I was hoping for some constructive feedback and criticism on my build.
Party Role: The character’s role is to be both the skill guy and the ranged combat guy for our PFS group. The rest of the party is a meat shield fighter, a combat control melee fighter, a cleric, and a sorcerer.
Stat Array: STR: 10, Dex: 16 (17 @ lvl 4), Con: 10, Int: 18 (+2 from race), Wis: 10, Cha: 10
Race: Human
hey folks, other than an oil of silence or the silence spell, is there any way to quiet a gunslinger for an extended period that doesn't hose the party?
b. Can someone verify that I'm understanding this right... Will the Agile Enchantment (+dex to damage w/ a finessable weapon) stack with the dex damage bonus from the Dervish Dance feat?
That is an outstanding point, I guess I should elaborate on the 3 concepts I have in mind. I know the background and story for each, and the type of character I want to roleplay, but I’m struggling with a build that won’t be a total detriment to the party by being lightly or unarmored.
#1. A disgraced Andoran Naval Officer or Marine forced out of the Andoran Navy for selling slaves he was supposed to be freeing. I picture him as an aspiring master swordsman who uses either a rapier or possibly an Aldori Swordsman. Or possibly doing the Dervish Dance feat and skinning the scimitar as a “saber”.
#2. A wandering Samurai who was taken prisoner and sold into slavery. After a long series of masters who sold him over and over, he has found himself in the Shackles. For the mechanics, I guess the Sword Saint, or any other Cavalier archetype that doesn’t use a mount. As far as the Order, that’s wide open.
#3. An Ulfen berserker using a great sword. He would be an exiled warrior from the Lands of the Linnorm Kings who got marooned in Absalom after White Estrid’s raid on Nidal and breaking of the Chelaxian blockade. Then looking for work he signed on with a pirate crew. Mechanics wise I was picturing him as using a greatsword (or a reskinned weapon of some other type that looks like a great sword) or as dual wielding 2 axes.
The central theme of all of them is that they are either lightly or, preferably, unarmored.
The cost of a Cloak of Resistance +3 (4500/9000) times 1.5.
Per:
Quote:
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
That makes it 34,512gp if I were to purchase it or 18,762gp if I were to have a party member make it via Craft Arms & Armor.
Also, just to make sure I'm clear, when making a Weapon/Armor/Shield using Craft Arms & Armor, the base price is the price for purchasing it, but it'd be 1/2 that if actually making it. I.e. the +1 sword is 2,000gp to purchase, but 1000gp to make (not counting the sword itself).
4. An AP about a Spawn of Rovagug. The Tarrasque is pretty awesome, especially if it was an AP centered in say Galt.
** spoiler omitted **
That's not the same thing. I'm talking about an AP that centers on actually dealing with a Spawn. From low levels and dealing with news of it's coming and a kingdom going to pot in panic to high levels where they actually have the wherewith-all to fight the thing.
Does anyone know where I can get ahold of a good electronic map of the Lands of the Linnorm Kings? Particularly of a route the caravan would take from Brinewall north to Kalsgard?
I already have the Lands of the Linnorm Kings book and love it, but I only have the print version and don't favor payin $14.99 for the PDF just to get the map.
Anyone have any ideas about an item that would be a good fit for an Inquisitor? Other than straight melee items (armour, weapons, etc) I'm having trouble coming up with anything.
1. If the Inquisitor is a Good Alignment & you don't have anyone else in the party who can/would use Sushien, then a book/scroll that teaches them how to use a Katana.
2. I'm a HUGE fan of the "career weapon" where you get 1 item and you stick with it throughout the character's life, like the old Legacy items.
So, for example, a set of scrolls that teaches the inquisitor how to craft an amazing bow over time, or whatever weapon you want.
For Example: Amatasu Kenji's 10 Rituals of the Ascendant Master
Description: Inside a platinum scroll tube, gloriously inlaid platinum with the finest etchings, are a set of 10 scrolls created from sheets of gold.
