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No posts. Organized Play character for Kurthnaga.



Grand Lodge

A few times now when attempting to purchase PDFs from the site, after attempting to confirm my order it will backtrack to the payment method step, then allow me to continue, then loop back again. There seems to be no rhyme or reason to when it allows me to purchase the PDF. I don't know what could be causing it. I haven't yet tried it on another machine.

Grand Lodge

Today's blog on Pathfinder Unchained has me super excited. I'm especially looking forward to the changes to the rogue and monk. As I continue to throw money at my screen in hopes that the product will arrive sooner, I thought I'd make a dedicated thread asking, can we expect any parts of Unchained to affect PFS? It is a very different style of book, and I could see issues in letting it in to Society as is. At the least I'd expect special notes in the AR that other books wouldn't usually warrant.

Mike, John, I don't want to push and ask too much. But it'd be really nice to know if we can expect picking up the book to affect our PFS. Can we expect Unchained to be allowed in to Society in some capacity? Can we expect the main point of the book, reworking problem classes, to be allowed in any capacity? As new versions that can coexist, or perhaps changing key issues, or whatever other mutations you come up with to fuse the two versions, can we expect that we will get to use some part of our shiny new rogue, or simplified Barbarian, or fixed summoner?

Grand Lodge

I'll be honest. I'm not a huge fan of clerics. I've always found them a bit boring. But as part of my personal project, I endeavored to make one in PFS. I'd like some advice about the state of the character. This is as I've had it laid out, but the character is pretty liquid. The only constant is that the character will be a Varisian Tiefling.

Layla, for Freedom & Love:

Hungerseed Tiefling Cleric of Shelyn 4
CG Medium Outsider (native)
Init +5, Senses darkvision 60 ft; Perception +10

AC 20, touch 12, flat-footed 18(+6 armor, +2 Dex, +2 Natural Armor)
hp 31(4d8+4+4)
Fort +6, Ref +4, Will +8
Resist cold 5, electricity 5, fire 5

Speed 20 ft
Melee +1 Glaive +8(1d10+7)
Ranged Sling +5(1d4+4)
Special Attacks Bit of Luck (6/day, Touched rolls two dice and takes better)
Special Abilities-Resistance, Deflection Aura
Spell-Like Abilities(CL 4th); 1/day-Alter Self
Spells Prepared (CL 4th) (Domains are Luck and Defense)
2nd-Bear's Strength (2), Lesser Restoration, BarkskinD
1st-Divine Favor (3), Shield of Faith, ShieldD
0-Detect Magic, Guidance, Create Water, Read Magic
Str 18, Dex 14, Con 12, Int 12, Wis 16, Cha 5
Base Atk +3; CMB+7; CMD 19
Feats Combat Reflexes, Armor of the Pit
Skills Heal+9, Knowledge: Religion+7, Perception+10, Perform Wind+5, Sense Motive+7
Languages Common, Infernal
SQ Aura(Good)

Traits; Reactionary, Magical Lineage(Barkskin)

Gear +1 Glaive, Lesser Extend Metamagic Rod, Four-Mirror Armor, Cracked Dusty Rose Prism Ioun Stone, Resist Energy Scroll, Silence Scroll, Wand of Cure Light Wounds 46/50, Wand of Bless 50/50, Healing Kit, Masterwork Piccolo, 410 GP

Reach Cleric, has a decent to hit and damage, particularly after buffing. Decent Initiative. A couple utility options. Good AC and saves as far as I can tell. Can still swap up cure spells. Can buff allies AC, and has a fairly spammable small to hit buff with wand of Bless. Bit of Luck definitely comes up, especially for skill checks. Gave up channeling but oh well, need to lose something as a cleric. Can't Enlarge is definitely a shame, but besides that I think I'm okay with it. But I haven't yet played it.

