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What questions have you heard or been asked that really got you thinking about your character? Not the basic ones that you answer out of obligation, no, I mean the ones you hear and then REALLY want to know the answer to. These are subjective opinions, but mine are: 1. Why did your character become an adventurer? Others:
I personally like to leave family questions at least a little bit open ended to give the GM some toys to play with and also so I don't lead myself into the MY PARENTS ARE DDEEEEAAAADDDDDDD trap. It's a DC 20 trap, and my will save is terrible. Questions about childhood make my eyes glaze over. I figure that out much, much later. So, what are your favorite questions?
When clicking Submit Changes after writing in all the details of a character, it deletes everything the first time it is clicked. I spent an hour and wrote several pages about my character, it was all deleted because of this bug, and this makes me upset. I can't simply replace what was written after spending an hour on it. Other material has been deleted because of this in the past. Can this bug please be fixed?
Not sure where else to put this, so here it goes. I made a design that uses one of the Aeons from the aforementioned book, and I'd like to properly credit the artist for their work. It must be one of these people, but attempts to google search them one at a time have been both a major pain and give no definitive correlation with the art. Anybody know for sure which artist did all the Aeons?
If my character with Diehard gets to negative hit points, can I have him collapse as a free action and pretend to be unconscious without needing a skill roll to fool anyone? I mean, it's the middle of combat, and a guy collapses after taking catastrophic injuries... should they really be entitled to a Sense Motive/Perception check?
LG Male Aasimar Monk Stats:
Used for PFS. What I have so far: This aasimar character, Hordac, is Garuda-blooded. Instead of growing hair, he grew feathers. This and other bestial traits led to a hard upbringing. Being tormented and bullied relentlessly, he became more and more socially isolated and withdrawn until he literally isolated himself on a mountain where he trained and meditated for 4 years in solitary. Having grown into adulthood, Hordac is incredibly beautiful with his soft features and graceful cardinal/gold feathers, but is terrible with people. His own experiences as a victim and his isolation have led him to be very direct and uncouth in social situations. When questioned or criticized for this, he often points to the arbitrary nature of social exchange. He is only really comfortable in 1 on 1 talks, and even then initiates only tentatively and can become quickly hostile if he faces any level of racism or is reminded of past trauma. He is much more likely to make insightful singular statements occasionally than actually engage in a discussion. ---------------------------------------------------- That's what I got. Any suggestions for retroactive change are welcome as well as some help fleshing him out. Questions I don't know the answer to:
My character in PFS is a halfling rogue who, when not pathfindering, is a very active member in the Bellflower Network(halfling-founded anti-chelaxian slave liberator underground railroad type deal). What day job would he take to reflect this? Profession(spy)? His wisdom is terrible, so I would much prefer to have it reflected by a charisma skill if possible. The job is more about interacting with people than things anyway. Bluff or Disguise would honestly reflect the required skills much better, but I can't use those for a day job check to my knowledge.
My character in PFS is a halfling rogue who, when not pathfindering, is a very active member in the Bellflower Network(halfling-founded anti-chelaxian slave liberator underground railroad type deal). What day job would he take to reflect this? Profession(spy)? His wisdom is terrible, so I would much prefer to have it reflected by a charisma skill if possible. The job is more about interacting with people than things anyway. Bluff or Disguise would honestly reflect the required skills much better, but I can't use those for a day job check to my knowledge.
I'm trying to finish up a Monk-Rogue build in PFS. Stunning Fist + Flurry of Blows + Sneak Attack is godly. Sap Adept at level one. Currently, I just reached level 2. My AC is 18. Wis=3, Dex=4, +1 Dodge bonus from Dodge. I have no extra feat slots available, and roughly 1,400 gold to spend. UMD is a rogue skill, but not an option. The best solution I got so far was a suggestion from a really old thread; "get a wand of Mage Armor and give it to somebody else." Not only is that majorly inconsistent, but I can't make head or tails of it from a role-playing perspective. I don't have knowledge arcane or spellcraft. "I went to a magic item store and told the guy at the counter I get hurt too often. He handed me this wand. Not sure what it does. Poke me with it and we'll see what happens." Maybe AC potions? Shield or Mage Armor? I vaguely remember some spells are arbitrarily banned in PFS as potions, like True Strike, so I'm not sure how that would work. Any ideas?
