The Cinderlander

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RPG Superstar 9 Season Star Voter. Organized Play Member. 19 posts (21 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 1 alias.


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Sovereign Court

Many moons ago, I posted about the state of PFS in South Jersey and how it had evaporated after a particular gaming store had shut their doors.

I've taken it upon myself to try to re-establish organized play in South Jersey, even if I am a rookie GM. Top Deck Games in Cherry Hill has provided a voluminous space to play. I've GM'd 3 sessions (with a 4th cancelled due to lack of players)of SFS, beginning with 1-01: The Commencement. So far I've organized sign ups locally at the store with sign-up sheets and posts on the store's Discord. I have given the link for retailers to sign up for PFS to one of the managers of Top Deck Games. Now I'm looking to take the next step.

So if you are in the South Jersey area and are looking to play Starfinder Society, do know there is a place for you to play. I schedule my sessions every other Thursday 6pm-10pm at Top Deck Games. The next session will be SFS#1-03 Yesteryear's Truth.

Sovereign Court

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Hello all,

I went to MAGfest for my 4th year in a row and the experience just keeps getting better every year. I'd like to highlight the D.C. PFS Venture Team for their excellent commitment to making PFS (and MAGfest) great and an excellent convention to attend.

My investigator jumped from level 4 to level 6 over the weekend and would like to note a few things he discovered over the weekend.

- Sometimes it is better to diplomacy out of a final encounter and lose a Prestige instead of facing something that would likely kill (at least) one of the party members

-Apparently Diplomacy is not only a skill, but also a Bardiche. Worked really well in the hands of a certain Barbarian.

-Mutagens save lives. Friggin 7-06 2nd encounter was rough. Only lived because of the Natural Armor bonus gained from the mutagen.

-My investigator has a rival in the form of a Bard (detective archetype)

-Hall of the Flesh Eaters doesn't have to be scary. All you need is*REDACTED*

Great times. I only had one minor gripe, and that was the lack of high level scenarios. The highest level available was 3-7, and I had brought my lvl 8 and lvl 10 with me. But that is also why I brought a range of characters with me. There was a lot of new(er) people playing pre-gens for most of the games, so the lack of high level scenarios made more sense as the weekend progressed.

Which is why I'd like to appeal to the community (especially in the North East) to come to MAGfest and maybe we'll get some high level play going. Attendance is growing every year, the GMs are knowledgeable and know how to run an engaging game, and the organization is constantly improving. Perhaps we could shoot for an interactive next year?

Give MAGfest a try, you will not be disappointed. Much respect to the D.C. Venture Team and GMs for organizing a great weekend.

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any mid- high level scenarios being hosted? I know this usually is geared toward newer players. Just wondering if I should bring my high level characters along ( I have a 5, 8, and 10)

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Hello.
I went last year and it was a total blast. My investigator and Kineticist will be making a return. Maybe a new character as well. I assume all sign ups for sessions are done at the con?

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So I've checked out meetup as per suggestion, and found a couple of home games somewhat close, but still no PFS in the area.

Bernardsville and Femmington are 1 hour+ drives for me unfortunately.

If I knew there was more interest in PFS in South Jersey I'd suggest Top Deck Games as a meetup spot, based out of Westmont.

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as of late is nonexistent. For that matter, it seems practically dead in the whole state. A search on Warhorn will show only 2 events/games for the entire year, which are the conventions held up in Morristown.

Is there any interest in PFS left in South Jersey?

Secondly,
I was at MAGfest last week and it was totally awesome. All the players there for PFS were great people, and I'd like to give kudos to all the GMs that were there. They did an excellent job in making the game(s) fun and engaging.

While there, I finally reached level 12 with my Alchemist. Now I'm ready to take the next step with him (Eyes, Seeker, etc), however with the aforementioned situation, this might not happen for a while, if at all. I'm not sure what to do at this point.

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Hello all. After playing nearly all martial characters with the exceptions of an Alchemist and Kineticist, I've decided it is time to try something outside my comfort zone and try a full spell casting class. This is intended for PFS.