My next couple levels I'm planning to get a mithral breastplate, and pick up extend spell followed by power attack I think. Also planning to grab a fortuitous enchant on my glaive at some point, obviously grab some stat items, and grab improved initiative at some point. Maybe retrain out of armor of the pit when my cleric ac buffs get a bit longer lasting/more effective. Also thinking about picking up a buckler at some point just for shield enchants. That's far in the future at this point though.

Any obvious issues or consumable suggestions for me?

Grand Lodge

If I'm reading the language of the guide correctly, you are able to buy scrolls of spells that only appear on non-druid/wizard/cleric spell lists of 6 spell level casters such as Bards or Magi in PFS, regardless of the fact that you cannot reach the caster level for such spells until long after your retirement arc. Is this intended?

Grand Lodge

I've put a lot of GM credit on this PFS character. She is now level 6, but my actual play of her is far less time than her level would indicate. I'd like some input, especially with the lack of guides on martial bards.

Here's the build

Marasella, the Sun's Blade:

Marasella,Sound Striker Dawnflower Dervish 6
CG Muse-touched Aasimar
Init+5, Senses Darkvision, Perception+11

Defense
AC 19, 15, 14
HP 52
Fort 4, Ref 10, Will 5
Immune Person Spells, Resist Acid, Cold, Electricity 5

Offense
Speed 30 ft
+1 Scimitar +10 1d6+6
Battle Dance +1 Scimitar Arcane Strike +14 1d6+12
Shortbow Battle Dance +13 1d6+6
Bardic Performance 20/day
Pageant of the Peacock Masterpiece
Versatile Performance (Strings/Dance)

Spells CL 6th
2nd(4/day)~Allegro, Bladed Dash, Heroism
1st(5/day)~Liberating Command, Vanish, Moment of Greatness, Saving Finale
0~Message, Detect Magic, Light, Prestidigitation, Read Magic, Mending, Message
SLA's CL 6th
Glitterdust (1/day)

Stats~
Str 10,Dex 21,Con 14,Int 10,Wis 10,Cha 16
Base Atk~4, CMB~4, CMD 19
Feats~Dervish Dance(Bonus), Toughness, Skill Focus: Perform(Strings), Arcane Strike
Traits~Lillend's Harp, Maestro of the Society
Skills Knowledge (Arcana, Planes, Religion, Nature, Local, Dungeoneering) +4, Linguistics+9, Perception+11, Perform (String)+25, Perform (Dance)+16, Spellcraft+4, UMD+12
Languages Common, Celestial, Thassilonian, Tien, Abyssal, Ancient Osiriani, Aklo, Undercommon
SQ Wordstrike, Versatile Performance, Well Versed, Spinning Spellcaster, Weird Words
Gear Circlet of Persuasion, +1 Scimitar, Shortbow+Arrows, Alchemist Fire, Tanglefoot Bag, Rope, Chain Shirt, Powder, CLW Wand 48/50, Shield Wand 44/50, Jade Wayfinder, Spring Loaded Wrist Sheathex2, 13525 in gold

I've been having trouble dealing with swarms and hardness/dr in particular. Suggestions?

Grand Lodge

Occasionally I've had it where I or another GM accidentally enters the wrong PFS scenario into the field while reporting, then goes back and fixes it later. This leaves a lot of notices of how this player has played the previous scenario before, even though they have changed the scenario to the correct scenario, leaving the player/gm with less PP online then they actually have. Is there a way to remedy this? I assume deleting and re-reporting may work, but beyond that is there another way?

Grand Lodge

So not really sure where to post this, but in the Irori section under Sentinel Boons, I believe Masterful Warrior is in error. Has this been corrected anywhere, and should we run it as it should be in PFS?

Grand Lodge

I'm playing a 13th level Wizard in Pathfinder Society. He's a teleportation/conjuration specialist. I'm looking at new items to purchase.