I'm trying to finish up a Monk-Rogue build in PFS. Stunning Fist + Flurry of Blows + Sneak Attack is godly. Sap Adept at level one. Currently, I just reached level 2. My AC is 18. Wis=3, Dex=4, +1 Dodge bonus from Dodge. I have no extra feat slots available, and roughly 1,400 gold to spend. UMD is a rogue skill, but not an option. The best solution I got so far was a suggestion from a really old thread; "get a wand of Mage Armor and give it to somebody else." Not only is that majorly inconsistent, but I can't make head or tails of it from a role-playing perspective. I don't have knowledge arcane or spellcraft. "I went to a magic item store and told the guy at the counter I get hurt too often. He handed me this wand. Not sure what it does. Poke me with it and we'll see what happens." Maybe AC potions? Shield or Mage Armor? I vaguely remember some spells are arbitrarily banned in PFS as potions, like True Strike, so I'm not sure how that would work. Any ideas?
I am a long time PFS player, and as a result I have 5-10 characters using a variety of sources. Carrying all the books I use(8 hardcover, 4 pamphlet things, 1 small binder, plus my character binder) has become overwhelming. (I don't own a car) I've been doing this for YEARS, just to follow the "you must provide source material" rule, and I can't keep bringing the books to every session anymore because it's simply not realistic. Is there a way to prove I have the source material to the GM without having to lug them there and back every time? Obviously a photograph wouldn't be enough, but something along those lines. Small portable or perhaps digital. I acquired my own laptop recently, so a PDF would be ideal, but I've already spent hundreds of dollars on PRPG and am not intent on spending $50+ more to get copies of books I already have. So that isn't happening. Are there an official rules about proof of ownership beyond the bring it with you/PDF rule?
Can I use Flurry of Maneuvers while holding a weapon? The text is very unclear. I don't see why not, so my interpretation is yes... but I thought I'd ask. Edit: Sorry about the repeats guys. Very random and Im not positive as to why that happened.... Just finished deleting them all.
Ok, I've been wanting to build a Sap Adept whip user for a while now, and I finally got around to it. It was made under PFS rules. Here what the build ended up looking like: 3rd level:
Dr. Jones Human Lore Warden 2, Summoner 1 Initiative: +5
AC 18, Touch 13, Flat-footed 15 (Possible with the addition of Shield and/or Protection from Evil) HP: 27 (10+6+5+(Con x 3) Fort 6, Ref 4, Will 3 STR: 16, DEX: 16, Con: 14, INT: 8, WIS: 10, CHA, 12 Base attack: +2, CMB: +5, CMD: 18 Melee: MTW Whip +7(15 ft. reach) 1d4+3
+1 damage to all attacks made when flanking (Dirt Fighter trait) Spells:
Feats:
Has a wand of Shield and a +1 chainshirt. Eidolon: Purely defensive with the best AC I could give it. It has the Skilled evolution in Perception and Use Magic Device, with excellent Acrobatics as well for tumbling. Using Wands of Mage Armor and Cure Light Wounds, it can buff it's own AC, fight defensively for flank, or run around with its insane 45 ft. movement to heal party members. It can even heal itself! ------------------------------------------------------- At this point in time he's definitely more of a fighter; he doesn't even have rogue levels yet. His damage is subpar, leading me to choose Power Attack over Improved trip, but it really depends on the party. Improved Trip is better for the build in the long run, but Power attack seems better at this point in time, especially considering he can trip people regardless of whether he has Improved Trip or not. He fills a weird role of spot-healer + combat maneuver-based fighter with acceptable lethal damage(about the same as a greatsword). 7th level:
Dr. Jones Human Lore Warden 2, Summoner 1, Rogue 4 Initiative: +6
AC 22, Touch 14, Flat-footed 18 (Possible with the addition of Shield and/or Protection from Evil) HP: 66 Fort 8, Ref 10, Will 5 STR: 18(Belt of Strength +2), DEX: 18, Con: 14, INT: 8, WIS: 10, CHA, 12 Base attack: +5, CMB: +7(+2 for trip), CMD: 23 Melee: +1 Whip +11 (15 ft. reach) 1d4+5 (Sneak Attack 2D6+4)
+1 damage to all attacks made when flanking (Dirt Fighter trait) Remember, most of the time he will either be flanking or attacking enemies who are prone, for a +2 or +4 bonus respectively. Spells:
Abilities:
Feats:
Skills(the ones that matter):
+2 mythril chainshirt, lots of wands to spells on his spell list, Amulet of Natural Armor +1, Ring of Protection +1, Belt of Giant Strength +2 Eidolon: Exactly the same as level 3. Purely defensive with the best AC I could give it, with some minor power changes to ensure it lives(such as it's own wand of Shield). It has the Skilled evolution in Perception and Use Magic Device, with excellent Acrobatics as well for tumbling. Using Wands of Mage Armor and Cure Light Wounds, it can buff it's own AC, fight defensively for flank, or run around with its insane 45 ft. movement to heal party members, and even heal itself! The buff to Perception makes it able to find traps for me as I aid for a +14 check, and then I disable the traps myself. Very few people would attack the eidolon unless they're being meta, because it poses no real threat and is not easily hit(it attacks defensively at -1 while in flank with Mage Armor for 22 AC at least, probably 26). I could see an enemy concluding to attack it when they see it running around with wands healing people... ------------------------------------------------------- Okay, this is the point where the build starts to shine. Combat Reflexes + Improved Whip Mastery = Constant threat range in a radius of 15ft all around me. Improve Trip means all trip-able enemies will almost always be prone, as getting up provokes an attack of opportunity and I have 4 of AoOs each round. Not only that, but he's beginning to do some real damage. A full attack from him, assuming it hits, would be 2D4+4D6+15. If he faces something immune to sneak attack, he simply pulls out his masterwork greatsword and does 2D6+6 a round instead, which is better than nothing. Two levels from now his damage will REALLY be insane, the sneak attack alone reaching a total of 12D6+24. With Pressure Points(my level 9 rogue talent pick) I can do 4 Str/Dex damage a round simply by attacking. This happening while attack of opportunities and trips continue 4 times each round. All the while filling every need of a classic rogue; traps etc. Effort went into making him work at level one and then gradually get better, instead of being totally useless until the right feats fell into place. So, what do you guys think?
In order to Aid Another with a trained-only skill such as Disable Device, do I need to have ranks in the skill or is having it on my list of class skills enough?
There are certain issues I would like to discuss with the PFS community. In the past, myself and others have tried to bring problems to the attention of the community with the intent to improve its atmosphere or other aspects. Several times I've seen someone try to do this, and even with the best intentions they get torn apart by accusations, as well as generally unpleasant and unproductive discussion. A couple years ago I tried to ask for some perspective on a communication issue I had during a game. But by doing so, I, apparently, implicitly put my area in a negative light, completely unintentionally. I faced real-life consequences for this, despite leaving out names and dates. Even this post I am wording very carefully as to not offend anyone. Is there a way for me to present controversial issues without it reflecting negatively on myself or anyone else?
