Vhalhisstre Vexidyre

Halistria D'Harvash's page

111 posts. Organized Play character for Apocalypso.




GMing tomorrow night. Need a Solid Witch for a Boss Fight. Level 10-12. And some good minions.

I'm thinking lots of enchantments and mind-affecting. Also some necromancy.

If you would throw in some favored tactics that would be much appreciated.

The party is 7 Level 8 players. Pretty buffed with DRs and special weapons. Light on spellcasters tho, as their only spellcaster has been possessed by the BBEG.

thanks for the suggestions.

~A


I'm playing a high Cha, high Dex, low Str character in a Reign of Winter campaign.

I started out looking at a Vanilla Bard with a dip in Fey Blooded Sorcerer for the +2 DC for mind affecting.

But then I started looking at Bloodlines and archetypes and began theory-crafting this other thing.

Dirge Bard with 1 level dip in CrossBlooded Sorcerer... but which ones?

Dirge Bard or Undead Bloodline give enchantment to Undead
Fey... +2 to mind affecting DCs
Impossible Bloodline... Constructs
Serpentine Bloodline... Animals, Monstrous Humanoid and Magical Beast

and someone just mentioned Mesmerist.

Which to take? which to dip?

what traits and feats to give it oomph.

I don't know that I'll really go this far with my actual PC, but I'm really enjoying playing with the idea of a caster who can charm the pants off anything. Even if it doesn't have legs.

More ideas anyone?


GM in a home game has denied then overruled Sneak Attack damage on undead.

I get that it is a long standing home game (and I'm the new kid at the table) and he can overrule anything he wants. But I'm hoping that now we're out of the heat of combat, if I approach him one-to-one that I could persuade him that the "new" sneak attack vulnerable targets is a good thing... and WHY.

I worked very hard to develop an Arcane Trickster when the SLA rules changed. Now if I can't even hit X% of targets at mid levels, well its extremely frustrating.

Does anyone know the % of mid and high level targets that would be invulnerable to SA under the old DnD rules?

And this is a Reign of Winter campaign... if that increases/decreases the number of SA invulnerable targets.

Many thanks for advice on discussing with him.


I need help creating a charisma based caster that has a trickstery feel.

I have a second chance to play an Atomie in a home game. I was thrilled cuz I really wanted to try Arcane Trickster again, and my original campaign with it died at 3rd level.

But when I started looking at it I realized the change in the SLA ruling really gimped the whole thing. Instead of entering Arcane Trickster at 6th level, I'd have to wait until 8/9th. Er, no.

So I am looking for a way to creating something with a Trickstery feel, without necessarily going AT. Probably full caster, because at diminutive size it is really hard to do melee damage.

I am willing to try any caster that can be made to work with the given stats. I have recently played a number of blasty sorcerers so I don't really want to go that route again.

Here are the guidelines:
S: 6, D: 20, C: 10, I: 12, W: 10, Ch: 20
(I have a little play, but S6 and Ch20 are locked)

Diminutive 10" tall

+1d6 racial sneak attack damage. (GM ruling: will not stack with any other SA damage. Unchained Rogue banned.)

(With diminutive weapons, low strength and SA-- best melee damage is 2-2 +1d6)

Fly Speed 20'

Mage Hand and Dancing Lights SLA
Other racial SLAs will be given out at GMs discretion (invisibility, shrink item, reduce person)

Out of the box suggestions welcome: Druid, Sandman Bard, Cleric with Trickster domain. Just keep in mind that melee damage is nil, so it most likely has to be a caster, most likely with emphasis on charisma.

Many thanks for your thoughts.


I have the opportunity to play an Atomie.

I've wanted to play an Arcane Archer for a long time, and I think this might the chance to do it.

Basic Concept:
Atomie gets most of her licks in with ranged sneak attack.
She also helps party as skill monkey and knowledge monkey (2 lacking groups).
Once she becomes an Arcane Archer she casts ranged debuffing spells-- silence, invisibility purge, dispel magic, etc, via arrows.

Atomie Basic Info:

Stats:
S 6
D 18
C 13
I 11
W 14
Cha 18

Bonus Abilities:
Fly 50'
Invisibility, personal, 3x day, 1 action
Low Light Vision
Reduce Person at Will (next size down)
Shrink item, 1x day, non magical, 4 sizes down
+1d6 sneak attack
Speak with animals at will
dancing lights at will

Penalties:
Strength 6, so damage is impeded
2 level impairment

Decisions:
1. Archer Type?
I'm leaning more towards sneak attack damage, since her strength is so low. Is there a way to get more ranged DAMAGE from a fighter or ranger with low strength?
Otherwise its down to Rogue:sniper or Ninja, but then I realized items and ninja tricks can give the Deadly Range ability.
So with her low strength and high charisma it seems a natural--- Ninja

2. Arcane Spellcaster Type?
Wizard-- Intelligence 11. No
Summoner-- GM Ban
Sorcerer-- Mayyyyybeee? If so, which bloodline? Is there one that would synergize with ranged damage?
Bard-- The archaelogist bard with Luck bonus would be very nice. Probably vanilla bard won't work since she'll be trying to stay invisible and unnoticed.