Kurthnaga:

Kurthnaga C/G Wizard 13(Teleportation Specialist)

STR: 9
DEX: 13
CON: 18(+4 belt)
INT: 28(+6 Belt, +3 level)
WIS: 10
CHA: 10

Saves
Fort:12
Reflex:9
Will: 12

Init: +9
HP: 132
AC: 15(Mage Armor all day)

Special Abilities~
Shift 12/day
Dimensional Steps 390ft/day

Spells Prepared:

1st

Feather Fall
Mage Armor
Vanishx2
Comprehend
Enlarge Person
Shield
Grease

2nd

Invisibility
Mirror Imagex2
Glitterdust
Create Pit
Stone Call
Resist Energy

3rd

Hastex2
Slow
Tiny Hut
Displacement
Mad Monkeys
Nondetection

4th

Black Tentacles
Emergency Force Sphere
Telekinetic Charge
Cloudkill
Greater Invisibility
Summon Monster IV

5th

Icy Prison
Hungry Pit
Overland Flight
Summon Monster V
Wall of Stone
Teleport

6th

Cold Ice Strike
Summon Monster VIx2
Greater Dispel Magic

Potential 7th
SM VII(Definite)
Hungry Darkness
Grasping Hand
Mage's Magnificent Mansion
Prismatic Spray
Ice Body

Feats:
Improved Initiative
Spell Focus: Conjuration
Augment Summoning
Toughness
Spell Penetration
Superior Summons
Dazing Spell
Greater Spell Focus: Conjuration
Quicken Spell
Persistent Spell
Dimensional Agility

Traits:
Reactionary
Insider Knowledge

Arcane Bond:
Bonded Item-Staff of the Master

Other Gear:
+6 Int Headband
+4 Con Belt
Cracked Dusty Rose Prism Ioun Stone
+3 Cloak of Resistance
Various Masterwork Tools
Cold Weather Gear
Some Wands
Some Scrolls
Lesser Quicken MM Rod
Handy Haversack
Clear Spindle Ioun Stone Slotted into Wayfinder
Dayfinder
Oil of Daylight
2x Dweomer's Essence
Stone of Good Luck
Eyes of the Eagle

Skills
Acrobatics +12, Appraise +16, Craft(Sculptor)+27, Diplomacy +21, Fly +17, Knowledge (Arcane, Planes, Religion)+27, Knowledge(Local)+22, Knowledge(Nature)+20, Knowledge(Engineering, History, Nobility, Dungeoneering, Geography)+14, Linguistics+27, Perception+24, Ride+6 Spellcraft+25

I am currently playing through Eyes of the Ten, the Society's retirement arc, but am also looking at post 12 play. I would prefer suggestions that are not the Tomes for stat boosts please, as I am aware of those, and ac is no longer a viable defense for me, so although perhaps an enchanted shield or haramaki or some such may be worth it, please keep the enchantments in the forefront and not the bonus to ac from bracers of armor or somesuch. I'm looking at Jaunt Boots, Frontovik's Gas Mask, or some ioun stones but would love advice.

Grand Lodge

Just to clarify, the Obediences from Inner Sea Gods are legal? If so, how do we go over this with our GM. The additional resources indicates that they would be legal, as they are in chapter one for every god. They appear to be permanent, powerful buffs to your character. Am I mistaken?

Grand Lodge

I play mainly PFS, but this question is applicable beyond PFS so I thought I'd ask in the Advice forums. I have an Undine boon allowing me to create one. What can I do with it that is mechanically impressive while still being fun? I'm planning to use another boon or two on this character because it is my first con boon, and I want to do something cool with it.

I would prefer not to play a druid(already have one) or a ZAM(play one in a homegame).

I've been looking at other monk options, gunslinger, inquisitor splashes, although I'm not sure whether or not full inquisitor works with that strength penalty, cleric, and ranger. Have I missed anything, and what are your opinions on a good fit for Undines?

Grand Lodge

So I've run into a rather large problem. Honestly I don't know if this thread will end up in a positive outcome for me, but figured I should make it out of total disclosure.

