Kyle Baird wrote: I thought about signing up for this too. :) Do it!
Oh a 4am game for me... I think I'll go take a nap!
I went rogue/magus for mine and honestly he's fun. I need to work for all the attack bonuses I can get in combat to help my to hit but getting a sneak attack or shocking grasp most rounds helps. I suck vs range though.
Spells consist of 1st: Vanish & shocking grasp 2nd: intensified shocking grasp 3rd: haste
Skills focus on disable device, perception and slight of hand being maxed out with the rest of the skill points plugged into useful skills.
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Sword Pistol Cane? Yes please!
Correction, he is level 4.
Dudes I'm trying to save my PTO for PaizoCon, GaryCon, Gamehole Con, the three Cold Iron cons, not to mention all the other cons I try to help at and a family vacation... but it is my goal for this year to get to at least one of the COWS cons.
I've honestly never LARP'd so idk... we'll see how the convention goes.
Shoot it's my weekend to work. One of these times I'll get down and play with you guys in Illinois.
Kyle Baird wrote: Y'all might want to wait 11 days after it's released to play PFS with those shiny new classes... Oh I am!
Also have her check chimera games.
Kyle Baird wrote: Care Baird wrote: This seems pretty legit to me. Meh. I prefer this one, instead. Kyle are you arguing with yourself?
Could someone reupload the "Actions in Combat" and "what provokes" cheat sheet? Thanks!
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I've used a meet up.com site here in Milwaukee for the past couple of years with great success. The meetup group already existed and runs a mix of Pathfinder and 4E.
When you post a game only add as many tables as you have confirmed GM's and put in a wait list. I've found that players will volunteer to run another table if needed with little to no prompts on my part. It also helps to request people to put in what scenario they want to play and character level in their RSVP. Not everyone will do it but it helps to see what's got people interested in.
Once you've been going for awhile a level gap will start to show up with the regular players and the new players. Be sure to try and schedule a 1-5 tier for every game day. If new people show up and a table is formed then awesome! If not then the GM gets to play!
Also, personalities will clash. In the end we can't force people to be civil so don't get frustrated.
Hope this helps.
Ahh to bad. I'm still eagerly awaiting this new book though!
Will character sheets be included in this one?
Thanks! Due to new work schedule I was not able to grow society in Milwaukee but I've been running 2 game days (Saturday and Sunday) on my off weekends. We fill 2-3 tables each day. With Mike's leadership we can really get society running.
So the premise of this build is to have a extra helpful healer/buffer. This is my first attempt at a Cleric of this type so any feedback is helpful. He is level 3 from rebuilding him. I finished Murder's Mark with a pregen today (yay forgetting my character sheets) and applied it to him.
Naggeneen
Male Halfling Cleric 3
CG Small Humanoid (halfling)
Init +5; Senses Perception +5
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Defense
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AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 21 (3d8+3)
Fort +4, Ref +2, Will +6; +2 vs. fear, +2 trait bonus vs. charm and compulson
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Offense
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Speed 40 ft.
Melee Masterwork Cestus +4 (1d3/19-20/x2)
Ranged Masterwork Light crossbow +5 (1d6/19-20/x2)
Spell-Like Abilities Bit of Luck (6/day)
Cleric Spells Prepared (CL 3):
2 (2/day) Restoration, Lesser (x2), Locate Object
1 (3/day) Expeditious Retreat, Bless, Sanctuary (x2) (DC 14)
0 (at will) Stabilize, Read Magic, Create Water, Detect Magic
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Statistics
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Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 16
Base Atk +2; CMB +1; CMD 12
Feats Improved Initiative, Lucky Halfling (1/day)
Traits Birthmark, Helpful
Skills Acrobatics +1 (+5 jump), Diplomacy +9, Fly +3, Heal +7, Knowledge (history) +4, Knowledge (religion) +4, Perception +5, Sense Motive +8, Spellcraft +4, Stealth +5
Languages Common, Halfling
SQ adaptable luck +2/+1 (3/day), aura, cleric channel positive energy 2d6 (6/day) (dc 14), domains (exploration, fate), door sight (6/day), fearless, spontaneous casting
Combat Gear Potion of cure light wounds, Wand of cure light wounds; Other Gear Mithral Chain shirt, Crossbow bolts (10), Masterwork Cestus, Masterwork Light crossbow, Ioun torch, Muleback cords, Silk rope, Spell component pouch, Wrist sheath, spring loaded (1 @ 0 lbs), 46 GP
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Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 2d6 (6/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Exploration) Associated Domain: Travel
Cleric Domain (Fate) Associated Domain: Luck
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Fearless +2 racial bonus vs Fear saves.
