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Jander Reiss's page

57 posts. Organized Play character for PAZ42.


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Silver Crusade

keftiu wrote:
Nephilim…

Formerly known as aasimar and tiefling?

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The Wandering Disaster
Blood and Brine

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Most adventure paths tell you towards the beginning what levels the pcs should be when they get to each part in the adventure. I just use that as a guideline and ignore Xp. I think they are designed for the medium advancement track, though.

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I would love to see the old Star Frontiers PC races as playable races in Starfinder.

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I know it is not until deck five, but there is a raise dead divine spell. Also, in many cases you can choose to lose the scenario instead of having a character die. You can choose not to explore, for example, or move to a closed location. In Organized Play, you can replay scenarios, so it might be better for the group to lose the scenario instead of losing a character.

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I don't think they're over powered, especially when compared to aasimar. Androids are better in certain situations, but so are many other races.

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Skull & Shackles - I enjoyed this AP much more than I expected to. Granted, we had two awesome DMs running two tables, and they made up a lot of their own material. This was one of the most fun APs, though book one seemed slow.

Serpent's Skull - a lot of people seem to dislike this one, but it's one of my favorites. Sure the dm has to make up some maps, and some creatures are fought often, but this AP has one of the best intros I've seen. I'm a fan of additional rules, like the ship battles in Skull & Shackles. This AP has rules for a base camp for you and your competitors, and both my players and I enjoyed those rules. This AP has a great Indiana Jones feel to it.

Rise of the Runelords - very enjoyable, and relatively easy to run. Good storyline.

Shattered Star - does a good job of tying in to other APs (Runelords, Crimson Throne and Second Darkness). Lots of dungeon crawls. Although I would like to see less dungeon crawls, they do an excellent job of providing a great story to many of those dungeon crawls. By book six, the pcs feel (and are treated like) the powerful high level heroes that they are.

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As others have mentioned, I would first try to find a local game of Pathfinder Society. The DMs will usually be happy to teach the rules. The beginner box is great, but it is a lighter version of the complete rules ( which you said you got online).

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I agree with Righty. Play some level 1 PFS first - if you are playing Crypt for PFS credit. Otherwise just play Crypt. I would estimate 6-8 hours to finish depending on how quick and thorough your group is. One encounter (possibly the final) can be difficult for level 1 characters. I would make sure the party is well rested and possibly armed with consumables to make the fight a bit easier.

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They will definitely need a healer. I second the Sarenrae cleric. Have the cleric stay out of combat and heal, and you won't take anything away from the pcs.

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I don't believe there is a gp cost anywhere for body retrieval (so you have to pay the pp for that). You can buy the resurrection or raise dead with either gold or pp. Please donate to your local temple of Sarenrae.

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1. Dark Sun
2. Spelljammer
3. Dragonlance
4. Forgotten Realms
5. Ravenloft

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Third level cleric spells are good - especially dispel magic, resist energy (communal), and delay poison (communal). Resist energy (communal) can save the party, as can delay poison (communal). I agree that seventh level spells are probably the least exciting level, with the possible exception of summon monster VII... but those SM VIIs are better with the new summoning rings from the Advanced Class Guide!

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Yes, there is something they can do to re-earn my trust. They can become a subsidiary of Paizo.

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Ok, thank you. I didn't want to take an illegal feat.

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I apologize if this question is not posted in the correct area. For Pathfinder Society, is the Virtuous Creed feat (from Champions of Purity) allowed in PFS?

The additional resources says:
Feats: all feats on page 23 and the inside back cover are legal for play

However, Virtuous Creed is from pages 18-19. I really don't know why it is separate from the other feats. There is no mention if the feat is allowed or not specifically.

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We recently finished this AP. Although book one was a little less enjoyable, it really picked up after that. I enjoyed the ship combat because the additional rules were something new and different. We had two great DMs running it, and this is one of my favorite APs so far!

