Hello, I was prepping for this game for my local group, and compiled all the stat blocks for it. While most stats are normal, be advised that the Zombie Owlbear has Unkillable trait. You can find my prep work here: March of the Dead Prep
Howdy! New to pbp, but excited to play! (So not that sure on how to get the stats in the header) Belinda Daggerforge| Human Female Warpriest (Champion of the Faith) 6 | HP: 51/51(| Current AC: 25 / 12 Tch / 25 FF | Current CMB: +7 Current CMD: 18 | F: +7; R: +2; W: +7, +1 against Chaos +4 Will against Divination| In it: +0; Perc +2; | Speed: 20 in Armor | Spells 5x0| 5x1 | 4x4 | PA -2/+4; Deific Obedience (+2 to hit Daggers); Player Name: Eric
Aura Lawful Character Description:
Belinda Daggerforge stands roughly 5'6", adorning a fierce looking Armor that the Hellknights are known for. Also, strapped all over her body are daggers of many shapes and sizes (including a huge one she got from a Giant). Cheliaxian by descent, with long, black hair, she took a different path than preferred by the Devil worship of the country: the Lady of the Graves. The inevitable death, and the preservation of life was appealing to her. A strict schedule also helped her deal with the deaths of her parents to demons. From there, her abilities were noticed by the Hellknights. Now, several years later, she proudly bears multiple self imposed scar tissue from her daily Obedience, symbols of her allegiance to the Order of the Gate pledge. Still an Armiger, Belinda has dedicated herself to order and justice throughout Golarion by allying with the Pathfinder Society, and training under the Masters of Spells, and Master of Swords. Her goal is to rid the world of Chaos with the ultimate finish: to Pharasma's shore In combat, can heal, has a few self buffs, and can Smite Chaos.
Redelia wrote: Going back to your basic question about building around aid another, you might look at a halfling. They have a racial option that gives a bigger bonus when they aid. I believe it's called helpful. Taking the adopted trait allows you to take a racial trait (and gives you that trait). So my human here has adopted. And yeah, probably better to not multiclass all over the place. I'll look at that human fighter mix. Here is what I had for the golden legionnaire
Spoiler:
Aids #2
Half-elf cavalier (honor guard) 3/golden legionnaire 1/investigator (empiricist) 3 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Adventurer's Guide 66, Pathfinder RPG Ultimate Combat 37) LG Medium humanoid (elf, human) Init +2; Senses low-light vision; Perception +16 -------------------- Defense -------------------- AC 33, touch 15, flat-footed 30 (+12 armor, +1 competence, +1 Dex, +2 dodge, +6 shield, +1 trait) hp 62 (7 HD; 3d8+4d10+20) Fort +8, Ref +7, Will +5; +2 vs. enchantments, +2 vs. fear Defensive Abilities trap sense +1; Immune sleep -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee mwk rapier +5/+0 (1d6+5/18-20) Special Attacks challenge 1/day (+3 damage, gain DR 1/- vs. target), tactician 1/day (Shield Wall, 4 rds) Investigator (Empiricist) Extracts Prepared (CL 3rd; concentration +7) -------------------- Statistics -------------------- Str 12, Dex 14, Con 14, Int 18, Wis 10, Cha 14 Base Atk +6; CMB +6; CMD 21 Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Extra Inspiration[ACG], Legionnaires' Inspiration, Shield Wall[APG], Skill Focus (Diplomacy) Traits adopted, defender of the society, helpful Skills Acrobatics -8 (-12 to jump), Appraise +8, Climb -9, Craft (alchemy) +14 (+17 to create alchemical items), Diplomacy +15 (+17 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disguise +6, Handle Animal +6, Heal +4, Intimidate +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8 (+9 to checks relating to the nobles or politics of your land), Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +14, Perception +16, Perform (sing) +6, Profession (teacher) +4, Ride -8, Sense Motive +8, Spellcraft +8, Survival +4, Swim -9, Use Magic Device +11; Racial Modifiers +2 Perception, honor in all things Languages Abyssal, Aquan, Auran, Common, Elven, Hallit, Jistka, Osiriani, Shoanti, Skald, Terran, Thassilonian, Tien SQ alchemy (alchemy crafting +3), authoritative command, ceaseless observation, defy danger (fear), elf blood, inspiration (8/day), intercept, investigator talent (effortless aid[ACG]), keen recollection, mount (Animal Companion), order of the black daimyo, sworn defense, trapfinding +1 Other Gear +3 benevolent full plate, +2 tower shield, mwk rapier, headband of vast intelligence +2, 3,413 gp -------------------- Special Abilities -------------------- Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Authoritative Command (+1/3 allies) (Ex) As move action, give you & allies bonus to attack, damage, saves, AC. Black Daimyo's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, DR 1/- vs. attacks from challenge target. Bodyguard Use an AoO to use aid another to improve an ally's AC. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+2) Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Defy Danger (Fear) +2 (Ex) +2 to save vs. fear. Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Honor in All Things (1/day) (Ex) Gain +4 morale bonus to Save or Skill check. Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Intercept Increase AC bonus granted to ally from aid another by +1. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Legionnaires' Inspiration (2 rounds, 3/day) As std act, grant all allies within 60' that can hear you a +1 morale bonus to AC. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mount (Ex) Gain the services of a special animal companion. Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields. Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC. Tactician (Shield Wall, 4 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