Roughly two years ago, I served as a GM for about 4 Pathfinder scenarios within a couple months time. Normally I was a player, but we were short on GMs and I decided to volunteer after hearing some off-hand comments about how PFS in my area was not meeting player demand. At the time, I hadn't GMed before, so it was a mixed experience. ...but after a single year of forsaking PFS entirely, one question lingered. Before I took the mantle of GM, I was told by the venture lieutenant that as people representing Paizo, we had a duty to not alter the content of the scenarios in any way. Obviously as far as large changes go, such as entire encounters, that makes perfect sense. But he also clarified that when he said any changes, he meant ANY changes. No changing of stats, no recompiling confusing spell lists, no skill check adjustments, no control over die-rolls at all, etc. Is this true? Is it a hard-and-fast rule that Pathfinder GMs have no ability to adjust mechanics to ANY degree? If it is true, I have my own opinions about that(boy do I!), but I am withholding them entirely because I only want to know if it is a real rule or not a real rule, and maybe a few links. I don't want it to become an opinionated debate. I've had too many threads blow up in my face in the past over simple questions when all I wanted is a simple answer. Thank you in advance to the community should they choose to spend their time answering it. I always appreciate it. P.S.
I'm pretty sure the answer to both of these questions is yes, but it never hurts to seek counsel on the matter. Can I attack defensively with a bow? I've searched through the rules thoroughly and have found nothing that states that this isn't possible. Can I use the Crane Style feat and/or other not-really-implied-to-be-used-with-a-bow Combat Style Feats with a bow? Again, nothing in rules-as-written says that I can't, but the description(s) continually describe the taker of the feat as using unarmed strikes, so it seems to go against rules-as-intended. Are there any technicalities that I missed?
The thread name is self-explanatory, but the question could certainly extend to Wisdom as well. Charisma not so much, because it's easier to act as the extrovert in a no-consequence environment with friends than in real life. Basically, I am only so intelligent. How do I play a character who for all intents should have intelligent mannerisms and knowledge that intrinsically far exceeds my own? How do I role-play them figuring things out that they should be able to when I myself am incapable of it in certain scenarios? Etc.
This question by extension covers Handy Haversacks. I've noticed in the past that ruining a BoH or HH is very easily done for any enemy who puts their mind to it. To quote the BoH entry: "If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever." Logistics:
Since Bags of Holding are made from cloth of some kind, it presumably has Hardness 0 and 2/hp per inch. That's one dagger swing/sunder attempt away from losing a 2000+ GP investment.
Handy Haversacks do not specify *exactly* what they are made of; only that it is a "backpack" instead of a "cloth sack". If I'm being generous, it may mean that it falls more under the definition of animal hide/leather than cloth. The picture of the HH suggests this, and the entry of a regular backpack describes itself as a "leather knapsack". In this case it means it would hypothetically have Hardness 2 and 5/hps per inch. That's still not particularly sturdy. ------------------------------------------------------ Since HHs and BoH are not visually apparent to be magical, area of effect magic would be the most likely problem to occur. If I'm being honest, most GMs skip making their players roll saving throws for their items in the case of an area of effect spell because it's a pain for everyone involved. It also tends to feel like kind of a cheap shot that expensive equipment can be destroyed so easily. But in some cases, they do, and I want to be prepared. So, here is what the inquiry comes down to: (Basically TLDR) Is there any way to make these two items tougher within the established rules? Preferably by just giving them more hit points? When looking at the the expanded special materials list, the only material I saw that could be plausibly useful for this purpose would be Darkleaf Cloth. Making either of the two items with this material is a bit expensive(1875gp for the HH), but it DOES fulfill the purpose of making them tougher. However, am I allowed to do this? If so, is there a less expensive option? What about making them waterproof? Could I spend 5 SP (the price of a regular waterproof bag) to seal them the same way simply by paying the difference in additional SPs? Why not? To clarify, I'm looking for RAW here due to the question mostly being asked with PFS in mind, but personal rulings are fine if GMs want to give them. Your thoughts?
