Umber Hulk

Grymore's page

Organized Play Member. 60 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.



Scarab Sages

I am working on a Gamma-World-esque conversion of Pathfinder for play in a post-apocalyptic, mutant-ravaged, super-science-science-fantasy game world. I realize there is a more literal conversion that has been done and is available in PDF.

I am working on something different, with more static races (which can mutate), defined classes, and a more familiar gaming context (good vs. evil, lost civilizations, powerful alien artifacts, and great evils).

If anyone is interested in collaborating/playtesting, let me know at gamma1@webtopia.com.

Thanks.

Scarab Sages

I have a Hunter / Inquisitor: Sacred Huntmaster and I am wondering what to do with the Animal Focus ability. They both have it. Although the rules don't specifically say the levels stack--And I am more than happy to have two occurrences of the power that can be used at the same time--but I was wondering if there was something more official.

I would think it was simply an oversight, and like so many other powers that are the exact same, the level stack. But I was wondering if there was something more official out there.

Thanks.

Scarab Sages

2 people marked this as FAQ candidate.

I have a neutral cleric whose deity is Urgathoa--the back story is that Urgathoa has saved the character who was slain by an evil necromancer. Urgathoa believes that one day the necromancer will threaten her, so she saved the character and would empower him to exact vengance upon the necromancer who killed him--and his step mother and father. Thus a nuetral alignment for a nuetral evil diety.

I accept that I cannot cast spells with a "good" descriptor. But can I use a wand of protection from evil?

It is still on my spell list. And given the back story, there may be just enough wiggle room to permit it.

What do you all think?

Scarab Sages

Elven Zapper Wizard

The concept for this PFS character is one that can put some hurt on encounters with spells (touch/ranged touch), but is still decent with other non-damaging spells (enchantments, compulsion, etc.). After looking and looking and looking, I finally came up with the following build. Any suggestions are appreciated:

Elven Arcanist/Paladin: Divine Hunter/Eldritch Knight

S: 10
D: 16 +3
I: 16 +3
W: 14 +2
Cn: 10
Ch: 14 +2

Traits:
Magical Knack
Seeker

lvl Class Bab Caster Lvl Spell Level Special Abilities/Feats

1 Paladin +1 0 Detect Evil, Smite, Spell List for Wands, Bonus Feat: Precise Shot, F: Weapon Finesse
2 Arcanist +1 1 1 Consume Spells, Expolit: Potent Magic
3 Paladin +2 1 1 Divine Grace, Lay on Hands, F: Extra Exploit: Extra Reservoir

4 Arcanist +3 2 (4) 1
5 Arcanist +3 3 (5) 1 Exploit: School of Understanding: Evocation: Admixture School: Versatile Evocation, F: Extra Exploit: Lightning Lance
6 Arcanist +4 4 (6) 2

7 Arcanist +4 5 (7) 2 Exploit: Consume Magic, F: Heightened
8 Arcanist +5 6 (8) 3
9 Eldritch Knight +6 6 (8) 3 F: Extra Exploit: Extra Reservoir, Bonus Feat: Weapon Focus: Ray

10 Eldritch Knight +7 7 (9) 4
11 Eldritch Knight +8 8 (10) 4 F: Extra Exploit: Expanded Preparation

With the Magical Knack and Potent Magic exploit, the character gains a +4 to CL or +2 to DC for any spells he cast. And although he is limited in his spell choice, he only needs 1 really effective damaging spell—as the Versatile Evocation ability allows him to change the elemental type of the spell to whatever is more effective. Shocking Grasp can become Fiery Grasp, Icy Grasp, or Acid Grasp.
Furthermore, Lightning Lance can be cast with 1 Exploit point, giving the character a good, nearly unlimited, range-touch spell to attack with.

Why Paladin? I wanted access to some Cleric spells, specifically healing. The levels give me access via wands, as well as some useful feats (Precise Shot for free) and abilities (Detect Evil, Smite, and Divine Grace).

At 5th Level, he will have a touch attack at +6 to +10 (using Smite and Spectral Hand) and range-touch attack at +6 to +8 (using Smite), with a potential +1-+2 for increasing Dex using magic. The DC for spells will be +5 (Potent Magic) + Spell Level + 10, with an additional +1 to +2 for increasing Int with magic. All spells can be cast at a CL of 3 to 7 (Potent Magic and Magical Knack).