I was inspired to do so when I read a certain pre-gen character from a scenario I recently played:

Spoiler:
Serpent's Rise

and so I have an idea for an Oracle of the Dark Tapestry. Looking from the mind melting aspect of it, it seems you can make your opponent have a really bad day (for things that have minds anyway). Reading other threads about the Dark Tapestry Mystery and looking at the offerings of the mystery I've determined a few things.

1. The Dual Cursed archetype seems to go well with Dark tapestry Mystery. While the 3 spells gained from the Dark Tapestry Mystery definitely have utility use (Tongues especially) I prefer the more pro-active spells the Dual Cursed archetype gets.

2. Haunted seems to be the way to go for the second curse, unless I'm missing something.

3. Eldritch Heritage! Taking the Arcane Bloodline would open up a familiar can I can have being a little nuisance going around using a wand of Ill-Omen to harass enemies. I'm thinking of Improved Familiar and using a Pooka( if it is legal). Open to suggestions.

4. Due to the above, conventional wisdom would dictate a Half-Elf would be correct race for going this route, however the character concept I have in mind calls for a Tiefling. Any good options there?

5. This character would be heavily into "Save or Suck" spells, so giving myself higher DC's would be key. Misfortune and Ill-Omen help a little in that area though...I think. I have considered a dip into Mesmerist to gain Charisma to Will saves as well as penalizing my target's Will save via Hypnotic Stare. However, the lost in spell casting progression is always a deterrent. Thoughts? Are there other ways to mess with my target's saves?

6. Revelations- reading from another thread it I think my initial Revelation progression will go:
1st Misfortune 3rd Cloak of Darkness 5th Fortune 7th Gift of Madness OR Wings of Darkness

Other notes and question(s)
The Cloak of Shadows concept stood out to me as basically a free mage armor that increases AC over time. Also, I envisioned the character to have Spawn-like cape made of shadowy tendrils and thought that would be awesome for the character concept.

At what point am I trying to do too much? Maybe Dual Cursed isn't the way to go?

What other revelations from Dark Tapestry are worthwhile in your opinion?

How much should I diversify my spells? The character concept I have doesn't really call for buffing spells, but I won't rule them out either.

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Well that's a bit disparaging. What if I took a level of (Relic Hunter) Fighter?

I don't know if I want to slow the progression of Iaijutsu strike anymore than I have already, but getting access to UMD as a class skill means I could carry a wand of Bull Strength around, and take Critical Focus in the immediate.

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VampByDay wrote:
To hit bonuses

You can buy a cracked pale green prism ioun stone that can give you a +1 competence bonus to attack rolls for 4,000 gold.

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Validorn wrote:
Out of curiosity, what allowed you to apply your favored class bonus for the 2 level dip in monk? I thought multiple FCB's were only available to half-elves.

Oops, I done goofed. Should be 130 HP currently.

Byakko wrote:
One error that I spotted, though: the Defender of the Society trait is only selectable by the Fighter class.

Doesn't the Samurai Weapon Expertise class ability qualify me for that?

PRD wrote:

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels count as fighter levels and stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

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Validorn wrote:
Would you be willing to provide a breakdown on how you get 132 hp and up to 40 AC on Gamanmaru?

Here goes:

HP
level 1st: Samurai (Sword Saint)=D10+CON(+5)+Favored Class=16
level 2nd: Monk (of the Iron Mountain)=D8=(4+1)+CON(+5)+FC=+11=27 Total
level 3rd: Same as 2nd, but now add in Toughness(+3), so 11+3+27=41
level 4th: Samurai D10(5+1)+CON(+5)+FC+Toughness=13+41=54
level 5th: " " "54+13=67
level 6th: " " "67+13=80
level 7th: " " "80+13=93
level 8th: " " "93+13=106
level 9th: " " "106+13=119
level 10 : " " "119+13=132 (current)
level 11 : " " "132+13=145
level 12 : Stat point goes into my CON making it 22(+6), so 145+13+12=170

