Axe Lord

Jayce B's page

No posts. Organized Play character for Falkos.



Grand Lodge

GMs aren't getting the reputation on the characters that are being reported and have lost all the reputation that has already been reported. This is only occurring for the GM / GM's character. The players / player characters seem to be unaffected by this bug. I'm confident this is a recent issue

Grand Lodge 1/5 **

In my organized play charterers, they all lost the reputation / fame gained from my own characters from the games I have personally reported via GM credit. The sessions are there, I can see I have put the faction rep there. But it is being listed as 0. I know this was being reported properly earlier. Has anyone else noticed anything?

Grand Lodge 1/5 **

I am designing a Loremaster and would appreciate input. I believe this is all PFS legal though a boon is required. This shell should work for any class and race combination, though high intelligence is probably desired. I am personally leaning towards human wizard.

For the background choose Pathfinder Hopeful. Society skill is good as it ties into Int. Int and Con are the required stat choices for the background. Most Loremasters would likely want Int, but if not then Con is a good choice for everyone. Importantly it gives Additional Lore feat. This is also a good background for many characters. You were hoping to join the Pathfinder Society, and congratulations you got in!

We will also be a Field Commission Agent. First level bonus lore being of your choice. Also, while working with any faction would be ok, I think Horizon Hunters might specifically be desired.

1st Level: With Additional Lore pick "Underground" The specific pick will be important later and this simple feat ties the whole build together. Also, this could a decent roleplaying reason why you know so much. You have lots of contacts

2nd level: Loremaster Dedication (the point of the build) Recall knowledge on everything

3rd level: Honorary mention - Underground Lore progresses to Expert because of Additional Lore. If you have been working with the Horizon Hunters then you should also now have the Storied Talent boon, allowing you to earn income at your level rather then -2 your level. You can use your scaling Underground Lore to earn income

4th Level: Class feat - Loremaster's Etude and Skill feat - Kreighton's Cognitive Crossover (Loremaster Lore with Underground Lore). The class feat gives a focus point and make recall knowledge even more reliable. Also a good chance you can refocus that point back before you need it again depending on situation

5th level: Bonus Skill feat - Unmistakable Lore via Field Commission Agent. You meet the prerequisite with Additional Lore taken earlier. Can no longer ever critically fail recall knowledge via lores and if rerolling via Kreighton's Cognitive Crossover w/ Underground Lore and crit succeed could gain "Even more information or context then usual" Not being able to critically fail is important as a crit fails prevent the Cognitive Crossover from working. Also knowing everything is good, a Loremaster never wants to get anything wrong.

6th level: Skill feat - Orthographic Mastery (Loremaster skill feat) While good on its own, being able to read anything seems decent to me. It is also important as then you can take now another dedication.

7th level: Honorary mention - Underground Lore progresses to Master because of Additional Lore.

8th level: Class feat: Golden League Xun Dedication. Boon Required. Needs Master in Underground Lore (This is automatic because of scaling with Additional Lore). The dedication provides 2 bonus expert skills which are nice. while recalling knowledge with Underground Lore if you get a success you instead get a crit success. With a crit success then also get even more information (see 5th level) . Also earning income with Underground Lore, any success will be a critical success. If you wanted to work with a faction other then Horizon Hunters, you could alternatively at level 8 get Experienced Smuggler skill feat. You can become can expert in Stealth at a minimum with this dedication and get better income using Underground Lore.

It is a bit odd that you almost want to fail with your Loremaster Lore so you can roll on Underground Lore, but it is interesting and an even better fallback plan should your initial roll not be what you want.

That is as far as I have gotten. It seems to be a nice package that works with nearly anything. It leaves open all general feats, all ancestry feats. Your 2nd and 8th level skill feats are also open as is your 6th level class feat. Not having class feats might hurt the most. Being human and having Natural Ambition might take the sting out of that a bit.

The boon shouldn't be too hard to get, just play or run Ruby Phoenix Adventure scenarios. Also there is time to get to this point and you could just GM them yourself if needed. People are normally happy if someone else is a GM for a time.

I would appreciate any feedback

Grand Lodge

I have bought Skull and Shackles and Rise of the Runelords previously.

With these sets, the insert that came with the boxes did NOT work. Especially as I sleeved all the cards. Because of this, I bought a customized wooden insert from Broken Token to help manage the cards. I also got the UltraPro playmats, which I think are a really nice touch to the game. Honestly, I spent more money on the extras (Sleeves + inserts) then the games themselves as I was able to get the games and play mats at a massive combined discount deal.

A) If I intend on sleeving the Core + Crimson Thone cards as well, would they all fix in a box? Would this box be for the "Core" cards, or for the "Crimson Throne" Adventure. Would I also need a custom insert. I am not sure about the sizes of these two purchases

B) Are there any playmats for these? I really liked the character playmats in my other two boxes and would appreciate something similar if they exist.