Powers: The scrolls represent a series of rituals that allows a craftsman to, over time, craft a weapon of epic stature.
Once the process is begun with the first scroll, the additional scrolls MUST be used on the same weapon. Further, each scroll is consumed in the creation process.
The enchantment process takes 500gp and 1 day per skill rank.
That's beautiful work, Harek. It's the kind of thing that a good party appreciates, and what I really expect from a good developer to include in a published module.
Wow, thank ya!
At the least, posting it got me to notice some typos in it. Good thing too since they hit Brinewall tonight!
I could really use some ideas as I'm pretty much banging my head against the books here.
It took me a long time to wrap my brain around this one. At first, I was going to give out some more "normal" magic item type things, but then I remembered the bits about the items being unique and "for them". So I came up with the Amatasu Library.
My party consists of a monk, a ninja, a gunslinger, a fighter, and a sorcerer. Each is pretty customized for them, with one designed to be useful to 2 of them.
The Amatasu Library is a collection of books, written over the course of centuries, by the Amatasu Family. The books are all bound in red leather, and written in deep black ink in Tien script. Some books are more beautifully crafted than others, containing detailed, colored illustrations and illuminations, while a few are simple and functional. Further, the books are of a magical nature and though they may be read by anyone, the wisdom they contain may only be truly understood and appreciated by a member of the Amatasu Family or one of its Scions.
The Fourteen Forms by Amatasu Takeo Hideyoshi:
The Fourteen Forms is a surprisingly insightful work on the art of swordplay written by Amatasu Takeo Hideyoshi, a legendary Swordsman, Sensei, and Daimyo. Takeo’s treatise explain the art of using a katana to it’s very fullest and, more importantly, how to incorporate the lessons taught by other fighting styles into its use.
After spending 1 month reading and practicing the lessons in the Fourteen Forms, a reader who possesses both the Weapon Focus and Weapon Specialization feats may apply any feat & class ability bonuses from one melee weapon to the use of a Katana.
The Tale of the Dragon by Amatasu Ryuu Haruki:
The Tale of the Dragon was written by Amatasu Ryuu Haruki, one of the most feared and venerated sorcerers in Minkai’s history. Unfortunately this is only the first volume of a 4 volume autobiography that recounts how Ryuu defended the people of Minkai against their oppressors, helped to establish the Amatasu line, and explored the depths of his family’s heritage for greater personal power. The book recounts Ryuu’s many early adventures, but the most interesting part, to you, is how he learned to concentrate his sorcerous powers through the use of tattooing.
Learning Amatasu Ryuu’s secrets requires a week of reading and the Draconic Bloodline. Once you have completed the work, you learn:
1. Ryuu’s secret of constructing a special tattooing needle, a process that requires 500gp in materials and 1 day worth of labor.
2. Ryuu’s first secret tattooing ink, a brew that requires 750gp in materials, an Alchemist lab, and 1 day worth of labor.
3. Ryuu’s first pattern, a set of arcane sigils that encompass each of the hands up to the elbow.
Once the tattoos have been inscribed into your flesh, a process that requires 2 days of uninterrupted work, you gain the ability to, 3 times per day, convert a spell that deals any type of elemental damage (Acid, Cold, Electricity, or Fire) into the damage type of specific Bloodline. Doing so does NOT increase the spell’s level, require a higher level spell slot, or increase its casting time.
When you use this ability, the tattoos glow with a fiery, amber radiance.
Observations by Amatasu Cheiko:
Observations is a single volume composed in a delicate hand that imparts a feeling of tranquility upon the reader. The work is an in-depth treatise on the flow of chi throughout the human body, how one can use their own to heal another with a simple touch.
Learning the lessons contained in Observations requires 1 week of reading and practice, and there after allows someone with a Ki Pool to heal others with a touch. A healing touch is a standard action that provokes an attack of opportunity and requires the healer to expend 2 Ki points to heal 1d6 of damage per 2 levels of the healer. The target of the healing must be living and willing, and it cannot be the healer himself. Further, the target cannot be healed more than once per day by the same person.