3. Then how many levels of each? Goal is to reach +6 Bab

4. Spell selection.
The goal is to imbue arrows with AoE spells, probably debuffs. (AA 2nd)
Since she will probably be way behind in caster levels, are there ways to take a spell from a scroll, wand, or rod and imbue the arrow that way?

Then which AoE spells?

5. Feats, Traits and Ninja Tricks
Point-Blank Shot (manditory)
Precise Shot (manditory)
Weapon Focus: Shortbow (manditory)
Reactionary
Fates Favored (if archaelogist)
Improved Initiative
Deadly Range
Others

6. Ways to get sneak attack/ Ways to get damage when SA is not an option?
Going First
Going Invisible before next attack
Flanking is not a good option for diminutive creatures
Feinting also seems to be a poor option
Other suggestions????

Thanks for playing along. I appreciate all suggestions


In this case, My Sylph Wind Druid was taunting an opponent to jump from one tree to another towards her.

She had readied the Wind Druid Supernatural Ability "Wind Blast" to go off at the mid point of his jump, in attempt to force him to fall a long way to the ground.

The ghast was ready to jump, and then changed his mind. GM said "spellcraft".

I wonder if that would have worked for a supernatural ability with no verbal, material or somatic components.


So GM did something I find very upsetting, and I'm on the verge of quitting, but I'd rather not...

Basic Description:
He beefed up a monster to counter every plan I made. Totally crushed my character. Then gave me a Deus ex machina, another NPC saved my life just before my character died. I quit a previous game (with a different GM) after this happened 4 or 5 times.

I know I'm just hypersensitive because of past experiences, but I really *HATE* the "you can do nothing, you are helpless before me, and only by my pity will you live" style of GMing.

Detailed Description:
GM invited us to do solo adventures, looking for solutions for a particularly nasty monster we'd encountered, and will have to face again.
I'm playing a 3rd Level Sylvan Sky Druid. I decided to hunt for plants that might give a resistance to the monster's nausea effect.

I made good knowledge nature, and survival checks, and found a bark to resist the nausea. I also spoke with a local fey who told me where to find some of said bark.

I decided to stay in the trees and jump from treetop to treetop because Sky Druids have perma-featherfall. Gathered the bark just fine.

Then I saw a ghoul 30'- 40' below. I had previously been docked XP for not challenging undead, as a good aligned druid. So after checking that it was alone, I decided to throw sling- stones at the ghoul from 30ish feet up. (I've used up most of todays spells, and I want to save tomorrows spells for the big bad. My first shot missed.

This is where it got interesting. The ghoul turns, sees me, runs to the tree trunk, grows claws, climbs 10', skewers a rodent, climbs another 10'.

I'm like, "ok, its a bit stronger than I bargained for. Fair enough." I develop a plan to climb as high as possible, then jump to another tree, and try to knock the ghoul down, so he'll die of falling damage.

Round 2-- I say I will double-move climb. Unless it gets close, in which case I will jump for my second action.

The ghoul closes the gap and gets an attack of opportunity when I jump. (???) When I started my move it was more than 5' away. I questioned the attack of opportunity. He said I waited too long to jump. I took 8 points of damage. Down to 10hp. ooohhhh kay.
I made a 27 on my fly/jump roll, which apparently just barely got me to the next tree.

For his action, the ghoul spoke and gave me a chance to run. (The GM was hinting here, I see that, but I *really* hate the kobayashi maru/pity combo.) So I stuck with my plan, which I thought should still have a reasonable chance of success. We are 42' up at this point.

I use the supernatural wind druid ability, "Wind Blast" which is an air bull rush attempt. I was hoping the ghoul would jump, but he didn't. So I cast it anyway. I rolled a CMB of 25. This did not beat the ghouls CMD. (???)

Then the ghoul cast a 3d4+3 (5th level) magic missile at me. (???) Coincidentally it did 9 damage, leaving me with exactly 1 hit point.

On my turn I auto-feather fell to the ground.

On its turn the ghoul jumped to the ground (42') without taking damage.

It was about to kill me, when the fey came back and distracted it, allowing me to live, just barely.

In closing the fey prattles on and on about how proud it is of itself.

And I am seething.

For those of you playing along at home, the ghoul had:
* stench
* claws
* climb speed
* speech
* the ability to move and take an attack of opportunity on the other players turn
* 26+ CMD
* 5th level spellcaster
* ability to jump 42' without damage

(is there such a creature? and if so, what is its CR? appropriate for a 3rd level solo character?)

I understand making it a little bit of a challenge. A regular ghoul I would have been able to pummel with slingstones without taking any damage myself. Ok, increase the challenge.

But making his monster into a super creature that I couldn't touch? I couldn't even knock it out of a tree with a 25 CMB? And then give it magic missile when I jumped to a different tree?

THEN to get me down to 1 hp and give me the pity save?