Grand Lodge

My first time GMing a home game. Due to circumstances, one of my players died. Level 3. To make matters more interesting, they have tools at their disposal to resurrect said character in the form of a scroll of resurrection.

The player would rather make a new PC and I'm not particularly sure what i should do. Particularly since one comment was it would save 10000g due to not "wasting" the scroll. But that is why the resource is there, to be used in an emergency.

If you aren't having fun with a character or something isn't working out. I'm all for not forcing a character on someone, but shouldn't there be a consequence for death?

Grand Lodge

Assume Bolt Ace Gunslinger

How would Vital Strike interact with Splitting Bolt

Splitting Bolt:

When this +1 bolt hits a foe, it
deals damage as normal and
then splits in two, creating two
smaller bolts. Each of these smaller bolts flies toward another
target within 30 feet of the initial enemy struck. A single splitting
bolt can thus strike up to three targets. The smaller bolts use the
same attack roll result as the original splitting bolt and the same
damage dice, though the damage for each bolt is rolled separately.
Neither the attack roll nor the damage of the smaller bolts can
be affected by any special abilities of the wielder or crossbow.

Dead Shot:

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Vital Strike:

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Grand Lodge

Any clarification on how this works with bloodlines?

One thing I am wanting to make is a Flame Dancer Bard, with variant sorcerer (draconic [gold]). Then later taking Dragon Disciple.

Not sure how this impacts the bloodlines. It would certainly give a more powerful breath weapon (I think?) But what would the other effects be?

Grand Lodge

If a PC has scent, would it be allowed for them to just run around a room with a single move action, to determine when/where the invisible creature is next to them?

Seems against the spirit of scent, if not actual rules. With haste on, one can cover quite a lot of ground

Grand Lodge

Things such as:
Ninja ki
Monk ki
Boots of speed

I've always interpreted these must be declared before the attack (full round action) is done. But I have seen other GMs rule differently.

Pretty much, can you expend the resource at the end, or must it be done up front. Expending up front makes it slightly riskier, the enemy might be taken down before the extra attack is needed.

Grand Lodge 1/5 **

Either due to the players being aware of a situation, or just using technically legal rules that are just trying to game a combat advantage from a turn based system. Can a GM not allow purely metagame actions.

Two actions I take some exception to. Readying a 5ft step to avoid an attack. Readying a total defense (this getting the benefits while still threatening and take AOOs). Both feel metagamey to me and an artifact of the turn based system. In a real time combat situation, neither would make "sense", in a world with magic that makes sense.

Grand Lodge 1/5 **

2 people marked this as FAQ candidate.

So i know 4 players are needed to make a minimum table.

If i have 3 players, i can run a pregen to make it a legal table.

I can also have a player who ran the scenario previously play at the table (for no credit).

Can i combine these? Run with 2 new players, one player who ran the scenario previously, and an additional pregen? I don't see anything prohibiting these two actions to be allowed together. It also seems to run along the philosophy of "the game should go on".

Grand Lodge

1 person marked this as FAQ candidate.

Reading this, is it really possible to take Mounted Skirmisher at level 1?

Grand Lodge

I have a concept that i want to pull off, but can I take this feat at level 1? Or do i have to slug out the first four levels of warpriest before i can take the feat, (technically level 5). Seems kind of late to be able to flurry with my god's weapon

Grand Lodge

Says costs 500g per pound. Is this post modified weight, or pre modified weight.

I'd think a longsword would cost 1000g, as it requires 2 lbs of mithral?

Grand Lodge

Building a Kitsune for a PFS journey through the Emerald Spire. This character will likely be dedicated to Emerald Spire only. Which will carry me to level 14

Under the assumption that every feat i can take will be a new tail, looking for build advice within this constraint. Working with the dex/cha bonus of the kitune. Classes like a bard / ninja / swashbuckler / oracle / sorc. seemed to make the most sense. The pure casters seemed redundant, and not enough spare or extra feats. I think i decided on a weird multi-class hybrid.

base stats:
str 9
dex 18
con 12
int 10
wis 12
cha 16

Favored class bonus going into rogue trick. from levels 1 - 6 will play like a traditional twf ninja. 7 and beyond will use an ioun stone to get familiarity with the sawtooth sabre and dual wield that.