Silver Crusade 3/5

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Dream Journal of the Pallid Seer from What Lies in Dust (Council of Thieves AP). After you read the book, you can reroll a save that would kill you or force an opponent to reroll a killing attack. This is a one use item (slotless) and costs only 600 gp.

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Either would be good, depending on the needs of the party. If you already have a cleric or other healer, then I would play an arcane caster.

Silver Crusade 3/5

Nefreet wrote:
zauriel56 wrote:

Have: Missing mentor and cash, souls of little babies

Want: Dhampir, I want a paladin dhampir so bad...
Fixed that for you.

Wait..... Cash is bad, but you're ok with souls??? Sarenrae disapproves...

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I ran Rise of the Runelords. Compared to some of the other adventure paths, this one is easier on the dm to run. I have not run or played Kingmaker, so I don't know how that one compares.

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I believe you can take the Dark Tapestry mystery as an oracle, but as long as I've been playing you could never be an actual cleric.

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If you want more Dex, you also have the option of making Dex your top score. You can fight with two light weapons using weapon finesse. You can pick up piranha strike (power attack for light weapons) and then eventually get agile weapon enchantments (adds Dex to damage instead of strength). You start out a bit weaker, but eventually catch up and end up with a better armor class in the long run.

Silver Crusade 3/5

Tempest_Knight wrote:

Nefreet, how many guns are you using in the above example?

Also;
Double Barrel = 1 shot or 2 separate with high enough BAB (or a Special action for both)
Double Barrel + Rapid Shot = 3 (if you can reload it)
The long an the shot being, you don't add 2 at each step, it is still just 1.
11th Lvl Gunslinger gets ~6.
11th Lvl Sohei gets 9.

With a double barrel pistol, you get two shots for each of your attacks. With your one extra hasted attack, you get to fire both barrels - the same with rapid shot. Pick up rapid reload and alchemical ammunition and reloading isn't an issue.

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Please keep sneak attack. A ranger/rogue build doesn't make sense without it. 6 skill points is essential - the class shouldn't have less than both ranger or rogue. Good idea adding ranger feats to slayer talents. Ranger/rogue is a favorite combo of mine. The "original" slayer seemed too underpowered, with not enough options. I am looking forward to trying this new version.

Silver Crusade 3/5

What if we just change the description of weapon cords so that they can only be used on melee weapons? That would solve the gunslinger issue, and not penalize clerics. Maybe Kyra can finally pick up that shield!

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Nefreet wrote:
This isn't a campaign specific ruling. The trait has "Cleric" as one of its prerequisites.

Right - but the trait was republished in the Shattered Star Player's Guide, and cleric is no longer a prerequisite.

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First of all, what's wrong with a 16 Strength ranger?

I understand your frustration. Several people I game with on a regular basis just don't seem to fully grasp the rules. We have rogues that don't attempt to flank unless you remind them - EVERY TIME, barbarians that refuse to enter melee, melee fighters who stand back and shoot into combat (without any archery feats), mages who provoke from the creature with reach and grab, and many players who want to fight each opponent one-on-one (don't kill this guy - he's mine!) instead of concentrating fire. Granted, there may be a time when each of my examples above can not be avoided, but the rogue participating in multiple combats with no attempt to sneak attack is frustrating.

We fortunately have two very understanding GMs, who, along with myself and a few other players are doing our best to teach them how the game works. The good news is, several of the players really are improving. Hopefully if you stay in an area for a while you will find a regular gaming group. Even if they aren't the best players at first, try to help them improve! That's a win for everyone.

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That we can agree on. No being deserves to be enslaved, not even a devil.

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Jander looks decidedly uncomfortable when Father Palatino talks about how much their faiths have in common, subconsciously edging his chair a few inches away. "Yes, we certainly oppose the World Wound. How is it that you do not support House Thrune? I thought that your... patron... had much to do with them coming to power in Cheliax."