I hate this style of game mastery. I am *this* close to rage quitting. But I don't really want to.

Advice?


So, after teasing a friend in another game who plays the most copper-pinching greedy cleric of Sarenrae ever, I've decided to play that motif the way it *should* be played for my next PFS character.

I've never played a pathfinder cleric so I'd appreciate any tips.

I'm thinking a Cleric of Abadar.

I'm debating between Dwarf or Aasimar born into a dwarven family.
I like the Dwarven racial traits a lot, but the Aasimar boost to charisma and speed is hard to pass up.

I'm debating between the Defense, Earth(especially if dwarf), Protection, *Trade* (seems mandatory, fluff-wise), and Travel Domains. Advice?

Feats: Selective Channel, and...?

Traits: Faith Healer (if Aasimar)- Use Heal checks for Day Job. Aka charge people for healing them. Right up his alley.

Maybe Eyes and Ears of City?- Get Perception as class skill?

Weapons- Light Crossbow and some kind of bludgeoning thing.

Armor?

Stats, I was thinking (if Aasimar):
S 12
D 12
C 14
I 12
W 17
Ch 14

~~~
Style-wise I don't see him as a front-liner. Kind of a prissy coward, standing back and buffing friends to protect him, whining about it the whole time.

He'll also compulsively kvetch about having to heal other people, in a yiddish accent (i've got a little Semite in me so s'alright) "oh, you couldn't be bothered to buy a potion, this is my problem, how?" and going thru the motions of charging people for healing and buffing. It's PFS so he can't really. But he'll haggle as if.

Anyhoo, I'm clear on the fluff, but I'd love some help with building him to be useful, and worth putting up with.


My Kitsune bard has been bitten by a werewolf.

Since Kitsune are already technically considered lycanthropes what is the likely result?

The possiblities seem to be...

1. Immune. Already a natural lycanthrope.

2. Adds Wolf and Werewolf shapes to things she can change into at will. (This is my preference obviously) And I feel somewhat justified as she's invested in the Fox Shape and Realistic Likeness feats. Ie she's spent a lot of time mastering her shapeshifting.

3. Changes to an out of control werewolf at the full moon, the same as anyone else.

Thoughts?


So I'm playing a sorceress that just hit 5th level in PFS.

Dunh, dunh, dunh... a boon has made it possible to get a faerie dragon familiar.

I really want a faerie dragon familiar, now.

Currently she's Cross-Blooded Draconic (Blue)/Elemental (Elec)

Basic Crunch:

Garuda Aasimar
Took the elemental combo to transform everything to Electricity, and then add +1 to every die rolled.
Eventually headed towards Dragon Disciple.

Current Feats are:
Dodge
Empower Spell
5th level feat open

Bloodline Abilities are:
Elemental Ray (elemental bloodline)
Draconic Resistance: nat armor +1, elec res 5 (draconic)
Bonus spell 3rd: Mage Armor (draconic)

So what's the most efficient way to qualify for a familiar?

A) Stay with current cross-blooded combo?
Retrain feats to qualify for Eldritch Heritage
(need Skill Focus and Improved Familiar

B) Retrain bloodline from Elemental to Arcane?
Need to retrain "Elemental Ray" to "Arcane Bond" bloodline power
Need to retrain feats to Elemental metamagic and Improved Familiar

C) Retrain to single Draconic Bloodline and take Eldritch Heritage?
Need to retrain "Elemental Ray" to "Claws" bloodline power
Need to retrain feats to Elemental Metamagic, Skill Focus, and Improved Familiar.

I have prestige points and cash to spend. So I'm mostly interested in which final product will be the most effective.

Thoughts?


So I was reading up on Psionic Races and Maenad triggered a concept for me...

Since Maenads get sonic bonuses and also rage abilities I want to create a character that does damage, and stunning effects with her voice.

Its for a campaign with psionics which I am intrigued, but not very familiar.

I was thinking
Maenad
my starting point.
Sonic bonuses.
Raging Bonuses.

Wilder with the Raging Surge
Grants rages to non-barbarians.
Rages are based on Cha instead of Con.
Can still manifest while raging

Bard- Thundercaller or Sound striker
Synergistic sonic damage
Thundercaller has synergistic raging effects

Stats- rolled, were 18, 16, 13, 11, 11, 9
S 13
D 16
Cn 11
I 11
W 11 (9+2 racial)
Ch 18

I've never built a psionic character for pathfinder before. Let alone a multiclass one. Thoughts suggestions?

Oh and here are reference links

Maenad

Raging Wilder

Thundercaller


I'm playing a 4th level sorceress in Kingmaker, getting close to 5th.
Sylvan Bloodline so I have a big cat companion.

Someone else in our party took Craft Wondrous Items-- clearly the best crafting feat.

Kingmaker has a good bit of downtime for crafting.
And I would like to make some money, as well as useful stuff for myself and my animal companion. The treasure is low in Kingmaker. We have 6 players, 3 of which are spellcasters-- so the spellcasters are way, way, way below WPL at this point. Wanna compensate.

But as far as making money goes, most of the items like wands and potions--look like they are more expensive for me to make and sell because of the one level penalty.

Craft Arms and Armor? Not so great for me, but maybe good for my companion? And to make money?

Can a Sylvan sorcerer craft tattoos? Or do you need to be a tattooed sorcerer?