The Lessons of Shenji the Clever by Amatasu Shenji:
The Lessons of Shenji the Clever is a 3 volume work by Amatasu Shenji. The autobiographical preface of the works explains that Amatasu Shenji was a both a world traveler and inventor of great renown in Minkai. As a young man, he traveled the world over, eventually arriving in a land of twisted magic, which you recognize as the Mana Wastes of Alkenstar, where men defended themselves with fire and steel. Shenji spent some years with them, learning their ways, before returning home. Once home, he used a portion of his family’s vast fortune to improve upon what he had learned and his designs are recorded here, in his Lessons.
Learning the Lessons of Shenji requires the Gunsmithing feat and a week of reading. Upon completion, you gain the knowledge necessary to construct Advanced Firearms if you have a Masterwork Gunsmithing Kit.
Writ of the Blackened Hand by Amatasu Tsuyoshi:
Writ of the Blackhand is a single, unadorned book written in a tight script and is an incredibly in-depth exploration of poisons. The work goes on at length about various types of poisons, but the most interesting, and pertinent information, is on how to concentrate them.
After reading the Writ, you learn to concentrate poisons to increase their potency if you have the Poison Use class feature. The process requires an alchemical lab, 2 doses of the same poison, 1 hour worth of uninterrupted work, and a Craft Alchemy check with a DC of the check is equal to the Fort DC of the poison being concentrated.
If the check is successful, then the 2 doses of poison become 1 but the Fort DC of the poison is increased by 2 and the duration of the poison is increased by 50%.
The Way of the Falling Leaf, Vol. 1 by Sensei Amatasu Toshiko:
This first volume of the Way of the Falling Leaf gives an introduction to the fighting style Sensei Amatasu Toshiko centuries ago. His first lessons are upon trips and throws and teach the reader how to counter such movements and to improve one’s own techniques.
After spending 1 week reading and practicing the lessons in the book, a reader, who has the Improved Trip and Ki Throw feats, first learns to defend himself against trips and throws, gaining a +5 to CMB against such Combat Maneuvers. Further, the book’s techniques instruct the reader to not be knocked prone when he fails a trip by 10 or more, and now is only knocked prone on a critical failure.
Here's the latest expansion of on of my groups. The reason for the very thin expansion is that they disliked only being able to "claim" lands they had settled and given some infrastructure. As such the thicker purple line is what they have announced is theirs to the neighboring nations.
Ok, so why do they have city names like beta, charlie, delta and echo and no Alpha. Was Alpha renamed?
Oldport was named Alpha until I showed them an example map of CC3's John Speed City style which was named Oldport, and then they took that name.
Is there any chance of getting a copy of the cc3 (or better yet a layered psd/layered tiff) file of the map?
In our Kingmaker game, I'm in the process of advancing my paladin to level 10, but I'm unsure if I wanna do 20 straight levels of paladin? Or add in a 2nd class, and if so, how much?
His stats (w/ magic items currently) are:
Str: 23
Dex: 13
Con: 16
Int: 13
Wis: 12
Cha: 20
For feats, I've taken:
Power Attack, Cleave, Leadership, Mounted Combat, Furious Focus, and Lunge.
I've been tempted to take levels in Fighter or Samurai, so I'd like some advice and to see what others suggest.
Hello all, I’ve got my 2nd game of Jade Regent coming up (I’m Gming) and I’m looking for some advice from those who’ve played farther ahead. Currently, the group has just finished wiping out the Goblin Village and are pointed now at Tsutamu’s cave, but I’m concerned about the composition of the party when they get to Brinewall (and beyond).