"Welcome to the Crusade, Augustine! I am confidant that you possess abilities that several of us here, myself included, just could not accomplish. Shadow skills can sometimes achieve an objective without the unnecessary loss of life."

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So... we have followers of the Prince of Law in the Crusade? Interesting... How does.... oh nevermind, I probably don't want to know...

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Jander looks with concern to the fallen Pathfinder.

"Welcome to the Crusade, Wolf. Is it too late to help your friend? We can still take her to the temple. They may be able to revive her."

Jander walks over and places his hand near the fallen woman's forehead. "If not, please accept this blessing. May Sarenrae guide your soul to its next destination. Whether she follwed the Dawnflower or not, please light her way along this difficult path."

Silver Crusade 3/5

If you played any of the third edition D&D (which you may have in that 2000-2005 time frame) Pathfinder is very similar. Campaigns are ongoing story lines, and they can last a long time, especially if it is a home game. Pathfinder Society adventures usually last about four hours for one mission. If you check out the link to the left that says "PRD", most of the rules are there to look at. Start with the Core Rulebook and go from there.

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Most importantly - talk to your wife about this. Make sure she understands that you don't understand the mocking - you don't mock her hobbies (I'm guessing here). Explain that this is a hobby that you enjoy, and it's one of the few times that you get together with your friends. There are several advantages to gaming:

1. You are home - she knows where you're at. You're not out drinking at a bar spending large amounts of money every night.

2. It promotes problem-solving skills. I have avoided several real-life arguments because of being able to deal with gaming diplomacy.

I would also ask her what brought about the change. As you mentioned, she used to tolerate gaming. Why change now? In my experience most people who mock the game don't understand it, or never played it. Invite her to play. By invtiting her, she might realize that you're willing to include her into something you enjoy doing. If that doesn't work, ask her to explain why she doesn't like the game. The better you understand her point of view, the more likely you will be able to resolve the situation. Hope this helps and good luck!

Sounds like your talk with her helped a bit!

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Congrats Mike!

-Paul Zellem

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There's no reason that the PC's couldn't still join a faction later. If there was one faction they were considering, maybe have the PC's encounter that faction in a skirmish with another (rival) faction and see what they choose to do. I know you said the PC's decided not to go with the Red Mantis, but if they choose to later, the organization might not kill them off if they believe that the adventurers could be useful at a later date. I had Chivane approach the PC's from a different angle: Yes, people say we are evil, but really our deity was created to serve all the others. So in a way, we already work for your deity, Mr. Cleric. Clearly, you should ally with us.

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That's how we have always ran it. You only ever get one day job role, the caravan (and other vanities) open up alternate skills that you can use to make the day job rolls.

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Just joining the ranks of the Seekers...

Jander Reiss - aasimar cleric (12) of Sarenrae (Silver Crusade).

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Ok, now that I actually have some time to type....

Jander flexes his angelic wings as he adjusts his mithril full plate armor. The sunlight makes him appear a bit "brighter" than those around him, clearly marking him as an aasimar.

"As a follower of Sarenrae, I have a request as we face these pirates. We do not know these people. Many of them could be forced to serve against their will. Others could have become a pirate because they felt they had no other choice. Twice as we battle these pirates, let me give them an offer of redemption. First, before the battle begins, I will offer sanctuary for those who choose to throw down their weapons and not strike against us. This may not only make our battle easier, but may also redeem these individuals. When we believe we have reached the mid-point of the battle, I will repeat my offer a second time. When the pirates understand what they face, they may choose to re-think the path their life has taken them. I plan to treat any indivdiuals who surrender not as prisoners, but as allies. Those who do not accept this offer must be dealt with accordingly."

Jander then unties the weapon cord from his holy scimitar (engraved with the word "Retribution" in celestial) and re-ties it to his merciful heavy mace (engraved with the word "Redemption" in celestial).