Hello everyone! In PFS I am mostly a player, but I have GMed on 4 separate occasions. There is one thing I have wondered for a while, and there is a second thing that I'd like to ask about that came up recently. In between will be some facts concerning my situation that will help my questions be answered more optimally. First: As I said, I have GMed several times, but my account only identifies me as a PFS PLAYER, not a PFS GM. Do I have to run a certain amount of scenarios before being dubbed an "Official" GM, or a certain amount over time? It's been quite a while since I've done any kind of recorded PFS play, so is that a factor? Information between: Despite the fact that I have indeed run 4 games, only one is actually recorded. Here is the Info: Apr 12, 2013 3020 Portland OR Pathfinder Society @ Guardian Games 151 IQuarent #45: Delirium's Tangle (PFRPG) 25094- — GM — I have run two scenarios twice each, so 4 games total. I still consider(ed) myself new at this, so I stuck with the 2 scenarios I knew well. I have DEFINITELY run Delirium's Tangle at Portal Games (local game store, bought out since then as Timevault Games), and I have DEFINITELY run The Sanos Abuction at least once. I'm pretty sure I ran Delirium's Tangle a third time, but I'm fuzzy on that, so let's just stick with the first 4. Second thing: I showed up for PFS a couple weeks ago to play. I didn't finish the scenario, but while I was there, I was told by one of the GMs that if I had GM status that means I have access to all the PFS scenarios for free. Is this true? I assume it is to a certain extent; GMs need their material to do their jobs and charging for every scenario would be a little ridiculous. So, do I have access to the scenarios? Why or why not? Do I already have access to them and just don't know how to download them costlessly? It's not that I feel entitled to receive them, but if I have access to them that is a good thing for me to know. To clarify, I came into possession of the scenarios I ran two separate ways: Delirium's Tangle: This was the first scenario I ever ran. It was E-mailed to me as a PDF by another GM, so it has his name watermarked on it as per the usual. I printed it myself. I still have the PDF copy of the scenario and the printed copy.
They were both given to me on two completely separate occasions with only the intent for me to run them shortly after I received them, not as charity, a gift, a favor, or the like. As for the other GM, I will only give his name if asked for an appropriate reason, likely through a private message. I don't want to put up his personal information. That is all the inquiry and information I can think of. If you have any questions or clarifications to ask of me, please feel welcome to do so. Thanks!
Ok. This is a just for fun thread. It's not really about rules per se, just a discussion about a weird idea that occurred to me under the right circumstances and would probably totally work. Primer on Geb here. The idea is partially based on a PFS module called "You Only Die Twice". I was thinking of including a spoiler, but there isn't much to spoil. I will discuss nothing in the module and the concept is explained in the blurb, which is this: The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. The second piece is from Seekers of Secrets. There is an item in Seeks of Secrets called "Blade of the Willing Martyr". A name that is quite appropriate for this purpose. Here is the crucial part of the description: The blade of the willing martyr is a +3 keen vicious dagger, but its greatest power can only be invoked outside of battle. To activate this power you must spill your blood on your target, an object belonging to the target, or a physical token of the target’s body (such as a few strands of hair). Your target gets a DC 23 Will save (using the same saving throw modifiers as the scrying spell for the owner’s knowledge and connection to the victim) to avoid the effect, which forges a link between you and the target. Once you forge a link, your soul and the target’s soul are intertwined. Should you die, your target dies, suffering the same apparent injuries and symptoms; likewise, you die if your target dies. The link may only be severed by break enchantment or remove curse. So, here is how this would go down. We would take our willing participant, and we: 1. We turn him into an intelligent undead. 2. We preform the ritual with one of Geb's belongings(probably acquired without too much difficulty). 3. Teleport the participant to the positive energy plane. Poof. The only problems I see with this are these: -Geb is an EXTREMELY powerful ghost. He would probably make the save.
Rejuvenation (Su) In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM. However, this may be the exception, because of the way the blade links the two people. They are linked in soul, not just body. Not sure how that would pan out. Even if it couldn't kill Geb, we could use this strategy to kill Arazni, to the immense relief of the Knights of Ozem. In fact, killing Arazni this way would be really easy, because they still have some of her mummified organs to use as the object and likely dozens volunteers to be the "Willing Martyr". Basically the point of this thread is to point out the fact that the Blade, as OP as it is by itself, can also be used to kill completely ethereal creatures if my system works. Any thoughts or comments? Is there anything wrong with my reasoning?