Any other ideas?


I'm building a (sylph) sky druid for an upcoming homebrew nautical campaign.

Other characters are undine monk, half-orc barbarian, human ranger, and ? bard.

I'm leaning towards the Winds domain instead of the (Roc) animal companion, as we have lots of melee and are short on blasting.

So far I've come up with S10, D15, C10, W17, Ch12 (20 pt build)

Racial Traits:
Elemental Affinity Air (+1 CL) vs Air Insight (+2 rounds to summons)?

Thunderous Resistance (sonic res 5) instead of Elec Res 5. Get Elec Res 10 at 6th level.

Sky Speaker (speak with air animals) instead of Feather Fall. Get perma feather fall at 2nd level.

Traits:
Gifted Adept: Call Animal, +1 CL

Reactionary ??

Feats:
Spell Focus: Conjuration, on my way to Augment Summons.

I expect we'll get to mid-levels (8-12), so I don't really want to build out to 20th.

But I would love suggestions on good weapons, spells, summons, wild-shapes, feats, etc for a nautical campaign. Thanks in advance for the help.


As per subject heading, I'm looking for an item that can replenish my shuriken quickly. There are quivers, but I can't find anything for shuriken per se.

With haste and ki my ninja can throw 3-5 per round. And the returning thing is tricky.

I'm thinking a spring-loaded, replenishing wrist sheath, designed for multiple shuriken would be awesome. Does such a thing already exist somewhere?

Also abundant ammunition replenishes any non-magical ammunition, like masterwork. Would that also include cold iron and silver shuriken?

And... abundant ammunition states that it stacks with magical weapon spells cast... so does versatile weapon work?

If such an item doesn't already exist, how would crafting it be priced?

A slotless item with (spring-loaded wrist sheath on top of bracers)
abundant ammunition (1x day)
magic weapon (1x day)

and/or
slotless
abundant ammunition permanent
magic weapon (1x day)

Thanks for any help.
~A


My Ninja is about to be 8th level.
Until now I've been focusing on TWF with Wakizashis. I've been doing awesome with this-- until my flanking buddy- Barbarian left the game. Now I'm frontlining by myself. Er, no.

So I'm looking into ranged options. As miniscule as they are with their puny d2, if I can sneak attack with a whole bunch of them, while the enemy is flatfooted... suddenly they are awesome.

Please check my math, and suggest anything I'm overlooking.

* 8th level: +6/+1 BAB

* TWF feat: no help?

* Versatile Weapon (have an item which gives it 1x day): treats a brace of 50 shuriken simultaneously.

* Dex: +6

* Str: +2 (help w damage?)

* Flurry of Stars: 4 Shuriken in a full round attack. -2 to each shuriken's attack.

* Shuriken are Ammunition: Quick Draw not necessary

* Range: 10'. -2 for each shuriken at 20'. -4 at 30'. Etc.

By my math a full round flurry of stars to hit a flat-footed target within 10' would be:

To hit: +10(+6+6-2)/ +5(+1+6-2)/ +4(+6-2)/ +4(+6-2)

To damage: d2+2+4d6 for each star

Is that right?

What feats should I take to improve accuracy, damage, frequency, or range?

Thanks for any help.


I'm not trying to start a new thread here. But all clicks on helpful-looking past HiPS threads get shunted to the Paizo store. If HiPS has been definitively FAQ'd, could some kind stranger point me there? Thanks!


This question probably already has a thread somewhere, but my search-fu did not find it.

I want to introduce some friends to the game, and wondered if Beginner Box might be the way to go?

I've read that 5' steps, and AoOs are not part of BB. Probably a better start for new kids. Any other major differences?


I'm about to upgrade my weapons (+1 wakizashis). What is the most commonly needed /dr?

I'm thinking cold iron for one
and ghost touch or holy for the other.

Any recommendations?

This is for my TW CG Ninja in a Shattered Star campaign. No spoilers please. Just want suggestions and best anti-XDR choices.

Also bunches of shurikens with various properties is an option, if its not wickedly expensive. Best recs there?

thanks in advance.


So, for roleplay reasons my Fetchling Ninja (7) has become devoted to Desna. In fact, as a former slave of Argrinyxia, Queen of Umbral Dragons and Ruler of the Shadow Planes, my little ninja dreams of destroying her one day, to replace her with Desna, the true lady of Night. It seems like a dip into Inquisitor, or Cleric, or Oracle, or maybe even spherewalker would be a nice reflection of that.

But, besides flavor, is there any way to get utility out of this dip?

So thus far, I have been focusing on a two-weapon build, and a build towards ShadowDancer. Just hit 7th, so choices in parantheses are not locked in yet.

Stats:
S:14, D:22, Cn:16, I:14, W:12, Cha:21

Shattered Star Spoiler:
I tripped "the trap," and am now pure-blooded Azlanti. Also have a dex belt and a cha ioun stone, hence the stats. Also, I can't see in the dark all of a sudden.

Serpent Runner Two Weapon Trait
Reactionary Trait

Dodge
Weapon Finesse
Weapon Focus Wakizashi
Two Weapon Fighting
(Mobility)

Fast Stealth
Vanishing Trick
Combat Trick-- Combat Reflexes

Skills: Performance Dance (2-->5)

~~~

So clearly, I have positioned my ninja for Shadow Dancer at 8th level. And... not great wisdom. So, is there any possible utility into a class devoted to Desna? Or would I do better to play a devoted ninja?