My Wizard recently hit level 12. He is my first character and I'm rather excited about going through Eyes with my local playgroup with him. Upon looking over my reported games in order to have my chronicles and my online records match up, and while finding scenarios I needed reported found I had a reported game that I did not have a chronicle for. I remembered that for whatever stupid reason that day I had to leave the store in a hurry and told my local coordinator to hold the sheet for me. He forgot about it, and now I'm left in a pickle. I have a game I definitely played, with a chronicle I should have that is unapplied. The problem is that applying said chronicle to my Wizard would put him at 12-1, leaving him unable to play Eyes of the Ten. But I need the chronicle sheet to remind myself that I've played the scenario before and because I should have record of it.

What is the course I take moving forward? Do I just retroactively apply it, losing my ability to play Eyes? Do I fill it out with 0's and leave it unplayable, never gaining credit for it? What is the proper way to go about fixing this mistake?

Grand Lodge

I recently attended Dundracon, and both there and after coming back have had some people tell me that there is a Dazing Spell errata/clarification that changes how it works. Is anyone here aware of such a change, PFS specific or otherwise, and if so could you direct me to it?

Grand Lodge

Hey guys. I play quite a bit of PFS and my first character has finally reached level 12 and is in a position to start Eyes. Lots of people in my group have just hit 12, so we'll be planning to go through Eyes soon. I wanted some advice on my Conjuration Wizard. Please tell me any mistakes I'm making as well, there is a lot to keep track of at this point and this is my first tabletop RPG. I've been playing since last April. Thank you for your aid.

Human Wizard (Teleportation Subschool) 12
CG Medium Humanoid (Human)
Init+7 Senses Perception +16

Defense
AC 11, 11, 10
HP 98(12d6+48)
Fort +6, Ref +5 Will +8

Speed 30 ft.

Spell-Like Abilities (CL 12th)
Dimensional Steps-360 Feet/Day

Spells Prepared~(CL 12th) (Enchantment and Necromancy Opposed)
6th-Greater Dispel Magic, Summon Monster VI, Sirocco, Cold Ice Strike(DC 25)
5th-Overland Flight, Summon Monster V, Icy Prison(DC 24), Hungry Pit(DC 26), Telekinesis, Wall of Stone
4th-Telekinetic Charge, Summon Monster IV, Emergency Force Sphere, Dimension Door, Black Tentacles, Dazing Snapdragon Fireworks(DC 20)
3rd-Mad Monkeys, Stinking Cloud(DC 24), Fly, Haste, Slow(DC 22), Sleet Storm, Fireball(DC 22)
2nd-Rope Trick, Create Pit(DC 23), Mirror Image, Invisibility, Glitterdust(DC 23), Extended Mage Armor, Extended Enlarge Person
1st-Mage Armor, Vanishx2, Expeditious Retreat, Magic Missilex2, Shield,Feather Fall
0 (at will)-Detect Magic, Read Magic, Light, Prestidigitation, Acid Splash

Str 9, Dex 13, Con 14, Int 28, Wis 10, Cha 10
Base Atk 6, CMB+5, CMD 16
Feats Improved Initiative, Spell Focus: Conjuration(PFS rule), Augment Summoning(Human Bonus), Toughness, Spell Penetration, Extend Spell(5 Bonus), Greater Spell Focus: Conjuration, Dazing Spell, Quicken Spell(10 Bonus), Greater Spell Penetration
Skills Acrobatics+11, Appraise+15, Craft(Sculptor)+24, Diplomacy+16, Fly+16, Knowledge (Arcana)+26, Knowledge (Planes)+26, Knowledge (Local)+27, Knowledge(Religion)+18, Knowledge (Nature)+26, Knowledge (Engineering)+13, Knowledge (History)+13, Knowledge (Nobility)+13, Knowledge (Dungeoneering)+13, Knowledge (Geography)+13, Linguistics +24,
Perception +16, Ride +5, Spellcraft+24
Languages Abyssal, Aquan, Azlanti, Celestial, Common, Draconic, Ignan, Infernal, Kellish, Osiriani, Terran, Tien, Thassilonian, Undercommon