AC=Base 10+11(+3 O-Yoroii)+1(Defender of Society Trait)+1 DEX+1 (Dodge)+ 2 Jingasa of the Fortunate Soldier w/ Fate's Favored trait+ 2 Ring of Deflection(2)+1 Monk archetype+2 Amulet of Natural Armor(2)+1 Dusty Rose Prism Ioun Stone=base 32

Base 32+4 Fighting Defensively (2+1 for 3 ranks in Acrobatics+1 Crane Style)+4 Crane Wing( vs. Melee, can be dropped)= AC 40 vs. melee, 36 vs. Ranged
Total Defense AC=32+4 Crane Wing+4 Total Defense+1 Crane Style+2(3 ranks in Acro)=43

Crane Wing allows me to deflect 1 melee attack that would hit me while in Total Defense

I built my Samurai more for tankyness than damage, but the fact that I critical hit 30% of the time helps to offset that.

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Hello. I'm the person Brigg is referring to.

First, Brigg has overstated my HP. My Sword Saint currently sits at 132 HP.

When I play my sword saint, the number one rule for me is you only need one Iaijutsu strike for the BBEG. This means there is no real need to hold on to your challenges. You should try to use 1 challenge during each fight, but save the last one for the boss. I begin all fights with my katana in its sheath.

"But then I'm not threatening!"

Enter Improved Unarmed Strike. Taking two levels of monk (for me Monk of Iron Mountain shores up my poor Reflex and Will saves, gives me Dodge and Toughness, and a stackable +1 natural armor bonus, and most importantly, IUS. This also helps you get into crane style, which is insane for a Sword Saint.

Using crane style, I always fight defensively only taking a -1 to my attack roll, and the bonus from crane wing improves my AC to a solid 40, but dropping to 36 against ranged and if an enemy rolls between 37-40 in a melee attack, the former which provokes AOO by way of Crane Riposte. Also, Scabbard of Vigor is your friend here.

This archetype gets the most out of the Samurai's weapon expertise feature. You were born to critical hit. Get your chosen weapon keen remember that Brutal Iaijutsu counts half of your samurai levels for confirming critical hits. This archetype craves critical focus. Remember that Weapon Expertise (the Samurai feature)also gives you quick draw with your chosen weapon with makes the following tactic work:

Turn 1: get into enemy's face and fight defensively with a punch to the face OR walk up to him and total defense.

Enemy turn: will either
1. attempt to strike my which usually misses or worse for them ends up provoking.
2. attempt to cast either defensively or or 5ft step and cast, or will move and cast
3. will move around me to go to an easier target.

Turn 2:
#1: Let 'em have it. Declare your challenge and Iaijutsu Strike away.

#2: 5ft up to them (or step up if you have it) and Iaijutsu Strike if they haven't gone invisible or flew away (remember your resolve for those pesky Will saves). What if they moved away? Well, you've likely drawn the attention of the caster's allies seeing you go after their fragile buddy. In such cases, they've fallen into your trap and saved you your move action. Declare challenge on the one who approached you and Iaijutsu Strike. Will it always happen this way? No, but this also helps to shape the battlefield in your allies favor, which leads us to

#3: Get into flank with the ally the target moved to, or in some cases when fighting defensively for the turn, take your AoO if they fail to move through your threatened squares. If neither of these apply, you can either save the challenge and draw and fight normally, or charge to another potential target and start from turn 1 again.

It's not perfect, but it's been effective for me and I have survived Bone Keep 3 with this character. The only real gripes I have is that I wish I could take the Call Out feat(PPC: People of the River), but for some reason it is banned. I'd take Antagonize but I heard its much maligned by players and GMs alike.

Terrifying Iajutsu, however, is rather lackluster and I would have preferred to have kept Banner. The upside to it is that it doesn't take any additional actions to activate the ability.

Sovereign Court Star Voter Season 9

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Hello all. This was my first time entering the contest. All critique harsh and pleasant welcome, as I will be the same way on my critiques.