Helpful Aid another grants allies a +4 bonus (instead of usual +2).
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Lucky Halfling (1/day) Roll a save vs an attack affecting an ally in 30 ft. They may use either result.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction
Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Picked this up today just before work so I have only skimmed the book, but wow! I have spent far more for a Pathfinder compatible setting and been disappointed. From the random pages I am reading and the art I am seeing this is a impressive product. Review to follow.
Kyle Baird wrote: Chris Mortika wrote: a collection of well-motivated and well-written opponents who don't immediately attack the party, and atmospheric and evocative settings and situations. This. More of this please. +1
Ahh that makes sense. With the exception of Masters of the Fallen Fortress and We Be Goblins they can take... awhile... to complete depending on the group.
I was curious to see how close I was to my next star and noticed We Be Goblins has "GM ranking: +2" under the notes column. Being the curious fellow I am I wonder why gm'n PFS Specials does not provide the same bonus. Sorry if this has already been addressed, I did not find it when I searched the forums.
Does anyone have a scenario checklist they use and willing to share? I tried keeping a spreadsheet of what I know has been run locally, but with new players joining and others leaving and the conventions going on I stopped trying to keep track of whats been ran by who. Anyone have a decent looking checklist that I can hand out to players? Thanks in advance!
p.s. Hey Paizo maybe you might want to release something official? Would be easier then everyone flipping through their chronicles.
Bob Jonquet wrote: ... and I wish you luck at GaryCon. Wish I could be there. Huge PFS success at GaryCon! I had a absolute blast both days I attended The WI VC & VL did a great job attracting new players! So many that when I showed up Saturday for the 8am game the tables were full of new players(I had a game to prep for so I gladly let the new people have fun).
LazarX wrote: Mark Moreland wrote: Yes, you can wear the item around your neck without using up your neck slot (the same way you can have a magic sword hanging from your belt without using up your belt slot). Since a wayfinder does not actually grant any statistical benefit to the bearer, it doesn't need a slot like a wondrous item that boosted a stat or gave the user a spell-like ability or something like that.
The one he's referring to is not a standard wayfinder (which also has the light effect), but the faction reward from the Silver Crusade which has a couple of spell effects including Detect Evil. Now there would be no problem in wearing it for light but you would need to have it in hand to use the Detect Evil spell function. but otherwise it's a slotless item. Off topic but I feel a need to chime in. The last adventure I played (i'll leave the name out for spoiler reasons) the end boss turned invis. So my character held his Shining Wayfinder in one hand and his sword in the other to narrow down where the boss was. Once I had an idea that it was hiding in the corner the wizard was kind enough to fireball that corner of the room. =)
Michael Brock wrote: Fumihasa wrote:
Seasons 0,1,2 the story has already been told, season 3 is happening now. Is it wrong to have that impossible dream, to believe that I, as a PLAYER character and not a NPC could actually affect the outcome? (even looking at the fact that I'm just one person among thousands... why do I even do faction missions if they mean nothing?) This is going to change. Look for more details as we get closer to Season 4. Not only will we have a blog post about it, Mark and I will discuss further at the PFS Members' Meeting at Gen Con, and we have another surprise or two in mind I won't disclose at this time (not event to Venture-Captains) :-) Not only are we looking at ways faction missions and goals will affect the future of the campaign, but we are also give faction missions a face lift. Sweet, that made my day! Thanks Brock!