Howdy,

We've got a fun Carrion Crown game going in the Poughkeepsie NY area. Recently lost a couple of players due to RL issues. (Silly, silly RL, getting in the way of what really matters.)

We attempt to play two Thursdays a month, although it usually turns out to be just one. We've got some flexibility, but Thursday is really the best night for the GM.

We're only 3rd level, so a whole lot of game still ahead of us. And most of the classes are open too.

PM me if you're interested.


No spoilers please, other than to give an answer to this question: What are prisons like in the River Kingdoms? Particularly Restov?

Maybe there isn't a set answer. Maybe its just the GMs call. But if there is anything I'd appreciate knowing about it.

My party and I are reaching the end of Book 1.

Another party member (CG Witch) and I(CG Sorcerer) keep going round and round on something. She doesn't wanna kill anyone. Ever. She wants to tie them up during active combat, and give them a chance to repent.

If they don't repent, she wants to send them as prisoners to Restov.

I have no problem trying to redeem people *after combat's over.* But during live combat, she's trying to tie people up, instead of helping the party members that are bleeding out.

And she makes smug comments like... "Well, if you wanna kill 'em, you're going to have to settle that with your gods." And "its the price you pay for being good."

This irked me quite a bit. So I started a rant of my own that the unrepentant bandits... were going to be hanged anyway, but they'd be tormented first. (Based on my real-life experience as a volunteer in SingSing and Rikers Island as well as every depiction of a middle ages prison I've ever seen.)

I put it to her that capturing, imprisoning, and finally hanging unrepentant bandits was more sadistic and therefore far more evil than killing them in combat.

And she replied that Restov was magic candy mountain. And they'd be given a fair trial with priests of Abadar present (and then what? she wasn't clear what happens to a bandit that was unrepentant before they even received a trial.)

So... is there any scripted material on this? Or is it GMs call?

BTW the GMPC Paladin of Erastil is fine with killing bandits in combat. And I think the poor GM just wants us to get back on track with the action. Thus my porting the debate over to here.

Thanks for your input.


My sorcerer is going to be in a spellcasting tournament tonight, and I've never done a 1-on-1 spellcaster duel in pathfinder before. So, I'm looking for advice on tactics etc.

I don't expect to win overall, but I would like to make a nice showing.

The tourney rules:
* 1-1 combat
* Any "spellcaster" is allowed to enter-- so I may be against clerics, bards, wizards, oracles, sorcerers, summoners, alchemists (our GM ruled that our party's alchemist could also participate), etc.
* No pre-buffs allowed, and there are refs checking.
* Magical stuff *IS* allowed!!! Equipment, items, etc
* There will be one round allowed for self-buffing before combat begins.
* All matches will happen same day, so some thought may be needed for conservation. I
* I believe its 4 rounds: 1) 16 duelists; 2) then 8; 3) then 4; 4) Then the final 2. (Although there might be 5 rounds starting with 32.)
* The caster levels range from 4- 10.

My sorcerer:
She's already in play, so I can't change her feats or spells known.
Also, as a sorcerer, I can't memorize different spells to suit the occasion.
What I can do is exercise strategy, and buy items...
We're off a recent big victory, so I have about 6000 gp to spend.

Currently:

Spoiler:

Ifrit: All sorcerer abilities as if Cha +2
7th level: Cross-blooded elemental fire/djinni

Feats abilities:
(Change any energy type to fire or electricity)
Combat Casting (from staff)
Craft Wondrous
Dark Adept
Dodge
Empower Spell
Spell Penetration (from staff)
Weapon Focus: Ray

1st: 8 per day
Ear Piercing Scream
Liberating Command
Mage Armor
Magic Missile
Shocking Grasp

2nd: 7 per day
Acid Arrow
Invisibility
Mirror Image
Scorching Ray

3rd: 5 per day
Fireball
Fly

SLAs
Elemental Ray 8x day
Burning Hands 1x
Detect Magic 1x
Feather Fall 1x
Levitate 1x

Items with:
Blink
Cone of Cold
Liberating Command
Prot f Law
Shard of Chaos

Combat:
AC 19, Tch 17, FF 13
HP 42
Initiative +9 (Wildfire heart trait +4)
CMB +4
CMD 21
Stats w Items: S12, D20, Cn14, I10, W12, Cha 22- effectively 24 for Ifrit bonus
Quarterstaff +1 (+5 to bonus to hit)

So, some of my basic questions are;
I have one round to buff. Usually I use Mage Armor, but vs a spellcaster should I choose something else?