A tall, attractive male Aasimar walks to the center of the room in The Temple of the Shining Star after making small talk for about ten minutes. Other Silver Crusaders would recognize him; he is a regular in the temple and an experienced pathfinder. "My friends," he begins, "I have an unfortunate announcement to make." After waiting for silence to fall in the room, he speaks in a loud, constant, and oratory fashion. "I am leaving the Pathfinder Society, and by the extension, The Silver Crusade. This will be permanent, and allow me to firmly state that I will not be dissuaded." "This was a hard decision to make, but I fear it is long overdue. I have grown absolutely disgusted with the blatantly amoral actions taken by my fellow Pathfinders from other factions. While this behavior is not omnipresent, it is still inexcusable when it surfaces. I will not tolerate crimes against innocent people, and you can be damn sure that I will take no part in it myself." The use of the word 'damn' should be surprising because Ziggy never cusses. "I will be leaving the Pathfinder Society forever to make my own way in the world. The first place I will go is likely Varisia; my home and place of birth. After that I don't know." "I stand here today not to make a scene or to protest, but to say my goodbyes before leaving. I will always keep my Shining Wayfinder with me, as a reminder of the good I know the society has done in contrast to the ilk I have faced, as well as a memento of the positive memories I've made here." "I love you all, and know that I will miss every last one of you." After he stops speaking, he smiles weakly, and his posture briefly becomes one of sadness. After looking down for a moment, he lifts his head and meets the eyes of those who were listening. He body language then becomes more open, as he seems to be prepared to shake hands, say goodbyes, give hugs, and other social rituals for departure.
I recently came upon a conundrum when I was running a scenario for PFS. One of the characters in the party fell into a spiked pit trap. As soon as the pit opened, the wizard in the party cast Feather Fall on said character. What should happen next? I can't imagine Feather Fall NOT adding any kind of benefit to the character as they fall into a pit, regardless of what is at the bottom of it. Here is what I ruled: At the time I was using the slightly controversial rule that characters are flat-footed against traps they are unaware of. I told the player that he would not be flat footed against the trap because he would fall in the pit much more slowly. The pit in question was only 10 ft. deep, but I also made a mental note about ruling that the spikes of the pit would get -1 to hit the player for each 10ft. beyond 20ft(to a maximum of -2), if that would apply to the situation. This is because the character should have some time to maneuver in mid air in an effort to avoid the spikes as much as possible. It is also reasonable to think that the spikes would not do as much damage to the player, as the Feather Fall spell would cause him/her to have less momentum, but I waved this idea because:
In case anyone was wondering, this is a standard spiked pit trap from page 420 of the Core Rulebook. If you were GMing this, what ruling would you make? If you are a player, what benefit would you reasonably expect to receive from the spell, if any? Should the depth of the pit make any difference at all? One more thing: Let's please, please, PLEASE not make this into a Feather-Fall-immediate-action-etc thread.
This is something I've always wondered. In this thread I am just referring to the somatic component of spells. What does this actually look like? Is it a specific combination of rapidly and precisely used hand shapes like this? Is it some kind of literal translation of words that complete the spell like some form of sign language? Such as a combination of shapes made with the hand that literally means "Fireball", for example? Is it a universal, exact-for-each-spell, fluid movement of the hands/body that really has no particular meaning? In this example, there would really be no specific shape of the hand; just a set movement. Is it a combination of any of these?