Traits-Reactionary, Insider Knowledge(GL Campaign Trait)
Racial Traits-Bonus Feat, Silver-Tongued

Shift(Su)-30 ft., (11/day)

Gear-
Headband of Vast Intelligence+6
Lesser Quicken Rod
Lesser Extend Rod
Staff of the Master(Necromancy)(Arcane Bond Item)
Handy Haversack
Various Masterwork Tools
Wand of Infernal Healing
Various Consumables
Clear Spindle Ioun Stone slotted into a Wayfinder
Approximately 24,000 gold in wealth

I have some other spells on my spell list but that's what I'm currently looking at prepared. I have spells to charge my staff, but only memorize them in the off time for the most part. Suggestions?

Grand Lodge

Tl;Dr~Looking for ways to increase my system mastery. I'd appreciate anyone posting ways they've found help increase their mastery of the game.

Now on to the story. I've been playing Pathfinder, with mostly PFS but also a bit of home game and one shot experience. I have basically no table top experience pre-April 2013. I'm not exactly a helpless min-maxer, as I haven't applied some of the very powerful ideas I've seen on this forum or added to in PFS for sake of social contract and making sure I don't take over tables, but I do really enjoy the beauty of the Pathfinder system and would like to know what I can do within the rules, especially because I feel like the more I know, the more concepts I can enable well within the rules.

Previously to enable my mastery of a game I play frequently, Magic: the Gathering, I used the random card function on Gatherer approximately 100,000 times in order to increase my knowledge of the game, so if there is some sort of way to easily browse random parses of Pathfinder knowledge, that would be cool. I've browsed the basic sections of the d20pfsrd a bit, but was interested in seeing if there was a better or more visually pleasant way of browsing.

And if there are other ways people can recommend to improve system mastery, I'd be interested in those too. Thanks for taking the time to read this, and thank you in advance for those who help me out.

Grand Lodge

As it currently stands in experiences playing PFS at my FLGS, I have not seen one effective Rogue. Even in their supposed role of scout/spotter I have seen them outclassed many a time. I'm going to post my build, which I will be testing out as my next level 1 character, but beyond getting critique on the build, wanted to know what I could do to advise my players about helping their rogue builds. I've seen a few people who enjoy the class thematically but just die way too easily or don't feel like they contribute to combat, especially when they miss a lot.

The Build:

Sothe

CN Male Half-Orc Rogue(Thug) 1

HP: 11(1d8+2+1[FCB])

Str: 16->18
Dex: 13
Con: 14
Int: 10
Wis: 12
Cha: 10

Racial Traits: Swapped Orc Ferocity for Sacred Tattoo from the ARG
Traits: Blade of Mercy/Reactionary(Unless I find something better)
Feat:Enforcer
Skills:

Acrobatics:+5
Climb:+8
Diplomacy:+4
Disable Device:+5
Intimidate:+6
Perception:+5
Sense Motive:+5
Swim:+8

Gear: Falchion, Leather Lamellar, ~Stuff(alchemist's fire, potion CLW, rope, etc.)

That build doesn't address all the problems, not the least of it being that although I have a general idea of where I want it to go, it's not entirely mapped out yet.

I've also tried out making a rogue that's a better scout/spotter than a ranger/monk while also being comparable in combat. I don't necessarily want this to turn into another huge thread about rogues, but for PFS purposes and the good of my players and my own system mastery I'd love to see some great Rogue builds as well as critique on my own.

Grand Lodge

If you had a PC die within the first encounter of a season 5 scenario, and said death reduced the party to four people, do you adjust the other encounters accordingly or no?

Grand Lodge

So this isn't another complaining about needing additional resources thread. I have most of the awesome Ultimate series, planning on picking up Ultimate Equipment up soon to complete the set. I also have the Inner Sea World Guide and the Cheliax companion book. What are some books you guys have enjoyed picking up that have some sweet PFS interactions? I've heard stuff about the ARG and the Blood of Angels/Demons books. What do you guys think are some awesome books to pick up for a mainly PFS player?

