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Silver Crusade

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.

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This one still has no combat capabilities, but seemed fun.

I'll look into that thing you posted

Silver Crusade

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.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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.
What I can't do: damage things

So all in all, this is built like a tank from a mmorpg. My questions are:

1. Is it good?
2. Changes? I know I can remove swashbuckler but that removes 8 luck/panache, I can go golden legionairre ( which is probably the end goal)
3. Is it not fun for PFS difficulty normally being on the low end to give multiple allies +7 ac?

Thanks for the feedback!

Silver Crusade

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Slacker2010 wrote:

EDIT: I would be referring to Lem and Siwar. I have never seen Bekah in play and only once seen Meliski. (Meliski and Behak seem like they need work.)

Reading Ryric's solo with Meliski seems to support that Meliski is very good. Ability to reroll dice is extremely useful.

Silver Crusade

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

Silver Crusade

Lemartes wrote:


As and aside Rich Parents is not PFS legal correct? I keep having people I play with tell me it is. I think they are wrong.

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

http://paizo.com/pathfinderSociety/rpg/additional#RPG

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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Come across 2 goblins fighting over a piece of cheese. One of our players uses diplomacy to convince them that the only way to settle this was through Mortal Kombat. Our players started taking bets on who would win, with buffs being handed out to my favorite.

Totally worth the Alignment infraction!

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

I believe this question hasn't really been answered yet, sorry if asking a third time:

The Final Encounter:
Is this all using the Plane of Air rules (seeing as there is no way of navigating any other way)?

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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.

Silver Crusade

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?
Q2) There are separate pools for rage and Bloodrage right? Does Extra Rage Add 6 total of each or a running total extra of 6?
Q2.5) I use 1 rage 1 Bloodrage 1 Weapon Song each turn?
Q extra) is this worth all the dips? Seems kind of ridiculous but it's definitely seems awesome at level 3 at least

Silver Crusade

I was wondering if I was in Wild Shape already, could I expend another use of Wild Shape and get Tentacles?

Example: Wild Shaped into Giant Octopus (8 Tentacles), then Cast it again for the second effect to have 14 Tentacles at level 12.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

Well, I can say one of the people in my society group has a male Halfing with profession: midwife. I really want to run a game where he could roll it.

But in my experience, (though all the suggestions are good), I've seen Profession Sailor and Profession Merchant come up a few times

Silver Crusade

Zaister wrote:
13?! OMG.

Oops. I said the wrong thing. It's 11.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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!

Silver Crusade

Tup goes 6 ()7 () 9 () 13, so not unusual

Silver Crusade

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.

Silver Crusade

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?

Silver Crusade

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?

Silver Crusade

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.

Silver Crusade

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.

Silver Crusade

Eliandra Giltessan wrote:
There's an Ekkie pawn in the Pathfinder Society Pawn Collection.

Tup is also a pawn in there as well

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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:
1) do they stack?
2) is a bya a "check to defeat"? Because my understanding is no.
3) can you roll negative? Example rolling a 1 would be a -3

Thanks

Silver Crusade

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.

Silver Crusade

Currently I have 2x Scrolls of Water Breathing, Can Fly, and have boons from Peril and Plunder to have Touch of the Sea, but that is a pretty useful item I have to admit

Silver Crusade

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
Str: 9 (-2 racial)
Dex: 18 (+2 Racial, +2 Item)
Con: 12
Int: 12
Wis: 10
Cha: 22 (+2 Racial, +2 Level, +2 Item)

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
AC: 23 (10+8 armor+4dex+1deflection)

I also need to assign 1 feat, but currently I have:
Selective Channel
Skill Focus Knowledge (Religion)
Eldritch Heritage (Familiar)
Spell Focus Curse (For Bestow Curse, Blindness/Deafness etc.)
Eschew Materials (From Sorcerer)

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:
R1 or before : Blessing of Fervor
R2 : Maximized, Empowered, Silent Scorching Ray though the Maximize rod Full Round

I'm trying to decide what I should do with this money.

Any opinions?

Silver Crusade

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
AC 22, Touch 15, Flat-Footed 18 (+7 Armor, +1 Deflection, +4 Dex)
HP 49 (7d8+11)
Fort: +4 Reflex: +7 Will: +6

Offense

Speed 30 Ft.
Ranged Scorching Ray +9 (4d6 Fire or Cold Damage), Spear of Purity +9 (3d8 Evil, 6d6 + dc 17 or Blind against Evil Outsider), cold elemental ray +9 (1d6+1 Cold)

Spells Oracle (cl 6th; Concentration +11)
3rd- Bestow Curse (Dc 19), Blindness/Deafness (Dc 19), Cure Serious
2nd- Oracle's Burden (Dc 18), Cure Moderate, Spear of Purity (dc 17), hold person (dc 18), flaming sphere (dc 17), Scorching Ray
1st- Burning hands (dc 16), Cure Light Wounds, Detect Evil, Obscuring Mist, Ill Omen, Doom (dc 17)
0 (at will)- Stabilize, Guidance, Resistance, Create Water, Purify Food and Drink

Sorcerer Spells
1st- Mage Armor, Shield
0- Detect Magic, Light, Mending, Read Magic