The question I have pertains to a pathfinder module called Ruins of Bonekeep. The spoilers here are not terribly bad as spoilers go, but are spoilers none the less. Ruins of Bonekeep, Level One: The Silent Grave: In the said module, towards the end the PCs fight four monsters that I believe are called "Shifting Elementals". They are elementals that shift between one of the four forms (earth, fire, water, air) randomly and involuntarily every round or a similarly brief period of time. I would like to find some kind of stat block for these if there are any available. Basically, any information on them whatsoever (including their name, in the case that I got it wrong) would be useful. If you are curious why I want this information, it is because I am making a homebrew campaign based on elementals in an unstable planar catastrophe and shifting elementals would fit the campaign perfectly. I was also thinking of using them as a basis for some kind of custom built giant elemental boss monster.
Hello all! I was hoping for a little help with my character. The character in question is a female human LG Zen Archer named Vetli. The campaign she is a part of is homebrew. It's a transyvania-like (vampires werwolves etc) horror setting. The story is that it was once a prison island for dangerous creatures/humanoids that has fallen into disrepair and formed a pseudo-society of it's own. Each character has their own goal and an over-arching plan; PVP is not disallowed, but players are expected to face the consequences of their actions. The characters start at 4th level. Here is what I have so far: Vetli is an undercover agent from the Silver Crusade lodge of the pathfinder society. Her mission is to uncover the most powerful vampire coven(if one exists), and to report relevant information she sees back to the lodge, as not much is known about the island. Once she relays the information, the Silver Crusade will send in the cavalry, so to speak, and contain the threat. Or so they have promised. (I am a PFS player, so I felt that including the society in her back story would be right up my alley.) I haven't come up with very much information on her history. An idea that I really like is that she is from Galt. She was the only child in a noble family, her parents being put to death when she was 8. She survived by hiding under her bed. Basically, Vetli has seen some of the absolute worst the world has to offer. She has slept on bloody mattresses and in alleys. She has survived on scraps and refuse, and personally experienced the dark side of human nature. Until she made it to Absolom, she had almost never seen kindness or pity. I feel like this is a good jumping off point and would like to stick with it. Beyond that, not much. The traits she has are Reactionary and Fast-Talker, so I feel like that works well with this history. I had some ideas about her escaping to the River Kingdoms when she was in her teens, and how that wasn't much better. I was thinking that she would be robbed as soon as she got there, and would have to start all over with nothing. She has spent almost her whole life fighting for survival. It would make sense that she would have Improved Unarmed Strike from living on the street for such a long time. A big problem I am facing is how to explain how she became a Zen Archer. I'd like to stick to true Inner Sea history as much as possible, and her discovering some random monastery that taught her mystical archery kung-fu doesn't seem very likely in the River Kingdoms or Galt. Of course, there can be other explanations besides monasteries or teachers, but none that I can think of. Hence the thread. Any ideas would be awesome.
Hello all! I was hoping for a little help with my character. The character in question is a female human LG Zen Archer named Vetli. The campaign she is a part of is homebrew. It's a transyvania-like (vampires werwolves etc) horror setting. The story is that it was once a prison island for dangerous creatures/humanoids that has fallen into disrepair and formed a pseudo-society of it's own. Each character has their own goal and an over-arching plan; PVP is not disallowed, but players are required to face the consequences of their actions. The characters start at 4th level. Here is what I have so far: Vetli is an undercover agent from the Silver Crusade lodge of the pathfinder society. Her mission is to undercover the most powerful vampire coven(if one exists), and to report relevant information she sees back to the lodge, as not much is known about the island. (I am a PFS player so I felt that including the society in her back story would be right up my alley.) I haven't come up with very much information on her history. An idea that I really like is that she is from Galt. Basically, Vetli has seen some of the absolute worst the world has to offer. She was the only child in a noble family, her parents being put to death when she was 8. She survived by hiding under her bed. Beyond that, not much. The traits she has are Reactionary and Fast-Talker, so I feel like that works well with this history. I had some ideas about her escaping to the River Kingdoms when she was in her teens, and how that wasn't much better. I was thinking that she would be robbed as soon as she got there, and would have to start all over with nothing. She has spent almost her whole life fighting for survival.