At 10th Level, he will have a touch attack at +11 to +15 (using Smite, Spectral Hand and Dex increase) and range-touch attack at +11 to +14 (using Smite, Weapon Focus, and Dex increase), with a potential +1-+2 for increasing Dex using magic. All spells can be cast at a CL of 7 to 11 (Potent Magic and Magical Knack).

The HP for the character is higher than normal as well, gaining an additional 12 points.

Skill points per level range from 5 to 7 at higher levels.

Any ideas would be appreciated.

Scarab Sages

Just out of curiosity, has anyone ever used Pathfinder and PFS rules to play a skirmish-level wargame? Maybe 10 levels and up to 5 characters?

Seems like with all the rules, and a few tweaks, it would make for a simple and fun wargame.

Scarab Sages

I thought I read somewhere that when the ACG is released, players playing one of those classes will have a 1-time opportunity to change their character. Is that true?

Scarab Sages

So in our local PFS, we are trying to clarify a few things concerning buying gear. In the PFS guide, it states that always available gear is available in towns of 5,000 or more people.

At the bottom of the Always Available Items section, it states:

Beyond the gear noted above, your character is restricted
to purchasing additional items from his accumulated Chronicle sheets, or by capitalizing on his fame. Weapons, armor, equipment, magic items and so on that are outside of these lists are not available for purchase at any time.

Then in the following section, Potions, Scrolls, and Wands, it discusses purchasing higher level potions, scrolls and wands that are clearly not on the Always Available Items list, and for which a distinction is made between potions, scrolls, and wands that can be purchased from a chronicle sheet:

All potions, scrolls, and wands are available only at the minimum caster level unless found at a higher caster level on a Chronicle sheet.

So my questions are:

1). Can I purchase potions, scrolls, and wands of various types which are not on the Always Available Items list, nor on a chronicle sheet I possess as long as I am in a town of 5,000 people or more and my Fame allows me to spend that much gold?

2). Can I upgrade my weapons and armor--let's say from a +1 to a +2--if I am in a town of 5,000 people and my Fame and gold allows me to?

3). Can I purchase additional magical items as long as I am in a town of...

Or are characters limited to Always Available Items and items on their chronicle sheets. So if I wanted to upgrade my +1 Battle Axe to a +2 battle axe, I would need to find an adventure that offered that as one of the purchasable options?

And if I am really that limited, what is the meaning of the whole Potions, Scrolls and Wands section.

Thanks.

Scarab Sages

What is a GM supposed to do if you run out of time before the scenario is completed?

Last week the game store close up shop and booted everyone before the final fight could be completed. What would be the proper way to wind things up?

Scarab Sages

1 person marked this as a favorite.

I ran Delirium's Tangle last night, and made a single tweak that I believe changed nothing, but made the adventure far more enjoyable.

I created a map to represent the labyrinth. It was a simple infinite loop of corridors, rooms and cave passages. It was a 2x3 foot print that costs $3 at Staples.

At the beginning of the adventure, prior to the first encounter area (beetles), I allowed them to wander in the labyrinth and start earning some of the hours needed to find their way to the central chamber.

This had two effects: 1). It allowed me to start building some suspense and intrigue, and it was just plane fun! For example, they found an arrow trap that had already been tripped. There was a corpse pinned to the wall--with nothing of any value on him. But it spooked the party.

They also found bones, partially eaten body parts, and the random large insect part here and their.

They wandering for a bit in the silence and darkness. Every time I asked for various checks and skill rolls they were freaking out. It was fun.

They rolled high enough that they didn't actually encounter anything, but it was a far better transition from the intro to the first encounter area.

Once they completed the first area, I sent them back into the labyrinth.

If anyone is interested--and it is just a real simple, black and white map, you can download it at http://skulltower.com/pdf/labyrinth1.pdf

Scarab Sages

Can I use my Fervor power to cast a sorcerer spell?

Can I use my WarPriest levels as a prerequisite to select the Arcane Armor Training feat?

Thanks.

Scarab Sages

Just want to understand a few things...

1). Do I need some kind of PFS number as a GM to run PFS modules as part of my home campaign? And if so, do I contact my local venture captain or is do I get one online somewhere?

2). In order for my players to get PFS credit, I need to run sanctioned content as written. But, there is no time limit, and the characters are free to sandbox as much as desired in between/as part of a sanctioned scenario's elements? Is that right?

3). As a GM, I have complete freedom when the party is sandboxing between the official story elements, but any rewards of prestige points is based on them completing the appropriate requirements for the scenario?

Is this all correct?

Thanks.