I have UMD of +16. I will *usually* make my roll. Any cross-class items to get?

We are expecting combat with an assassin at some point during the tourneys. (There are 3 tourneys... melee, marksmanship, and spellcasting.) So I'll have to keep something in the tank for her too.

The other spellcasters will have had a chance to hear about me, and learn that I'm all about fire. And prepare. Any suggestions to foil their expectations?

In the same line, I'm trying to keep the electricity thing as an ace up my sleeve, and not use it until later.

I'm interested to hear how you guys would prep for this kind of tournament.


I'm playing a blasty caster-- Ifrit race, Djinn and Fire Elemental cross-blooded bloodlines. Lately we've been coming up against enemies with ridiculous touch ACs.

So per the subject line... What are some good feats and/or items to improve a sorcerer's chances of hitting?

Hitting with ranged touch attacks especially?

I use a fair number of ray attacks, so weapon specialization probably, but what else?

Also getting thru saves is becoming a thing. Are there feats/items that improve the caster's DC?

Fortunately spell resistance is not a problem (yet), so I'm not as worried about that.

And when Fire Resistance is an issue, I switch to Electricity; so far so good on that score.

Mainly good old "To Hit."

Thanks for any suggestions.


I have a 6th level, sorceress of the Ifrit Bloodline, and have just now started looking at the Dragon Disciple prestige class.

(I'm more experienced with D&D then Pathfinder, hence the late-in-life double-take)

If I took Eldritch Heritage- Draconic bloodline, would that qualify me?


The crux of the matter is that my GM gave me a staff that is way too expensive for my character to recharge.

Details:
I am playing a 5th level cross-blooded sorcerer. (Ifrit with Djinn/Fire Elemental bloodlines. Wanted to play a blaster. Haven't played one in a long time.) It will take me until 9th level to get 4th level spells.

The Staff has
Detect Charm (1st)- Takes 1 charge to cast
Protection from Law (1st)- Takes 1 charge to cast
Shard of Chaos (2nd)- Takes 2 charges to cast

and recently added:
Dimension Door (4th)- All remaining charges (10) to cast

The GM ruled that the staff was made a cheaper way which means that it uses more charges to cast spells out of it. And since the (new) highest level spell in the staff in the spell is 4th-- It now needs 10x 4th level spells cast into it to recharge.

I can't do it myself, and I won't be able to until 9th level. Paying for it is 10 x 4th (700gp) = 7000 gp to recharge.

This "upgrade" also means that casting out of it has made ALL the spells much more expensive:
Detect Charm- 1 charge= 700 gp
Protection from Law- 1 charge= 700 gp
Shard of Chaos- 2 charges= 1400 gp
Dimension Door- All remaining charges= up to 7000 gp

It seems to me that getting scrolls and wands of the various spells would be much, much cheaper. I could buy a wand with 50 charges for 750 gp, instead of putting one charge back into my staff. Am I missing something? Is my GM?

If so, is there a discussion point I could courteously use with the GM? He is a RAW guy, and gets irritated when I question his rulings.

To be fair, he added in the Dimension Door to save my character from a sticky situation.

Is there a rule that would let me renegotiate the recharging of my staff? Or do I just say "Thank you very much for letting my character live" and put the staff in a closet for the next 4 levels?


Our party Witch has Craft Wondrous Items, and generously agreed to create a Page of Spellknowledge for my sorceress.

Then we did research for what materials and spellcraft check might be needed and...

Page of Spellknowledge is listed at CL17! 17? Can that be right? For a 1,000 gp item?

The Ring of Spellknowledge is CL 7, and its a 1,500 gp item.

For comparison a Tome of Understanding (to permanently raise wisdom) is a CL17 item, and it requires "Wish" or "Miracle" to create it.


Howdy all. I think the subject line covers it.

I'm GMing an S&S play by post, and after 3 months we've only reached Day 7.

On the one hand the players and I have been having a grand time with the roleplaying. On the other, the game mechanics are really slowing us down.

Waiting for the 1-2x a week poster to make his rat disease check, wait 3 days, job skill check, wait 3 days, rum ration check, wait 3 days, roleplay the fight with Owlbear for 2 weeks, and now its "tomorrow"...

You get the idea.

Now that we've done a good job setting the stage and giving the NPC's flavor, i was thinking of doing away with the mechanical part, and just jumping ahead to the action days.

And... the twice a week thing was the consensus we all came to when we discussed posting frequency at the beginning. There are actually 2 players that clearly want to play much faster and would post multiple times a day if given the chance. But this was our group agreement, so I don't feel I can jerk the rug out from underneath the others; "Post once a day or your out!"

Given this restriction, any suggestion for getting some more wind in me sails?


Hey all ya great sages out there.

