange 1/5

Alright so the adventure path I am running now I am just going to make a new event and give character numbers to the people who don't really care about them and put in the one person pathfinder number who does as private events. Thanks for the help and explaining it, this has been rather confusing.

The Exchange

K this is weird, I was getting around to using some of my GM credits for game days and other modules to make up a new chat and just not seeing it. Yeah for this thread.

The Exchange 1/5

That is kinda confusing and not really clear. On one hand there is dispensation for running this adventure paths in a home setting which then may be applied to a character. I had not read anything about playing it in a home game before it was sanctioned.

I see what you are saying about not being certified.

http://paizo.com/pathfinderSociety/about/additionalResources

So just giving them the chronicle sheets and walking them through adding it to one of their pathfinder chars by the instructions should be fine.

Also technically I get DM credit for Skulls & Shackles but I am just saying it is going on a char I am never going to play like char 100 or something because we really didn't like the adventure path that much.

Going forward if I do a home game should I make a private event or just hand out the chronicle sheets when done for people who want them?

The Exchange 1/5

Not sure where to ask this but this seems like the best place. I just finished up another adventure path for friends. When one of them asked me for the chronicle sheets for their pathfinder characters so they could put it on a new level 1. I was confused so I did some research. Basically I knew that rise of the runelords had character credit but I didn't know that some of the others did. To put this in reference I have played like 10 sessions of pathfinder society over the last few years and GM 8 and most of that was back in season 3. To get an idea of how much I keep up a required tracking sheet for your consumables was kinda news to me. I had always used PCGEN to manage that stuff. Anyway what do I do now with the old adventure paths that I never registered. So I just go in a create dummy events and use the pathfinder player numbers for the people who wanted it and put in dummy numbers for the rest? Can I give the players the tracking sheets and is that good enough? If I have to make events how to do I do them retroactively?

I have 5 adventure paths I need to make events for

Curse of the Crimson Throne
Legacy of Fire
Council of Thieves
Kingmaker
Serpent's Skull
and parts of Skull & Shackles

The Exchange 1/5

So I just wanted to give feedback to people on how some of the modules have played.

Silent Tide, I could have easy had a TPK. I was nice and just made two critical roles normal hits, didn't want to scare off the new people. Maybe should make future modules only have crossbows or something x3 crit weapons are just mean.

Citadel of Flame, I made a ranger with range focus for a pregen which did help them out on the bridge. Using the normal set of pregens would just have killed them all.

Devil We Know Series, I borrowed and read through these modules from a friend but I didn't find them compelling.

I was really kinda hoping for a set of 3 modules that a good tied in story line to get people excited about Pathfinder Society, maybe a new person induction into pathfinder. I just had a bunch of people that didn't know a ton about the world and didn't make a huge amount of sense to them. Frankly I just started playing in this setting back in 09 so I don't have all the backstory either.

Most of the modules are geared towards you have played other ones before, I think it would be a huge boon if there was a 3 modules made just for player introduction.

1 to 50 of 52 << first < prev | 1 | 2 | next > last >>