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No posts. Organized Play character for Beriliand.



1/5 ** Venture-Agent, Spain—Burgos

I was trying to make a kobold fighter based on the one portrayed on "Little Trouble in Big Absalom" and I came across some problems with his abilities.

Simeek has STR 18, DEX 12, CON 14, INT 10, WIS 12, CHA 12

Selecting his options I came across this:
Ancestry: Kobold +2 DEX, +2 CHA, -2 CON, free (+2 STR)
Background: Laborer boosts STR or CON, free - I think they took +2 STR, +2 CON
Class: Fighter +2 STR

At this point he has 16 STR, 12 DEX, 10 CON, 10 INT, 10 WIS, 12 CHA.

I can't think of a way to apply 4 ability boosts and get the same abilities unless I apply two ability boost to CON as described on page 27 of core rulebook "Voluntary Flaws"

Quote:
Sometimes, it’s fun to play a character with a major flaw even if you’re not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can’t apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma. You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves’ ability flaw during this step.

But it seems it is not legal for play according to the character creation section for organised play:

Quote:
Pathfinder Society uses the standard method detailed under “Ability Score Overview” on page 20 of the Core Rulebook. Your character can also take two additional ability flaws to gain one additional ability boost as described in the Voluntary Flaws sidebar on page 26 of the Core Rulebook.

I may have missed something but I think they used a rule not explicitly mentioned on the rules. Is it legal for use since they used it on a santionable adventure or is it possible using 2 ability flaws for an ability boost?

My calculation with the voluntary flaws rule is STR 18, DEX 12, CON 14, INT 10, WIS 12, CHAR 10

Thanks in advance


With Character Operations Manual we have a new feat for androids that grant fast healing and since this was mainly a monster feature I don't know how it works with RP.

So when you are dying (at 0 HP) you have to spend RP to stabilize or you will loose 1RP at the end of your turn and fast healing also comes in effect at the end of your round.

The question is, what comes 1st RP lose or fast healing? do I loose 1 RP and then I heal the amount listed or the other way around? do you die if you don't have RP while you have fast healing active?

1/5 ** Venture-Agent, Spain—Burgos

Let's say I have 9 chronicle sheets that grant me 1 xp, so I have a character at level 3 and should level it up to level 4. If I level it up to level 4 but I haven't played any other scenario with such character and no master has seen the changes made, can I remake any changes regarding level 4?

Then, can I use a mnemotecnic editor MKI to change the decisions made for level 2 and 3 and then change level 4 decisions if this character has not played any other scenario?

This is a discussion we are having with our GM and some people are starting to get upset so we would like other opinions.


I have been looking into making a goblin ranger/alchemist with a bird animal companion (similar to the archetype for goblins alchemists in Pathfinder 1) but I came across this rule on page 214:

"Riding Animal Companions
You or an ally can ride your animal companion as long as
it is at least one size larger than the rider. If it is carrying a
rider, the animal companion can use only its land Speed, and
it can’t move and Support you on the same turn. However, if
your companion has the mount special ability, it’s especially
suited for riding and ignores both of these restrictions."

According to this you can ride a bird animal companion larger than you but it won't be able to fly while you're mounted. So I looked into skills and feats and Rider feat only seems to work to ride animals that aren't an animal companion and it doesn't seem you can use Nature skill to teach a bird animal companion how to be a mount.

Does this mean we will have to wait until devs come up with a flying animal companion with the mount special ability such as a pegasus or a griffon? or has someone figured out how to fly on an animal companion?


Hi,

I'm creating a Shadow Caller, an archetipe for spiritualists that uses a shade instead of a phantom and I was wandering how do cure and inflict spells affect them.

It says it doesn't regain hp on its own and it starts with half hp if it was sent to its plane for being killed as a summoner's eidolon but it doesn't say how to heal its hp.

Since the book only states that the phantom is an Outsider I was assuming you can cast cure spells on it but then I remembered that incorporeals and shadows are considered undead and thus they are healed by inflict spells.

So can anyone tell me how to heal a phantom or shade's hp? with cure spells or inflict spells since the spiritualist can cast both.

Thanks.


My GM is about to begin Council of Thieves campain and he only allows to play with classes from the core rulebook. I was checking the eldritch knight to make a wizard similar to a magus and just realized something.

If I recall well you can get weapon focus (melee touch attack) and weapon focus (ranged touch attack). As an eldritch knight your levels stack with fighter levels for the porpouse of feats requiring fighter levels and magus levels count as half his levels for the same porpouse.

So I realized you can get greater weapon focus (melee touch attack), greater weapon focus (ranged touch attack), weapon especialization (melee touch attack) and weapon especialization (ranged touch attack). Further more if you get more fighter levels you could get greater especialization.

Am I right or I just misunderstood the rules?