Silver Crusade 3/5

This season, the Silver Crusade has sent me on several missions. If my help is needed against the pirates, just say the word and I will prepare my spells accordingly.

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Option 3. Making sure the other team members are able to do their job is one of the best ways to win a battle (imo). Generally the front line fighters have more potent attacks than the cleric - keep them standing and the battle will be much easier for the team.

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Pre-gens aren't intended to be power characters. In fact, that's kind of the point. Most of them work just fine. That said, I wouldn't mind seeing more choices - 2 handed specialized fighter, etc. Also, why aren't the 12th level iconics available for PFS? I'm sure there is a reason behind it, but... What if a local group only has 4 higher level characters, and one of them permanantly dies (or player moves away, etc.)

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Welcome lady of Cheliax, and thank you for your information. Are you here to join the Silver Crusade, or learn more about the worship of Sarenrae? I will be happy to assist you with either task. Or perhaps you are here for some other reason? You are correct that Pathfinders must work together - even if our means differ greatly.

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Jander takes a step back... to see if Tsusoku's "spell" clears the mind of the newcomer. "Thank you for the compliment... ah... Jander... The sea? I don't think that.... oh, never mind..."

Jander then addresses the newcomer. "Are you well, sir? You appear as if you serve the Lady, but you seem to need a reminder that our goddess promotes the virtue of honesty. What vile heresies do you speak of? If this man leads the youth to Sarenrae, who are we to question his tactics?"

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You also might want to check out the links to the left for Pathfinder Society Organized Play. It doesn't support solo play, but you may be able to find a game near where you live. This has the advantage of having other people to teach you the rules if you're new to the game. I know you asked about solo adventures, but give the team games a try. One of the most rewarding things about this game is that you never know what your fellow players will do...

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I enjoyed reading about your experiences teaching Pathfinder to middle school students. I am a middle school teacher, and I think that what you're doing is a good way to make learning fun AND recruit new players to the game. Keep up the great work!

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Firearms can be enchanted following the normal rules for enchanting weapons. Merciful can be used on any weapon, including firearms!

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Jander smiles at Tsusoku... or whatever name he's currently going by. "Of course you are. Well met once again, Jander. May the light of Sarenrae keep you safe."

To Doyle: "Yes, I know this man. He seems to have a good heart, although he is... disturbed. As far as I can tell, he is not suffering from any magical afflictions. I am not yet powerful enough to repair his mind, but I hope to one day help him. Perhaps he will even serve Sarenrae of his own free will - at least, that is my hope."

Silver Crusade 3/5

I have several questions about how to give credit to PFS characters for playing the Anniversary Edition of Runelords.

1. Burnt Offerings is for character levels 3-5, and The Skinsaw Murders is for character levels 4-6. My group is playing the AP with home characters. According to the document, they can recieve credit for their PFS characters as soon as they reach the level of the pre-generated character they played. If they use home campaign characters, they recieve credit as if they had played a pre-gen. Since the pre-gens are levels 1, 4, or 7, it seems like they would get credit when their character reaches level 4. The problem is this - each chronicle gives the pc 3 xp - so after recieving the Burnt Offerings chronicle, they would level up from 4 to 5.... does this mean that they now can not recieve the Skinsaw Murders chronicle? Or can the players recieve both chronicles?

2. The Hook Mountain Massacre is for character levels 8-10. There are no pre-generated characters above level 7. Can my players recieve credit for their PFS characters once those characters reach level 8? Or can I not give them credit for the Hook Mountain Massacre (and later adventures) unless they actually use PFS characters for the adventure?

3. Whether or not my players can get credit for The Hook Mountain Massacre, can I apply my dm credit for the adventure to a character that is the appropriate level (I am guessing this is level 8-10)?

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Jander looks at the white haired man, and recognizes the symbol of Sarenrae. "Tsusoku, you spread the word of the Lady's light, even if you do so unintentionally."

Jander makes a mental note to once again find this man when he has the power to heal his obvious insanity...

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