Starting off on a Jade Regent campaign with a couple of samurai, a kensai, a ninja, a wizard, and me- a zen archer. Looking around, I don't see a healer, and I'm afraid it'll come to me to dip into cleric because I've got the wisdom.

Now, this really wasn't my original plan. I was thinking Empyreal Sorcerer to pick up Gravity Bow, and thinking about arcane archer down the road. Cleric wasn't in my plans.

But are there Deities and Domains that could be worth my while?

(Oh and the GM has his own alignment system, so I wouldn't have to worry about it being one step from my alignment. I wouldn't want to go with a deity that was hideously evil tho.)

BTW I'm playing a garuda aasimar. S 14, D 16, Cn 13, I 10, W 18, Ch 12. All the classic first level feat tastiness. reactionary and toxophilite traits (+2 to confirm crits)

Anybody got thoughts on how a cleric dip could be awesome? Anybody? Bueller?


I am a newish GM and I was just handling a first level combat between a small pc (goblin) and a tiny foe (poisonous scarlet spider). We were sorta stumped how to handle the combat.

The spider was on him, biting, but not grappling. Still had high AC with dex. Stabbing with a dagger seemed unwise. I ruled he could do a "bull rush" brushing off maneuver, but that only got the spider 5' away, and it moves 30'.

I was thinking there should be some "unarmed combat" variant, where he swats the spider for some nonlethal(?) damage without harming himself. I ended up making up something along this line, but I was wondering if there were official rules for this scenario somewhere.


I just started running a Skull & Shackles game and one of my players is an undine. I allowed it on the condition that he agree to an inhibition to keep him on the ship (otherwise he could simply swim away).

We discussed several possibilities... loved one held hostage, captain is holding a special item of great sentimental value, etc.

The one he suggested, and I agreed to, is that an item has been placed on him that keeps him from breathing very long in water.

Sooo, that's where I need you guys' help: designing a cursed item (by Peppery Longfarthing-- Sorc 11) that would keep him from breathing for more than say 10 mins once he hits water.

But, at some point, say around 8th level, his arcane teammates should be able to help him remove it.

For now its handwaved, but eventually it will need to be a real thing that his teammates can help with, but not too soon.


Is there a way to create a Pathfinder Ninja in Hero Lab? A box to check? An update to buy?


It seems counter-intuitive to me that Hideous characters (very low charisma) are at a disadvantage to Intimidate. Are there any feats or traits that reverse that trend? Where very ugly and scarred characters can use their appearance to *increase* their intimidation?

I understand that Charisma is considered "force of personality" more than appearance. But still, physical appearance contributes to whether people find you charming even though you're an idiot (high charisma) or horrifying even though you have a heart of gold (low charisma).


Me again--helping my party build characters for S&S.

The fourth member needs to fill something in the rogue-ish slot. (find, disable traps, at least) He's got a concept of being an Inspector Cluseau-ish, High Intelligence/ Low Wisdom/ Lucky Character.

I've gotten as far as suggesting the archaeologist/bard class. He doesn't really want the perform abilities, and the knowledge boosts are otherwise lacking in our group. So that's a fit so far.

With a 25 point build we've got...

S 10
Dx 15
Con 10
W 8
I 16
Cha 16

Suggestions?

Now we need help with Race (Gnome? Halfling? Elf? Other suggestions?)

Feats and Traits? (More emphasis on luck than combat)

Multiclassing to head towards later?

Any lucky suggestions welcome.
Thanks.


I'm helping a PC build their character for my skull and shackles game.
(We both played extensively in the D&D 2-3.5 days. May not be as aware of finer points of Pathfinder)

I'm giving a 25 point build.
She wants to play a "battle cleric."
Mondo damage dealing and decent healing ability.
She prefers elves or half-elves and
neutral good or chaotic good alignmet.
She doesn't mind dipping into fighter or ranger.

I'm thinking since we're on board a ship, perhaps normal tanking in full plate is not such a good idea. There are some good "martial cleric" threads, but none that I've seen have accounted for being at sea.

I'm thinking of a more nimble fighting style, especially since she wants to play an elf. Unfortunately we can't just put her in the back with a bow because a)its not really what she wants and b)the party needs a decent up-front fighter. The rest of the party is a sea witch, a magus, and a rogue type (undecided).

Do you guys have suggested deities/domains/archetypes/feats/fighting classes to dip into?


... for roleplay purposes, in a Jade Regent campaign. Is there any way to do it that isn't completely nerfing?

If I have to, I'll just roleplay it, and take skills in Profession: Geisha (I can make a mean cup of tea?), and Performance: Samisen. But I thought I'd give the brilliant minds on these boards a challenge. Pretend that you *had* to do a ZA/ (Geisha or Lotus Geisha)/ Arcane Archer. What's the best build you can come up with?

What I have so far at first level:

Female Aasimar (+2 Cha and Wis)
Rolled and got Wings- Fly 20'! instead of Daylight spell. Great trade!

We rolled for stats and the dice were still with me:
18, 16, 16, 14, 11, 10.