This one still has no combat capabilities, but seemed fun. I'll look into that thing you posted
So looking at randomly making a Aid another Skill monkey in PFS. I have 6 gm levels and about 29k to work with. This is what I came up with: Spoiler:
Human (Keleshite) investigator (sleuth) 4/paladin (sacred shield) 2/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 101, 125, Pathfinder RPG Ultimate Combat 65) LG Medium humanoid (human) Init +3; Senses Perception +10 -------------------- Defense -------------------- AC 28, touch 12, flat-footed 27 (+12 armor, +1 Dex, +4 shield, +1 trait) hp 60 (7 HD; 4d8+3d10+18) Fort +10, Ref +11, Will +11; +2 bonus vs. poison Defensive Abilities trap sense +1 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee mwk rapier +9/+4 (1d6/18-20) Special Attacks deed: run like hell, deeds (derring-do, opportune parry and riposte), panache (12), studied combat (+2, 4 rounds), studied strike +1d6 Paladin Spell-Like Abilities (CL 2nd; concentration +6) At will—detect evil -------------------- Statistics -------------------- Str 10, Dex 12, Con 14, Int 18, Wis 10, Cha 18 Base Atk +6; CMB +6; CMD 17 Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Extra Inspiration[ACG], Weapon Focus (rapier) Traits adopted, defender of the society, helpful Skills Acrobatics -1 (-5 to jump), Appraise +8, Bluff +8, Climb -2, Craft (alchemy) +9, Diplomacy +14, Disable Device +3, Disguise +8, Escape Artist -1, Handle Animal +8, Heal +4, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +14, Perception +10, Perform (sing) +14, Profession (teacher) +4, Ride -1, Sense Motive +4, Sleight of Hand -1, Spellcraft +8, Stealth -1, Survival +1, Swim -2, Use Magic Device +8 Languages Abyssal, Aquan, Auran, Common, Hallit, Jistka, Kelish, Osiriani, Shoanti, Skald, Terran, Thassilonian, Tien SQ bastion of good, deed: daring, deed: make it count, deed: opportunist evasion, deed: second chance, deed: sleuth's initiative, inspiration (9/day), inspired panache, investigator talent (effortless aid[ACG]), keen recollection, lay on hands 5/day (1d6), poison lore, sleuth's luck, trapfinding +2 Other Gear +3 benevolent full plate, +2 heavy wooden shield, mwk rapier, headband of alluring charisma +2, masterwork thieves' tools, 3,336 gp -------------------- Special Abilities -------------------- Bastion of Good (10 ft, 1/day) (Su) One foe does ½ dam to allies in aura, full to self, +4 deflect to AC. Bodyguard Use an AoO to use aid another to improve an ally's AC. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check. Deed: Make it Count (Ex) Spend 1 luck to apply talent you don't know when using inspired strike. Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save. Deed: Run Like Hell (Ex) Spend 1 luck point to gain a +20-foot bonus to speed for 1 minute. Deed: Second Chance (Ex) Spend 1 luck to reroll an inspirationd die or daring deed die. Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check. Deeds Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action. Inspiration (+1d6, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy). Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
What it can do: a ridiculous amount of luck/panache, can use a move standard swift or aoo to aid another ac, the ac bonus provided is +7, my Aid another skill gives +4, and the bastion of good is great.
So all in all, this is built like a tank from a mmorpg. My questions are: 1. Is it good?
Thanks for the feedback!
Played through part of Runelords with CD LEM. While I love curing literally every turn, I agree the blessing and definitely item side is weak. I love the character, and Cure cycling (discard a spell at start of turn pick up cure, use hand, cure, reset hand, discard spell add cure, rinse repeat) is my favorite, but it definitely could use work
Lemartes wrote:
Additional Resources says so now, but I think this is a mistake. Because this would assume that none of the others are legal from this book Advanced Player's Guide. I think it may be a typo that is saying these things are legal. That's because those 3 are either kind of ridiculous head start (rich parents), pertain to inaccessible feats (hedge magician, natural born leader), or not relevant to PFS (campaign) Quote: Traits: hedge magician, natural born leader, and rich parents traits, and all of the Campaign Traits. But I think it may be covered by the Quote: The following parts of the Advanced Player's Guide are NOT legal for play: even though it is not in the same paragraph
That seems odd. True, I haven't got him past 2, but Lem feels awesome. I play him with the double Cure, play all my blessings and Allies in the turn, then end turn discard a spell, draw cure from discard, use Cure. I cycle through my deck at least 2 times in a game, with my 7 hand size (which he can afford). I'm not sure if I understand how CD Lem is bad.