1)Swashbuckler (Swashbuckler Weapon finesse, parry/riposte)
2)Ninja (ki)
3)Ninja (Trick: TWF)
4)Ninja (+1 dex)
5)Ninja (Trick: Vanishing Trick)
6)Ninja
7)Ninja (Ioun Stone: familiarity - Sawtooth Sabre, Trick: Weapon Focus -Sawtooth Sabre),Trick: Slashing Grade - Sawtooth Sabre)
8)Ninja (+1 dex)
9)Sorc (Fey bloodline, eldrich scrapper [Martial Versalitiy])
10)Sorc
11)Eldrich Knight (Bonus feat: Improved Critical)
12)Eldrich Knight (+1 str)
13)Eldrich Knight

A little unsure about the sorc/EK levels. They give extra feats and versaltity while keeping to the core concept. Fairly flavorful as well. Brawler/fighter levels could do a similiar function. I am 'fairly' certain i would keep levels 1-7 as they are. But could be convinced otherwise. Another level of ninja would also be considered. No drop in BAB with an extra trick. Perhaps shadow clones.

Grand Lodge

Many different scenarios with this...

1) In PFS, I had a GM declare I needed to say I wanted to 5ft step as part of my readied action. I disagree that needed to be done, but can see the logic behind his decision. Do others play like this? At the very least, it wouldn't hurt for me to call it out in the future. This, however, got me thinking...

edit:
My biggest concern with this, if the 5ft step is available, are you going to force the player to call it out? If big fighter guy with a greatsword starts his turn next to a wizard and says. "I'm going to melt his face of he casts a spell" (readied action). Wizard's turn 5ft steps away (out of range). Would you then say "sorry, can't attack... Never declared it as part of your readied action." Readied actions I feel are hard enough to pull off and sometimes I feel like I needed to phrase them like carefully worded wish spells. Often simpler and more effective to take a normal turn, or just delay. Normal attacks happen every scenario. I'm lucky to see a single readied action occur. On the off chance they are more effective (standard action only compared to a full round), I would be more inclined to give it to a player if it falls within what they wanted to do.
End edit

2) could you 5ft step to get cover from an attack or spell being cast? I'm thinking yes.

3) can you 5ft step in a direction to avoid being attacked by a (probably melee) target after they move, (or 5ft step themselves) assuming out of reach? I'd think so. And if not, I don't believe the creature can switch targets?

4) after a charge? I'd think the creature could still finish it's charge and attack. It is part of the same action.

5) 5ft step in front of a creature with reach attacking an ally to give your ally cover. Must it still attack the same target? Again I'd think it must.

Grand Lodge 1/5 **

1 person marked this as FAQ candidate.

I am looking at the most recent (season 6) Guide to Organized Play

There are two different, contradictory clauses about dealing with afflictions/conditons in the guide to organized play. The one on page 37 makes sense to me.

The second ones seems to indicate that only a few select things can carry over, even the conditions specifically mentioned in the first one. Oddly enough, they also reference each other.

page 37:

Dealing with Afflictions
At the end of a scenario, a PC may have been afflicted with any number of possible conditions, such as blindness, curses, deafness, diseases, and poison. Verify that the player recorded any conditions in the Items Sold/Conditions Gained box on his Chronicle sheet and initial next to what he wrote (see below). It’s specifically important that conditions be written legibly so the player and subsequent GMs can understand them. If the PC purchased the casting of a spell to clear the condition, you need to make sure the player recorded that information in the Items Bought/ Conditions Cleared box at the bottom of the Chronicle sheet. If another PC cleared the condition by casting a spell, this information should be listed in the Items Bought/ Conditions Cleared box, but with a 0 gp value and the casting character’s full Pathfinder Society Number (XXXX- XX) written in next to the spell’s name. If a character resolved a condition gained during a previous scenario during this one, check that the condition is listed as cleared under Items Bought/Conditions Cleared on the Chronicle sheet for this scenario, and verify that the cost for resolving it or the PC who cleared it has been recorded.
Note: Any affliction that would result in an unplayable character must be resolved at the table once the game ends as explained in Chapter 5 of this document.

page 20:

Conditions, Death, and Expendables
When playing your own character, all conditions (including death) not resolved within the scenario or module must be resolved by the end of the adventure.
Likewise, any wealth spent or resources expended during the course of the adventure are tracked and must be recorded on the Chronicle sheet.
All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session; if these are not resolved the character should be reported as ‘dead.’ Permanent negative levels, ability drain, and non-mechanical conditions being carried over to the next session should be recorded under the Notes section of the Chronicle sheet. An unplayable character should be marked as dead when reporting the session. See additional rules under Dealing with Afflictions in Chapter 7.

Any clarification. If i get deafened at level 1, MUST i cure it?

Grand Lodge

So I am thinking about creating a double weapon melee type (for pfs). Noticed that most of the double weapons are exotic? Are there any that are worth their price?

For non exotic, I see the monk spade and the quarter staff. The spade is interesting with all three damage types.

Best way to get exotic weapons? Humans can do it with their bonus feat, but seems better spent elsewhere. Half elves, dwarves, half orcs can all get one. (Not interested in the gnome, though perhaps with a normal sized version for human / half-elf)

It also appears there is a cracked opalescent white pyramid ioun stone for familiarity. That certainly looks interesting. 1.5k gold for an equivalent feat? Can seem more broken with the falcata. I would assume I could take feats (weapon focus, specialization) with this stone? Otherwise how could an elven fighter take feats for the curved blade (for example).