Statistics

Str 9 Dex 18 Con 12 Int 12 Wis 10 Cha 21
Base Attack +5 CMB +4 CMD 17
Feats Selective Channeling, Skill Focus Knowledge (Religion), Eldritch Heritage, eschew materials, Spell Focus (Curse)
Skills: Bluff +13, Diplomacy +14, Fly +5, Handle Animal +11, Heal +4, Intimidate +11, Linguistics +2, Perception +7, Sense Motive +4, Spellcraft +5, Stealth +2, UMD +17, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +10, Profession (cleric) +4, Perform (Dance) +8
Traits: Fast Talker, Beneficiary Touch
SQ Low Light Vision, Change Shape, Agile, Kitsune Magic, Natural Weapons, Channel Energy, Lifelink, Fortune, Bloodline Arcana (cold)
Relevant Gear: Belt of Dex +2, Circlet of Persuasion +2, Headband of Alluring Charisma +2, +1 Mithril Agile Breastplate, Cloak of Resistance +1, Ring of Seven Lovely Colors

Special Abilities
Channel Energy 3d6
Fortune
Lifelink (up to 6)
Familiar Hawk
Curses Blackened (Minor), Deafened (Major)
Elemental Bloodline Change any Elemental Damage to Cold instead

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.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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.

Silver Crusade

Thanks! That answers my question. I guess I should have looked closer at the FAQ.

Silver Crusade

Basically the topic is the question: if I get spells from other classes, can I change their type with the Bloodline ability? It didn't specify if it was Sorcerer spells that it could affect.

Thanks!

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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.

Silver Crusade

That's what I thought, and that is how we ruled it, but of course, I definitely wanted to make sure. Thanks for the response Vic!

Silver Crusade

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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.

Silver Crusade

I couldn't find the answer to this yet, but any plans on making the goblin promos Society legal?

Silver Crusade

Ahh OK. Yeah, that is edited bad. My goal was to make a BBC Sherlock Holmes like character, with a dump in Charisma (to show his general infamy as someone who doesn't get along with people), so Sleuth made thematic sense, plus the observations of the Empiricist.

Silver Crusade

I was looking at making a Sleuth Empiricist Investigator (taking 2 archetypes). I don't believe these overlap.

So is this a legal combination?

Thanks!

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

I know that you can technically make a character show up as any deck. If you select a bullet for a deck, but do not select one from the drop down, it shows up as that class. I just tested it and now my Zarlova (Cleric) shows as Rogue.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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)
- To build on that, can I select Improved Natural Armor from the 1-point evolution, and would that stack with my Companions Natural Armor AND the feat Improved Natural Armor?

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

I wasn't sure if "if you try to ride something ill-suited as a mount, you take a -5 on Ride checks" would apply to this.

Also, general question: can combat training be the bonus trick I learn, or is it implied that I know all the other tricks before?

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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?

Silver Crusade

I was reading through this and had questions about a few things:
Do the enemy always get a Save, or is it just Evil Outsiders on the d6 rolls? And if used against a neutral creature, what dice do you roll for half (furthermore, do they get a save for an additional half)?

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

KingOfAnything wrote:
In the Additional Resources

Thanks again! Still trying to learn the game... There is a lot of information.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

Where do I find the information about legal archetypes?

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

So I definitely shouldn't be a pack master Hunter in Society right?

Silver Crusade

Well that changes things. Let's use Brielle as an example. I thought you could: Reveal item (Strength + 1D12). Blessing to add another d12. But it seems it is just the check skill.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

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.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

Ok, again suppose I do this Class setup, and designate an Animal Companion as my Combat. Everything else non-combat. Would I continue to et their bonuses outside combat? If so, would those bonuses stack with themselves? Assuming familiars like Cat and House Centipede.

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

Tempest_Knight wrote:
Actually, you CAN have multiple Animal Companions and Familiars, BUT you are only allowed to bring 1 into and given Scenario/Module per the PFS rules.

Where can I find that information? I didn't see that in the guide.

Not trying to be rude BTW, I just am more of a visual person. :)

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

I was thinking of a concept character: A Sacred Huntsman Inquistor/Druid/Wizard/Hunter/Witch/Wild Child Vigilante. A young Wayang who loves animals, particularly dinosaurs. I will also be taking Undersized Mounts to ride these animals. So level 6 I would have 3 Companions, 3 Familiars. A few questions:

1) I believe I have this many Animals, but just to be sure, does this sound right?

2) Do similar Familiar Abilities Stack (+2 Initiative and +4 for a total of +6 for an example)
2a) If so, could I have multiple of the same familiar and have those Stack as well?

3) Is this overboard for the GM?

4) Is this Class Viable in Society Play?

And Finally 5) What do you think of the concept?

Silver Crusade *** Venture-Lieutenant, Missouri—Springfield aka Heathwool

So I was thinking about buying this for a deafened Oracle that has Eschew Materials. Could I spellcast as a Raven?

Silver Crusade

If I was running a Kitsune Vigilante, who is fox form for Vigilante, and human form for Social, would both her Appear Human + 10 Disguise and her + 20 Disguise to not know stack (assuming a character got a check in her social form)?

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