I'm still kind of trying to understand everything on this. I know I can't stack All 3 of these normally (all morale), but what if I had Unchained Barbarian, and Spell Warrior Skalds? So standard and free actions +4 Str, +4 Con, +4 Will, +1 Enchantment, + 2 to Hit, +2 Damage, +2 per HD Temporary, -2 Dex, -3 AC. Q1) Does this work?
Just an inquiry: when is the Adventure Path 2 for Season of the Goblins scheduled to be released? Last I saw was in September, but I haven't heard anything else. And just a side question if we have a release schedule for Mummies, so I know what to plan so we start up that season. I know it may be a little soon for this one. Thanks again!
Hmm. That throws a wrench into things. So because it's an infinite loop of trying to copy itself, it (Blessings of the Gobs) literally cannot be played if Blessings of the Gobs is the top card of the blessings discard? I guess it does make sense though, since there is no discard to do something on the card.
I think blessing of the gobs is the only blessing I know of that doesn't have a specific dice it gets, but copies the top card of the blessings deck... So what happens if it is another Blessing of the Gobs? This happened in a PACG game last week. Will it just add nothing? Also, could Blessing of the Gods copy it's ability to get no dice but the Bury effect?
Just to be clear on the two handed thing: it only says you forgo if you attack with a manufactured weapon, so it could be assumed as long as the limb is available (i.e. not tied up, or gripping a Shield) it could be used? Or would you say that holding the sword is tieing up that limb and cannot be used?
I'm trying to make a PFS Toothy Half-Orc Abyssal Blood rager, and I'm trying to find out if I put on a Helmet of the Mammoth Lord to get a Gore Attack, as part of my full round do I get to Claw Claw Bite Gore (basically can I gore and bite with the same full round)? RAW seems to suggest that i would lose it when I am using a weapon in my full round action, but i could do as many natural attacks as listed. It would seem that RAI would suggest this stipulation that I would forgo an attack. Also, this came up yesterday: Can I full round with claws if I have a great sword in hand, but did not attack with it? I was ruled that I free action dropped the sword, but I think RAW says I can.
I'm trying to make a PFS Toothy Half-Orc Abyssal Blood rager, and I'm trying to find out if I put on a Helmet of the Mammoth Lord to get a Gore Attack, as part of my full round do I get to Claw Claw Bite Gore (basically can I gore and bite with the same full round)? RAW seems to suggest that i would lose it when I am using a weapon in my full round action, but i could do as many natural attacks as listed. It would seem that RAI would suggest this stipulation that I would forgo an attack. Also, this came up yesterday: Can I full round with claws if I have a great sword in hand, but did not attack with it? I was ruled that I free action dropped the sword, but I think RAW says I can.
Eliandra Giltessan wrote: There's an Ekkie pawn in the Pathfinder Society Pawn Collection. Tup is also a pawn in there as well
We ran this scenario recently, and upon finding big chief Wortus, the player rolled a 1 on the Goblin roll table. They failed the con/fort roll. Then they rolled for big chief and failed that roll. So -4. 3 questions:
Thanks
Keith Richmond wrote: For the curious, Angban and Skizza have pawns in the Pathfinder Society Pawn Collection. Another reason that collaboration was awesome! A lot of Card Game pawns that I may try to incorporate into the game as a stand in for the character cards. Besides that, excited to see new things in this! I have not been disappointed with any deck I've played so far, with my favorites being the Alchemist and Goblin decks.
Hello all! I just gained a few levels and have a little over 35000 to spend on upgrading. Here is what I have before:
starting stats:
Dual Cursed Oracle (Deafened Major/Blackened Minor) 9/Cold Elemental Sorcerer 1 Kitsune Hp: 70
Equipment: +2Agile Mithral Breastplate, Circlet of Persuasion (+2, not 3), Headband of Alluring Charisma +2, Belt of Incredible Dexterity +2, ring of Seven Lovely Colors (acts as a ring of protect +1), cloak of resistance +1
I also need to assign 1 feat, but currently I have:
I have 1 level of Sorcerer to have the ability to change my fire spells into Cold, and I have the ability to turn into a bird with Ring of Seven Lovely Colors , so it's spells are Mage Armor and Shield I am usually the party healer and I have Debuff / Offense with Doom, Il Omen, Bestow Curse, Oracle's Burden, Hold Person, Blindness/Deafness, all the blackened spells and spear of purity. I had two thoughts on development: Insane AC, or Magic. Keep in mind my familiar died, so to bring him back would cost 2k.