Would all this work? Are there any particular double weapons with special feats? Perhaps should just play human and stick with the monk spade?

Grand Lodge

So I am thinking about creating a double weapon melee type (for pfs). Noticed that most of the double weapons are exotic? Are there any that are worth their price?

For non exotic, I see the monk spade and the quarter staff. The spade is interesting with all three damage types.

Best way to get exotic weapons? Humans can do it with their bonus feat, but seems better spent elsewhere. Half elves, dwarves, half orcs can all get one. (Not interested in the gnome, though perhaps with a normal sized version for human / half-elf)

It also appears there is a cracked opalescent white pyramid ioun stone for familiarity. That certainly looks interesting. 1.5k gold for an equivalent feat? Can seem more broken with the falcata. I would assume I could take feats (weapon focus, specialization) with this stone? Otherwise how could an elven fighter take feats for the curved blade (for example).

Would all this work? Are there any particular double weapons with special feats? Perhaps should just play human and stick with the monk spade?

Grand Lodge

So i was looking for something a little unique and interesting. I wanted to do a dex based magus, but the scimitar seemed unappealing to me. Pouring through weapons i discovered this little gem, the Aldori Dueling Sword. But noticed the feat (dueling mastery) that i needed for it was very intensive.

Enter the kensai, who meets two of the feats right out of the gate. Quickdraw isn't ideal, but hey. Then i noticed the prestige class of the swordlord which requires Dazzling Display, but not quickdraw. A little better if not completely ideal. Since i need to rank up intimidate i was looking at what i could do with that. Then came the enforcer feat, now i need to be able to nonlethal. Blade of Mercy trait would work great in conjunction. The idea seemed to build on itself.

My race would probably be tiefling, possibly human.

build would look something like: 1-4 magus, 5 swordlord, 6-12 magus

lvl 1
weapon Finnese
exotic weapon (dueling sword)
weapon focus (dueling sword)

lvl 3
enforcer

lvl 5
dazzling display
Dueling Mastery (from prestige class)

7+ still thinking.

Highly likely that at this point i will take extra traits and go for magical lineage plus some other nifty ability. Seeing as how i get dex to damage from swordlord, going bladebound/kensai looks really appealing.

Thoughts? Suggestions? Is everything PFS legal? I am still a bit new to the society.

Grand Lodge

So i was thinking about making a whip based Eldritch Knight when i saw the tiefling spell for hellmouth lash and i had several questions about it

1) is it pathfinder society legal?

2) Weapon focus whip would seemly work. Would weapon specialization? If not, why not?

3)What about arcane strike, similar reasoning.

Power attack specifically calls that it cannot be used on touch attacks. Arcane strike has no such provision.


I am new to pathfinder (Have played 3.5 in the past) and wanted some help with a build for pathfinder society. I was given a nudge towards an Aastanar who could become an EK do this at level 3.

My main idea was to control the battlefield without always being directly in melee combat while still having good utility and spells. using combat reflexes to punish those coming after me.

Part of the problem being a built a balance of armor / str / dex / con / int and spell failure.

I'm actually ok with doing less damage overall, but i would want to hit things as power attack / Arcane Strike can (help) make up the difference. This led me to finesse weapons, keeping dex up, armor and spell failure down.

The elven curved blade caught my eye, and still does, but doesn't offer as much control and i would be a little worried about being directly next to an enemy. enlarge person (esp wands) do help fix this to some extent.

This lead me to polearms, alas spiked chain was changed and the only one that remains is the whip (please correct if i am wrong), which i immediately rebuked until i saw the feat chain for them. But what an expensive feat chain it would be!

This would lead to an overall path looking something like:

1-
power attack - (fighter - 1)
combat reflexes - (1st level)

3-
arcane strike - (EK - 1)
weapon finnese - (3rd Level)

5-
Exotic Weapon - whip (5th level)

7-
Weapon Focus (whip) (7th level)

8-
Whip Mastery (EK - 5)

9-
Improved Whip Mastery (9th level)

11-
Weapon Specialization (whip) (11th Level)
Greater Weapon Specialization (Whip) (EK 9)

Any suggestions? Is this viable? I would start off with a polearm/sword and switch to a whip at level 9. What i don't like about this are the essentially "dead" feat levels between 5-8. The advantage to that path too, damage dice become less important then the modifiers so by the time the whip comes into play the modifiers are decently high.

saving wealth on weapons wouldn't be too bad until the whip comes into play, a masterwork weapon with arcane strike with Greater Magic Weapon soon enough.

Could i be survivable enough with the just the curved blade? The whip part does look intriguing and fun though.