Scarab Sages

First time PFS GMing. I am running Delrium's Tangle in a week, and after reading it there were some ideas I had and wanted feedback:

1). Entering the Maze
Before area 1, they encounter a feral beetle in the passage—but it’s dead; however, they cannot determine that immediately. In the darkness they simply see something in the hallway. Perception checks would not reveal if it is dead or alive. Why? It keeps them off balance and guessing. I don't want swords drawn and spells at the ready every time I lay a map down.

2). Area 1
When they enter the room and search, if a character real rolls poorly, I will have him think that a large rock is a Feral beetle—as the others attack. A bit of chaos.

3). In the Maze Proper
I am creating a map—an infinite loop of corridors, rooms and beetle tunnels—that the PCs can travel in. I will let them know it is only representative of the labyrinth—however, when they fail a Survival check and encounter something, it will be where they are on the map. Although if they are in the beetle tunnels and fail, it’s gonna be beetles.
The tunnels will be crawling only, so no weapons larger than a short sword, and they won’t be able to turn around. So I would imagine there will be a lot of kicking and punching.
Also, I was wondering if adding an oddity or two in the maze was a big no no. No combat encounters, nor anything that would result in someone getting a powerful magic item. But maybe like a like a small fountain, that if looked in (DC) they could understand the maze slightly better gaining a small advantage on their next roll. Or maybe a giant idol that if comprehended (DC) might make a weapon glow or grant darkvision. Give PCs the opportunity to use other skills.
Just seems like the labyrinth is a bit dull.

That’s all.

Scarab Sages

If a character takes 1 level or cleric and then the rest Warpriest, do some of their abilities meld:

Does the character get to leave spell slots empty Like a cleric? For all spell levels or only 1st level? And are the spell slots kept separate or they folded together? If he has 1 level in each class, does he get to cas 4 orisons and 1 spell for each class? How would that work?

Does the character get to use channel energy right away (1D6), and then add that 1D6 to the Warpriest 1D6 at 4th. And can he now use his channel energy 3+Ch per day and/or still have to use Fervor? Or is it kept separate, so he channels like a cleric sometimes and as a Warpriest other times?

He gains both the minor domain special abilities and then the blessing domain powers.

Scarab Sages

Just stumbled upon the fact that Pathfinder Tales have a chronicle sheet. Besides listing boons and items, it also has an area for xp, fame and prestige.

Do reading the books offer xp, fame and prestige? Or is only the boons and items offered?

Thanks.

Scarab Sages

I have GMed more games than I can count I my fingers and toes, and the fingers and toes of a few other people.

I have played a few PFS games, which I enjoy and I am looking into doing my share of the GMing. The question I have is how much control does the GM have over the story?

I understand that going wildly off-script is a no no. But, at least in the games I have played, the transitions between scenes are abrupt and destroy story continuity. If I wanted to inject some opportunity for a non-combative skill roll or RP opportunity that is not in the official scenario, is that a no no.

And if it is okay, am I allowed to award a minor advantage of some kind?

Also, with regard to an encounter, how strategic can the NPCs be, because so far it has been, they are standing there and we are here, lets go cut them to pieces. I mean, the players can pretty much guess when something is about to go down and buff up.

Is there a more extensive doc that explains the white (what you can do), the black (what you can't do), and how to best navigate the grey (what is left up to your judgement)? And I am asking specifically about GMing a PFS scenario as written, but having the ability to better hide the fences and create the illusion of freedom.

Thanks!

Scarab Sages

I have been digging and digging, but I can't find the answer to this. The War Priest's Sacred Weapon power says, "Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon..."

Does this mean, for example, that when a War Priest reaches 8th level, and gains two attacks, +6/+1, that he actually gains +8/+8 attacks as long as he is wielding his sacred weapon?

And that the additionally abilities of the sacred weapon are limited by his level--but not his BAB bonus?

At least that is how I read it.

Scarab Sages

I realize that a cleric cannot cast a spell that is opposed to her alignment, but clerics can't cast Arcane spells either--yet, some domains offer them access to spells that she normally wouldn't be able to cast.

Following that line of thinking, could a good cleric with the Death domain cast the various animate dead/create undead spells, which are evil, when she normally would not be allowed to?

What are your thoughts?

Scarab Sages

New to PFS, and I want to make sure I understand someting. If I run a home brew world:

1). None of the game play counts towards PFS prestige points and fame

2). Some does, but at a greatly reduced rate

3). It does, but only if I work in sanctioned content into the game

Thanks!