The group is composed of:
1. Elven Gunslinger (no archetype)
2. Human (tien) Monk (Qigong archetype)
3. Human (ulfen) Fighter (Weapon Master archetype)
4. Human (tien/varisian) Ninja
5. Human (ulfen) Sorcerer (Dragon Bloodline)
My first, and obvious, concern is the lack of healing that the party has combined with the party size. If there were only 4, I’d be more willing to let them haul along an NPC to be the healbot, but with 5 I’m more reticent. So my question on this has anyone had any bad experiences in no-healer groups in Jade Regent or can anyone just offer some general insight (other than the 1st person dead gets to make a cleric)?
Second, Does anyone have any suggestions for the items at the end of Brinewall for this sorta party? I’ve got a couple (like a helmet for the fighter), but I’m coming up short on the others.
I'm running the Jade Regent AP (and playing in the KM one) and I'm dyin on the maps! The maps in the books are simply stunning and I have access to a great color printer, so I'd LOVE to be able to just print the maps out into poster size and then use them in the game. So is there any chance/hope that Paizo will (or has and I missed it) start including such a thing? Hell, I'd even pay a couple of shekles for just that as a standalone pdf download.
Just somethin so I can use these beautiful (and now interactive!) pdfs maps w/o having them getting torqued all to hell by photoshop as I blow them up to print.
I was wondering what is the cost to enchant an item so that it can be used to cast a spell x times per day? i.e. like a 3rd level spell 3 times per day.
Hello folks, and thanks in advance for any help that anyone can provide on this.
I’ve been running a Jade Regent campaign, and one of the players is playing a Ninja with Vanishing trick and he’s using it to be an absolute holy terror to the point where this ability seems unbalancing. The ability to turn invisible as a swift action, run wherever, and then attack is just freaking hideous (generally with sneak attack), especially since he can do it 5 times a day.
So I have some questions:
1. What is the rules mechanic for dealing with an invisible creature moving through an occupied space?
2. Does an invisible creature provoke an AoO when moving through a threatened space?
3. Is there some sort of pending errata, cause this ability in the hands of a level 2 character is just damn broketastic.
I have no flippin idea where to actually post something like that... so we'll start here and hope someone notices.
For next year's GenCon with, hopefully an even bigger room, would there be anyway to get some sound dampening curtains to line the walls to take a bit of an edge off the overwhelming noise factor?
My ears are literally still ringing from it, but boy howdy was it fun and worth it!
Ah, that's a good and simple solution. I was trying to make it overly complicated with a long formula. Thanks!
Man, Google Sheets do not like negatives in formulas, but I was able to c/p it in from normal excell, so now it automatically calculates in the consumption bonus for Cooks.
Next question, do one for Scouts as well? or have an optional column for'em?
Well, I put together a new one that I like a good bit more. It still has some problems (I couldn't get the consumption formula to calculate the effect of cooks and guides), but will do in a pinch. Happy to share it and open it up for editing and refinement if folks would like.
I'd be down with that.
Well, hopefully this will work. I uploaded an editable copy to Google Docs. As I said, there are a couple issues I have with it. First, the Consumption total on the first sheet does not take into account Travelers' jobs. There may also be a better way to organize some things. Hopefully if anyone makes improvements/refinements to it, they'll post a link to the new version here.
That's a great start, much better than mine where I attempted to cram it all onto one sheet.
One thing I added was a Consumption column on the Traveler's tab. Each traveler (not counting a certain NPC) counts as 1 consumption, further, it allows you to put in negative numbers of consumption for the cooks.
Any chance someone has cooked up a handy dandy spreadsheet for dealing with Caravans?
Thanks!
Well, I put together a new one that I like a good bit more. It still has some problems (I couldn't get the consumption formula to calculate the effect of cooks and guides), but will do in a pinch. Happy to share it and open it up for editing and refinement if folks would like.
What Feat do you have and do you have UMD? And what are your Stats?