Bonus question, what are some awesome season 1-2 scenarios to pick up.

Grand Lodge

2 people marked this as FAQ candidate.

Are there currently any hard and fast rules for how these function in PFS? What you can or cannot put in them? There's no reason one couldn't procure potion bottles that are longer than they are thick to slip under your cloak or something similar. Anything of a shape to be attached to your arm seems legal. Is there any rule I'm unaware of to put a potion into your hand as a swift?

Grand Lodge

What exactly does a hollow pommel do mechanically? Logically it lets you stuff small things into weapons pommels. But as far as I can tell there's no obvious weight/size restrictions.

Also what type of action is drawing something from a Hollow Pommel? Is there any good reason to put one on a weapon?

Grand Lodge

Played this guy to 3, been GMing him up a bit from there. Haven't picked my first spell, but I think I know what I want. Running a 2-Handed build obviously, but been considering switching to Falchion before I enchant.

LG Human Paladin of Iomedae 4(Oath of Vengeance)

~Stats~

STR~20(+1 at 4)
DEX~10
CON~14
INT~7
WIS~7
CHA~16

HP~36
AC~19

~Traits~
~A Sure Thing
~Blade of Mercy

~Feats~
~Power Attack
~Furious Focus
~Extra Lay on Hands

~Relevant Skills~
~Diplomacy~12

~Gear~
~Wand of CLW 33/50
~Scabbard of Vigor
~Masterwork Greatsword
~Full Plate
~Sitting on 5594 gp

Not super optimized due to my lack of truly understanding martials before I built him, but a decent first try I think. I have Ultimate Campaign if I really need to retrain. Hammer my build guys. I want to know everything that's wrong with it.

Grand Lodge

1 person marked this as a favorite.

So I've never played an archer type character in a d20 game, and my primary way to play is PFS at my LGS. I've heard varying opinions about monks, although there seems to be a consensus that Zen Archers are strong, and they aren't as obvious a class as ranger to pick up for my first go around with ranged combat. I've got a decent idea of what I want to do with the character, but as it is my first time building one, I was wondering what you guys though and if you could give me any advice. I've got it planned out to 3 right now. (I have taken some ideas from a particular source if any of this looks familiar. Got to start somewhere.)

Zen Archer:

LN Garuda-Blooded Aasimar Monk(Zen Archer)
STR-14
DEX-14(+2)=16
CON-12
INT-10
WIS-16(+2)=18
CHA-8
Racial Traits-
Celestial Resistance
Skilled(Acrobatics/Fly)
Spell-Like Ability(See Invisibility)

Traits-
Lessons of Chaldira
Defensive Strategist

Feats-
Bonus-Precise Shot
1-Point Blank Shot
Bonus 2-Dodge
Weapon Focus-Composite Longbow
Point Blank Master

What do you guys think? It doesn't seem that tough to build so far, but I think I might be missing something. I'm planning to play it past 3 if possible, but didn't want to get ahead of myself. Any suggestions or criticism?

Grand Lodge

First of all, hey Paizo forum goers, this is my introductory thread, but I've lurked for awhile. Thanks for the cool ideas and increasing my game knowledge foundation. Thanks for reading as well.

On to the topic at hand. I walked into my LGS one Wednesday about 4 months ago, sat down with an Ezren pregen, and fell in love with tabletop. Society was a great introduction to PF and really eased me into the rules while providing a fun, social experience. But recently, I've been thinking and while I thoroughly enjoy the mechanics and "meta" environment that Society can provide, I also love the fluff and role playing, particularly the VC chats at the beginning of each scenario. I'm worried that I'm not being the best role player I can be at the table. I'm not quiet by any means, and act as a social member of the party, but I want each of my characters to have an individual personality. I've gotten a code for my paladin, and an idea what I want my Wizard and Druid to act like, but I was wondering if I could get any advice on establishing an identity at the table, and if anyone else has had problems separating roll play and role play in society.