AC:
Insane AC: +3 Agile Mithral Breastplate (+5000) +3 Heavy Steel Shield (+9,020) +2 Amulet of Natural Armor (+8000) +2 Ring of Protection (+8000) +2 Cloak of Resistance (+3000) Retrain Eldritch and Knowledge for Dodge and Toughness (+1000 gp +10 pp) Take Greater Spell Focus Curse End result= AC + 10 (33) Resistance +1 Hp +10 magic:
Another Route would be the Mage Route +4 Headband of Alluring Charisma (+12000) +4 Belt of Incredible Dexterity (+12000) Lesser Maximize Metamagic Rod (+9000) +1 Steel Heavy Shield (+1020) Retrain to Precise Shot, Point Blank Shot (+1000 +10 pp) Take Greater Spell Focus Curse Result: +4 AC, +1 DC, +1 to hit. Combat:
I'm trying to decide what I should do with this money. Any opinions?
Here is my dilemma: I am having trouble deciding if I should train out my Sorcerer. Here is my Class: Spoiler:
Female Kitsune Dual Cursed Life Oracle 6/Sorcerer 1
N Medium Kitsune (kitsune, Shapechanger) Init: 0 Senses: Low Light Vision, Perception +7 Defense
Offense Speed 30 Ft.
Spells Oracle (cl 6th; Concentration +11)
Sorcerer Spells
Statistics Str 9 Dex 18 Con 12 Int 12 Wis 10 Cha 21
Special Abilities
So I was wondering is it worth it to keep the Sorcerer Level to: Change all Fire to Cold (if need be), Have buffs for when I turn into a bird form with Ring of Seven Lovely Colors, Have Arcane aspects for UMD, More Cantrips, and be able to cast spells with a +2 to hit? If I retrained it, I would get 1 more 1-3 known spells, a Revelation (I would be taking Misfortune), 1 more d6 Channel, more casting of spells.
So take it as a grain of salt, as I have only played up to tier 3. I Solo'd easily with Damiel and Brielle through the first 2 tiers, and organized we have only had trouble with 1-2B Merrily We Roll Along, where we had to redo 3 times to complete it with 4-5 people. When I played it again with 3, we got through pretty easily. As with all the scenarios, it can depend on if you fight those dang Abhorreal Blights. I would say having 6 skill points after beating Tier 2 really sure helps a lot, and as people have said you get those auto succeed rolls. So far I am having a blast with Wraith, and have been slightly hesistant in playing Rise because of the brutal Goblin Roll Table.
Adventure Card Game guild guide page 10 wrote: If you play solo with multiple characters, each character can gain deck upgrades and scenario rewards as normal, but only 1 character can be registered as an official Pathfinder Adventure Card Guild Character, and only that character can gain a chronicle sheet for that scenario. So there can only be 1 registered character played. There is always the way I Solo'd with Damiel: Brought Brielle along from start. She still gets everything as normal (except no rerolls and Die Bump). She covers the Strength and Charisma. I guess I could have brought someone as well with Wisdom, but now I have the liquid persuasion item (add craft or intelligence to a wisdom/Charisma check covers me there). Brielle is not registered.
A question about his 2nd power, which says: "When you would banish a card that has the alchemical trait or a spell for its power, you may recharge it instead." I was wondering on the alchemical part of this is still under the "...for its power", or is that only relevant when playing spells? Example Card: Spell sling (don't have the card in front of me): if proficient with weapons, you may banish an item with the alchemical trait to add 2d6 and it's traits to a characters check at a different location.
Ok just making sure. I wasn't sure if Deinonychus was considered ill-suited or not, considering Beast Rider Cavaliers get access at 7th level. Another question is about attacking. Familiars in essence have Weapon Finesse, but I couldn't find that same line in the Companion side. (Edit: Weapon Finesse is a Animal Feat, so that answers that) A Second question is about Evolved Companion feat. It's text implies that only the PC can take the feat. Does that sound correct? (Edit: to clarify, this would be after I have 3 Intelligence)
I was building a Hafling Hunter with a Deionchyus (Sp?) Velicoraptor Companion. I was thinking about taking Undersized Mount as my feat. So questions: 1) General question is does the Companion have a saddle slot, and where would I find this information? (I assume it does because I think caviliers can get them) 2) Ride penalties? Is it -5 for exotic, and another -5 if bareback?
KingOfAnything wrote: In the Additional Resources Thanks again! Still trying to learn the game... There is a lot of information.
Jared Thaler wrote: I'm pretty sure there is a rule somewhere that it is not possible for a character to have more than one familiar. If I read that FAQ that Pirate Rob linked to right, you can have more than 1, just not all combat. Certan class features don't make sense if you can't. Example: hunters ability to count it's level for Druid or Rangers. Witches getting it's spells back by familiar. |