Nice, huh? So I did:
S 16
D 16
Cn 14
W 18 +2 =20
I 10
Cha 11 +2 =13
(Thought I'd give Cha the +1 at 4th level)

Feats so far:
The given--
Improved Unarmed Strike
Flurry of Blows
Perfect Strike

And chosen--
Point Blank Shot
Precise Strike

Traits:
Childhood Crush: Sandru: +1 to all saves if make Cha check with him each day.

Toxophilite (Garuda Aasimar): +2 to confirm crits with a bow.

5 Skill points I put in:
Acrobatics, Fly, Perception, Profession:Geisha, and Perform:Samisen
(The last 2 are clearly for background and not because they are optimum).

I have had great luck with the dice so far. How do I not mess that all up with bad choices?

Many thanks for your ideas.


This is the Discussion thread. This is where we can talk about "Out of Character" stuff, like character creation, what affect a feat or a spell has on combat, and who's paying for pizza.

Let's try to keep the gameplay thread purely for, you know, the game itself.

Over on the Campaign Info thread will be info you'll reference a lot. Actually I'm gonna put maps and NPC descriptions over on Obsidian Portal. It's got more room for pretty pictures and the like. Paizo's site (here) is better equipped for play by post-- partly because it immediately posts your dice rolls for all to see.

**Try a dice roll**
It's this format: (dice)1d20+3(/dice)
except replace the parantheses with square brackets.
When I replace the parantheses, and submit my post, this is what happens:
1d20 + 3 ⇒ (17) + 3 = 20

**For all Formatting**
Refer to the "How to format your text" at the bottom of the page. Hit the button that says "Show", and voila! all the formulas you'll need.

**Now go forth and make an Alias You'll probably want 2. The first will be your UBER Alias. "Apocalypso" is mine. And then there's a place to make more aliases-- one for your character in each game. For now just get the basics up so you can start posting; choose a picture at least, so you can post and we know who you are.

We'll fine tune and post your character sheet, once we've, you know, made your character.

**Once you are post-ready (post-able? com-post-able? combustable?)** roll yer stats matey. Do this 7 times:
(dice)4d6(/dice) and drop the lowest.

**After we see yer stats, move on over to "Campaign Info/Character Creation" and get ta makin' yer Character.

Now whatcha standin' around for? That treasure isn't gonna plunder itself.


Arrr Mates, either from thirst for adventure at sea, or by the push of an ill wind, ye have run aground here, in Port Peril.

When ye stop to ask an elderly swab to point ye to a tavern, he hides a laugh behind a cough, and points ye to the Formidably Maid. As you turn to go you could have sworn you heard him mumble...You will never find a more wretched hive of scum and villany...

The tavern, if you want to call it that, is little more than four walls, a bar, some tables and stools. It is poorly lit, probably by design. And the place looks as though it fears the touch of a mop, and a stiff breeze could easily take it down. Ill-washed characters lurk in every corner. Some gather in two's and three's to discuss business that requires them to continuously look over their shoulders for fear of being overheard. In short, there is little to recommend the place except that it keeps off (some of) the rain.

A bar maid, who might have been pretty once, before life on the edge of nowhere drained her dry, attempts a smile, and asks if you’d like a drink.

You guys can do a little roleplaying here at the tavern, as we work up your characters. Order a drink. Play cards. Get in a drunken brawl. Schmooze with the other patrons. The adventure will formally begin "tomorrow morning", after your press ganging.


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On these boards. I've already recruited my players from amongst friends, so I won't be doing a recruitment thread.

I'm ready to open my "Gameplay" thread. Is it as easy as simply starting a new thread?

And how do I link my "Discussion" and "Campaign Info" Tabs to it?

Thanks in advance for helping the new kid.


We have an ongoing Tabletop Kingmaker game near Kingston, NY. Two of our long-time players are leaving, due to RL time conflicts. :( We play about once a month. A rogue and/or a divine caster would be the most needed characters.

We would love to have a real role player or two join us. We emphasize role-playing, but we like action too.

If you are interested, please PM me.


Hi, I'm looking for advice on a ruling. I'm playing a Bard 8/Oracle 7.
I applied Magical Knack to my Oracular half. When I use a Revelation (Thunder Burst in this case) doesn't it count as Oracle 9 for damage, DC, etc?

I'm not asking for extra spells or revelations. But doesn't this spell-like ability have a +2 effective level?

Your thoughts?

(Not meaning to be a pain in my GM's butt. I honestly thought it would count as 9th level instead of 7th.)

Any official-type input appreciated.

Magical Knack Trait:
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.


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Hello Gang,

I hope I'm posting in the right forum.

I would like to get the old band back together, a particularly funny and imaginative rpg group from college. The trouble is we have moved all over the place.

I know Tech exists for us to rpg online together, but I'm not sure where to look. PbP is a possibility, but I'd really like to find a way for us to interact in real time. Did I mention these folks are very funny?

Oh great sages and geeks, can you give a girl a hand?

Oh and... my proficiency is above "I know how to Skype" and way below hacking the pentagon.

Many Thanks,
A