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Silver Crusade 3/5 *** Venture-Captain, Missouri—Springfield

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Hello,

I was prepping for this game for my local group, and compiled all the stat blocks for it. While most stats are normal, be advised that the Zombie Owlbear has Unkillable trait.

You can find my prep work here: March of the Dead Prep

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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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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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

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 3/5 *** Venture-Captain, Missouri—Springfield

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

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

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 3/5 *** Venture-Captain, Missouri—Springfield

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

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

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

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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 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 3/5 *** Venture-Captain, Missouri—Springfield

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 3/5 *** Venture-Captain, Missouri—Springfield

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

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)?

Silver Crusade 3/5 *** Venture-Captain, Missouri—Springfield

I have another question today:

Would I still remove from game cards that are basic (or elite later on), as stated on the Adventure Path? I was confused on this, because the Guild guide tells you not to remove from play.

Silver Crusade

I was thinking about potential damage with CD Damiel, and had a question about stacking bonuses. Here's the scenario:
Combat check comes up. I have already played Brilliance (+3 intelligence), and have Mythic Marshall. I play a Fire Alchemy weapon, using its ability to add my Craft Check (intelligence) to the check by discarding a card, I also discard a Alchemy card to add Intelligence to my combat Dexterity. My bonuses are +2 Dexterity, +1 Intelligence, Craft:Intelligence 3, Brilliance, and 2 charges of my Mythic path (Intelligence and Dexterity). So here is my question:

1) do these all get their bonuses from the other sources? So 1d12+2d10+2d6+19 (+2 Dexterity + 2 Mythic)+(+3 Craft +1 Intelligence + 3 Brilliance + 2 Mythic) + (+1 Intelligence + 3 Brilliance + 2 Mythic)

Silver Crusade 3/5 *** Venture-Captain, Missouri—Springfield

I was wondering about some things with Wraith's 1 and 2 Scenario lists.

Based of the awards, I assume if I completed everything I would have 5 skill feats, 2 power feats, 2 card feats and be starting the next path at tier 3, and also a ton of cards I could replace my cards with?

Because of:

scenario and adventure path rewards 1-1:
1-1b wrote:
For the rest of the Adventure Path, when setting up each scenario, 1 player may temporarily replace 1 item in her deck with the loot Scale of Disguise. At the end of each scenario, return the loot to the game box.
1-1e wrote:
"" Sacred Prism
1-1 Adventure wrote:
Each character gains a skill feat.

Path 1-2:
1-2a wrote:
Banner of Valor replace
1-2b wrote:
Medal on Knights
1-2c wrote:
Soulsear replace
1-2d wrote:
Scale of Sacred Weaponry replace and Medal
1-2e wrote:
Redeem using this, Medal
Adventure reward wrote:
Each character gains skill feats corresponding to all medals gained on the troop Knights of Kenabres (as noted on your Chronicle sheet).

Another question is about tiering: could you complete theoretically be Tier 4 after this by choosing to upgrade early at 4, then completing an adventure to tier, then again in the second path?

Silver Crusade 3/5 *** Venture-Captain, Missouri—Springfield

As the topic says.

Played Solo CD Lem, who was Tier 2 (Charisma +2, After you recharge), having played some Wraith before playing this. Have only 1 tier 2 card as Lightning bolt.

Overall thoughts is I got pretty lucky, but probably had it under control. Started at Goblin fortress, which I rolled (after you act, move to a random location) when I was fighting the henchmen, which was annoying because I didn't get a chance to close it. Had a few Goblins blow up, which it was nice to have that Sihedron Medallion. I also had that happen on the first proxy villian summon, then I easily defeated it's 7 Charisma with a 1d12+2.

Came to the Shrine, which I was a little worried about because of the Blessing = 2 Damage but I didn't face any. (Besides, my discard was nearly empty because of 2 Cures plus Lem's fetch ability). Instead I got: Battered Chest, which I succeeded using a Blessing of Abadar and acquired 4 items! Next card was an exploding goblin, but I buried that newly acquired potion of Energy resistance to prevent it. 3 explore on that turn was villian, and I was glad he reset my hand, because all I had was lightning touch, but drew into Dagger +1, lightning bolt and a blessing. Handily defeated the Combat 10 then 12.

Overall, not as difficult as some others because the villian wasn't goblin (which has caused me problems in 2-1A 20 then 22 combat and on 2-D Combat 16 with a -4 to all dice), but most likely had been a nightmare 6 people (9 locations!)

Silver Crusade 3/5 *** Venture-Captain, Missouri—Springfield

In the free resources description, and the Pathfinder Adventure Card Guild Guide, it says that there is a place to download pre generated characters. Is there something I am missing? I have downloaded it all and still have not found it. I've looked through the class sheets too. Is it referencing the rules in which they appear?

I see the Pre-Generated characters topic in here that has Barbarian, Druid, Paladin, and Monk for 1, 3, and 5 tiers, but I can't find any other decks. Because, going by the Pre-Generated guidelines in Guild Guide, a Tier 3 character would have the role, 0 feats and up to tier 1 cards, but the pre-gens here have feats and stuff.

Thanks again for the assistance!

Silver Crusade

I kind of want clarity on his power that states: "At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (1 plus) twice the number of cards discarded"

If I invest the power feat, can I choose to discard 0 cards and heal everyone else 1 card?