Since she had such a horrible childhood, I was thinking about any specific encounters that may have shaped her more than others. I hope this doesn't offend anybody, but I was thinking that she may have faced a rape scenario at one point... Whether she escaped or not, I feel that it would really affect her view of the world, and could be a partial reason why she has such a drive to punish evil acts, being Lawful Good. A big problem I am facing is how to explain how she became a Zen Archer. I'd like to stick to true Inner Sea history as much as possible, and her discovering some random monastery that taught her mystical archery kung-fu doesn't seem very likely in the River Kingdoms or Galt. Any ideas would be awesome.
I'm going to use barbarian's rage powers and oracle's revelations in reference to these questions, but I'm almost positive it extends beyond these. Whenever a revelation/rage power says "must be # level before selecting this revelation/rage power", does it mean class level, or total level? I assume it is class level because most of the abilities that are similar to these indeed clarify that it is class levels that it is referring to. Still not positive though. I don't like to make assumptions. Is this perhaps in the FAQ? Or some other ruling? I'm not asking for a ruling to be made just for this question, only if one exists. Any ideas?
Hello all! I would like a little advice on a character. Normally, I play PFS, but recently I was invited to play in a homebrew fictional Transylvania-like setting. It sounded interesting and I was looking forward to playing homebrew again(it's been easily over 4 years), so I said yes. I don't know the GM very well and can't contact him easily, so maybe some of you could fill in the gaps. From what I know, everyone starts at 4th level, and the party consist of: A Dhampir Inquisitor/Rogue type character
Yikes.
At first, when I looked over the party, I decided that what we need is a healer. I started making a cleric, but I quickly realized that this wouldn't work because I can't focus on positive energy healing without killing half the party.
Ok.
Here is some additional information relevant to this game:
So, Here is what I have so far: Vetli, Female Human, LG 4th level Zen Archer:
Stats, 25 point buy: STR: 14
AC: 19 (WIS + DEX + Monk AC)
Feats: 1. Improved Unarmed Strike
Explanation to where all the feats come from:
1. Improved Unarmed Strike (auto monk feat)
Good lord, she has 9 feats by 3rd level... That's ridiculous. Her flurry and regular bow attack is at 1D8+5 damage each arrow with good chance of hitting(around +10 for both). Could be better, could be worse.
Is this good enough? I'm a little worried about her in front line combat. While she can easily dish out the damage from any distance, low hit points and low AC are not a winning combination. The way I remedy that is to use Deflect Arrows, combined with high movement, Perc and initiative, and keep the distance. I'm not sure if that is as safe as I want it to be, though. I could change her first level feat selection (Improved Initiative) for something else. I'm not sure what the starting gold will be. Most likely typical starting gold for 4th level characters(I don't know what that is). Regardless, I definitely buy a Headband of Inspired Wisdom +2, so I have calculated that in. I will also be getting a +1 Composite (STR +2) Longbow, with an additional ability. I was thinking of making it a +1 Called bow to play it on the safe side; if I make sure she always has her bow handy no matter what, I won't have to worry about neglecting her unarmed attacks. I'm going to buy some cure potions just in case my allies can't(or won't) heal me. I'm still working on her back story. I was thinking that she could be an Ex-Pathfinder working undercover for the Silver Crusade to root the most powerful vampire coven. However, that doesn't really work if she has low bluff... Thanks guys!
I've never played a druid in Pathfinder before. (I play in PFS)
Obviously I get the natural attacks, +2 STR and +2 nat. armor, plus low-light vision and scent. But, what else do I get? To what point will my druid represent the bear stat block?
I've never made a druid in pathfinder before. I got a boon by playing 'we be goblins too' that lets me have an Owlbear as a companion, so now I feel motivated to make one. There are a couple things I was wondering about.
It seems weird to me that a regular and a dire bear both count as large animals to shape into, even though one is clearly superior to the other. Is this worth investing the time into understanding? I know other people have fun playing druids, it's just that never playing one before makes it hard to wrap my head around them. |