WelbyBumpus wrote: Tangaroa wrote: Fumihasa wrote: 3. I'm uninspired/uninterested by season 3 scenarios. Nothing against the Dragon Empires but I'm struggling to find any interest in the metaplot if nothing we the players do affects the outcome. Agreed! Quite the deterrent... When have we, as players, ever affected a metaplot outcome before? Seasons 0,1,2 the story has already been told, season 3 is happening now. Is it wrong to have that impossible dream, to believe that I, as a PLAYER character and not a NPC could actually affect the outcome? (even looking at the fact that I'm just one person among thousands... why do I even do faction missions if they mean nothing?)
I went from running 3 to 4 games a month for PFS to maybe once a month. Here is why:
1. The only place I can host is a FLGS, and I have no control over who shows up. (the rollpalyers have chased away the roleplayers)
2. Lack of quality GM's in case a second table needs to be opened. Last year we almost needed a 3rd table for our weekly games, but I allowed anyone who wanted to try to GM run a game and wow that was a mistake.
3. I'm uninspired/uninterested by season 3 scenarios. Nothing against the Dragon Empires but I'm struggling to find any interest in the metaplot if nothing we the players do affects the outcome.
4. Minmax epidemic... nothing like going to a convention and getting laughed at (literally at multiple tables) because I built a balanced character and tried to roleplay my character.
Thankfully with Wisconsin now having a very active Venture Captain & Lieutenant my interest in continuing with PFS has increased to the point I am attending GaryCon this week.
Pirate Rob wrote: It's a special item. It has a special cost and special powers. There is no glow for undead ability with a cost that you can add to anything. This functions just like many other named items from other sources, including the core book. Dang that sucks, wanted to add this to my Paladins Scimitar.
Chris Mortika wrote: It glows when the wights are around a corner. It glows when the shadows are intangible and hiding inside the pillar 10' away. It glows when you're talking to the vampire.
That's handy.
Yeah handy... but society isn't a home campaign so whats the weapon enhancement they are using that costs 3000g?
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The Corpselight Rapier from the Pathfinder Tales: Prince of Wolves Chronicle... it costs an extra 3000g for undead to be able to locate the sword from up to a mile away? A +2 Bane Rapier comes to 18320g.
Prince of Wolves Chronicle wrote: Corpselight Rapier (21,320 gp; this +2 undead-bane rapier is ornate and covered with thousands of tiny spirals of Pharasma, with the tail of a single large spiral stretching half the length of the blade. Designed for hunting and dispatching the undead, the unsheathed blade glows when and undead are within a 6-ft. radius. Unfortunately, its antipathy with undead also acts as a beacon, and undead within 1 mile of the blade can sense its presence and direction, even when the sword is sheathed.) Oh and rough guess, its supposed to glow if undead are within a 60' radius. "Hey guys I think there are undead around here" as the zombie is gnawing at your leg =P
Paladin using Divine book (improvised weapon) to smite a Devil to death in a single round. People laughed at the idea... until it worked!
Odd question, does performing a Combat Maneuver outside of combat from stealth provoke an attack of opportunity?
Example: The Rogue see the City Watch Guard on patrol, waits in a wagon and when the guard walks past attempts to cut the head off the guards Halberd with their Adamantine Shortsword as a way to disarm but not kill the guard.
Serisan wrote: If so, what are your experiences. I'm really tempted from a GM position, but I want to know what sort of things I need to account for if I were to do this. Simply put, I really hate the basic magic system at higher levels, where much of the legacy content is ridiculous. I'd like to try WoP as the exclusive casting system, but I'd like to see what issues there have been for players or GMs who have tried it already. Biggest issue is everyone at the table (that will possibly use magic) be familiar with the system. If you are going to do this I suggest having a reference or cheat sheet for both yourself and the players. Also, have you looked at how WoP interact with crafting?
The adventures provided are pretty straight forward so if you have GM'd you should have an easy time. Just remember its beginner box so stuff like CMD & CMB do not exist (you can also cast melee touch attacks without provoking). Also the maps with each one are from the map packs (I don't remember which ones) are small and easy to draw so if you don't have the map packs its only a couple of minutes to draw out each one.
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