The Basic
Defense
Chain Shirt Armor Mithral +1 2K
Belt of DEX+ 2 and CON +2 10K
Head Band INT 4K
Ring of Protection +1 2K
Amulet Natural Armor +1 2K
Cloaks of Resistance +2 4K
Consumables (Is all about Defense/utility/ Range Attack)
Wand of Cure Light Wounds CL 1 750g
Wand of Shield CL1 750g
Wand of Obscuring Mist CL 1 750g
Wand of Protection from Evil CL 1 750g
Wand Invisibility CL 3 4.5K
Wand of Acid Arrow CL 3 4.5 K
This instead a bow or crossbow for +2.5K more than +1 of either you get to attack touch AC instead of real AC and less range. But I think the difference in attacking Touch vs Real AC is huge.
12 in Wands is a lot but the will most like last you your full career as PC.
Offence
+2 on both Weapons 6K each
And Pearl level 1 to fill out any left over gold.
I know that way more money than you have but most can be crafted.
And yes could get better AC getting higher one the Armor Magic on it but, I like the DEX +2:+ Reflex save, +Skills, +Missile Attack, +Touch AC, +CMD and + Initiative.
CON+HP Equal to level and Fort +1 save
+8 AC From Gear + 2 Touch AC + +7 Flatfooted
+3 Fort Save + 3 Reflexes Save +2 Will
+ Max Skill in Skill you do not have Escape Artist, or UMD
The Up Grades
Sliver Sheen .25K
Scroll of Remove Fear 25g *
Scroll of Suppress Charms and Compulsions 150g*
Ring of Feather Fall 1.2K
Slipper of Spider Climb 4.8K
Boots of Elven Kind 2.5 K
Glamered Armor 2.7K
* If you can cast it or UMD it you should own it.
Umm... does that mean that you can sneak attack with the Wand of Acid Arrows?
I need a bit of help with some gear purchases for a TWF rogue. He already has 2 +1 cold iron short swords, a budget of 31,000gp, and access to a cleric, wizard, and druid each with Craft Wondrous Item, Arms & Armor, Scribe Scroll, and Brew Potion.
It's been rather fluid of late in terms of how many show up. The last couple of times, they've been pushing 6~7 players at the table. They usually have 2 GM's available most weeks, so they've been hoping to break into a second table on a regular basis.
There's no sign up. Just show up the day of the game, and plan on playing. There is a link to an Obsidian portal group that has been setup to try and get an upcoming schedule out there for players to plan off of. There used to be reminder emails sent out the week before playing, but that seems to have fallen off here lately.
They're also moving into a new store space (right next door) that's going to have 2~3 times the play space it looks like, so room for 2 tables will not be a problem.
There is usually a GM/organizer at the store by 12:30 to chit-chat and help get acclimated before the session starts too. Matt is going to be the GM this weekend, and he'll probably be there by then. Unfortunately I'm going to be out of town, but maybe I'll see you there in June.
Hey Snigg,
Do you know if they have anyone doing any Adventure paths there?
I've done a search and the most recent topic on this was 2 years ago in 2009, but now I've started to see Prestige Awards listed in the newest Pathfinder Adventure path modules.
So, are these legitimate for Society play now? Or are any modules?
This is posted on the GenCon event's list. What is it?
The full description is:
"(Levels 1-11) When a famous Pathfinder returns to the Grand Lodge in Absalom with a long sought after Azlanti artifact of power, the Society celebrates the achievement by throwing a massive party in Absalom's arena. When the artifact is stolen during the party, it's up to you and the other bands of Pathfinders to get it back before it can be used to destroy the Grand Lodge--or worse."
So is this a LARP or will it be small, normal PFS groups?
I have a couple of clarifications based on the new PFS rules.
First, at GenCon I went through Scenario 29 & Scenario 30 as a player w/ my character Harek. Now i'm preparing to run them for a group of friends on Saturday and I don't wanna take any inappropriate credit. So my reading of the rules is as follows...
1. I would get GMing credit for running these two scenarios.
2. That credit would have to be applied to a DIFFERENT character.
Second, at GenCon, my best friend also went through Scenario 29 & Scenario 30 w/ his character. We're hoping he can play on Saturday as well, but again, we don't want to take inappropriate credit. So would he be eligible for credit with a different character? Or at least could he merely play through again for no credit?