Glimmersheen Chain
Aura moderate illusion; CL 6th
Slot armor; Price 18,250; Weight 25 lbs.
Description

The metal used to construct this +2 chain shirt is formulated to bond and interact with silversheen, which can be applied to it even though it is not a weapon. Coating the armor in silversheen requires two free hands and five minutes. The armor must not be worn during the application process.

One vial of silversheen adds five charges to the armor. All of the charges must be expended before applying another vial to the shirt. As long as the armor has one charge on it, it has the mirrored property and its armor bonus increases by 1 against melee attacks from lycanthropes or creatures with DR -/silver. The charges last indefinitely until spent.

As a swift action, the wearer gestures with an empty hand, causing one charge of the silversheen to come off of the armor and dance in the air between him and a single adjacent target. The target becomes distracted and loses his Dexterity bonus to AC and to CMD for one round. A successful DC 16 Will save reduces the distraction's effect, imposing a -2 penalty to Dexterity instead. Lycanthropes and targets with DR -/silver incur a -2 penalty to their saving throw. Sightless creatures are immune to this effect.

Construction
Requirements Craft Magic Arms and Armor, hypnotic pattern; Cost 9,250

Sovereign Court Star Voter Season 9

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One word: Cloaks

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Reading the phrase "anytime another hand is otherwise occupied" in Slashing Grace's errata makes it sound like it isn't compatible with spell combat and therefore, the magus in general.

They may as well add to Slashing Grace's prerequisites to tie your other hand behind your back.

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So now that the errata is out it is easy to determine now that Arcane Deed is not worth the pick. The question is now is Flamboyant Arcana worth taking for Opportune Parry and Riposte?

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This is an important question to me, since it drastically effects a PFS Kensai build I have in the works. Any chance for a developer clarification on this issue?

If magus lvl-/-swashbuckler lvl, the whole arcana chain mostly goes to waste, at least IMO.

Sovereign Court

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Thanks for the answers. I'm working on the build to 12 now. It seems like taking the Extra Arcana feat will be the best way to go about dealing with the 'feat tax' of Flamboyant Arcana.

So the first 7 levels would look like:
Traits- Magical Lineage (Shocking Grasp)
???

1st Kensai with WF: Katana and a feat( thinking best options are Dodge, Arcane Strike, Toughness, or Piranha Strike[maybe])
2nd Swashbuckler to get Swashbuckler Finesse, Deeds, Panache
3rd Kensai, with Slashing Grace feat
4th Flamboyant Arcana
5th Feat-Extra Arcana: Arcane Deed(Precise Strike)
6th Bonus Feat
7th Arcana: Spell Blending or Maximize Spell, Feat-Extra Arcana:Arcane Accuracy

Any other recommendations for traits? I've looked at Arcane Revitalization, Arcane Temper, Reactive, Bladed Magic, and Indomitable Faith.

Thanks for the help,
G.Radio

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I'm considering creating a Kitsune Kensai for PFS and the Swashbuckler dip option is appealing to me. So far my point buy looks like:

STR: 10 (8 after -2 racial)
DEX: 14 (16)
CON: 12
INT: 16
WIS: 10
CHA: 13 (15)

I'm looking to use the Katana as my weapon.

From reading the thread I think the first four levels should go:
1st Kensai with WF: Katana and a feat I have yet to determine
2nd Swashbuckler to get Swashbuckler Finesse, Deeds, Panache
3rd Kensai, with Slashing Grace feat
4th Put stat point into CHA, gain 3rd panache point, now the rest of the focus can be on INT/DEX

My questions are:
1. How much will the negative 1 STR score impact the character?

2. If I wanted the Precise strike Deed I have to spend 2 Arcana (Flamboyant and Arcane Deed) The problem is Flamboyant Arcana would be largely a waste since I have a level in Swashbuckler. Is there some way around this?

3. Presuming I take the Flamboyant/Arcane Deed Arcane, I would have 2 seperate pools for Panache, right?

4. Is Charmed Life worth going a 2nd level of Swashbuckler?