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131 posts. Alias of Akinra.

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I am looking for a Pathfinder group, prefer PFS, in or near Glendive, Montana.


I am relocating for a new shiny job. The only problem is that the new location is Glendive, Montana. I will be there approximately 18 months - 2 years.

Anyone know of a lodge near there for regular scheduled PFS games? A game store where one could start a local lodge? Formalities for such a thing?

For those curious about Glendive, I have provided a link with directions from Glendive to Bismark, ND.

Google Maps Link


A friend of mine was inspired by Mr. Kyle Elliot's Library of the Lion, and has built what he thinks is nearly a submission worthy Module (40 pages, no art). He wants to put us through to play test at levels 1, 3, 5, and 7.

There need be no consistency as to character, but we will not be leveling up at all. It is just a play test to work out some kinks.

The guidance so far is: Build 1 "normal" set of characters, and 1 "optimized" set of characters. The first is to test whether a bunch of average joe builds can complete the various chapters without TPK, but with a certain level of difficulty. The second trip through is to make sure there is some challenge level for optimized parties.

I have free reign to do anything at all that I want. I can make any class, any archetype so long as it is PFS legal. I can build a 1, 3, 5, 7 that are all the same class, or different classes all around, or any combination of the two. I can even split the "normal" v. the "optimized".

So far all I have settled on is:

Normal 7: Dervish Dancer Bard
Normal 5: Bard (vanilla)
Normal 3: ???
Normal 1: ???

Optimized 7: Witch (Elf or Tiefling with Slumber and Flight Hex; no idea what else)
Optimized 5: Heavens Oracle (Gnome, Awesome Display, no idea what else)
Optimized 3: ???
Optimized 1: ???

Scarab Sages

After many long months of study inside the Grand Lodge, I present myself to you, the sons and daughters of Osirion, as among your newest operatives. I am but a humble story teller, gatherer of secrets, and worshiper of Sarenrae. Please do not hesitate to call upon me should the need arise.

I would take longer to introduce myself but I find myself engaged in a series of missions inside Osirion, near the town of Eto.

Be well, and journey safe.


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Today at 3:00 pm MST, I will be running our little group through Dragon's Demand.

The group came together through school, and they all play primarily PFS because their characters are portable that way. The problem has arisen that some get to play way more often than others, and they no longer all fit in the same tiers. So they are all starting at level 1, and using these characters for when they get to play with each other.

The group has 4 players who are here, two siblings, the sister's boyfriend, and the sister's best friend. The usual fifth player is home after finals, but should be back today around 2. She is the perennial caster of the group, but everyone wants to mix up their roles.

The group so far:

The siblings are playing siblings, but cross gender.

The "brother" is a Half Orc Fighter who specializes in maneuvers and criticals. He took Butterfly's Sting and Combat Expertise. His weapon is a Nodachi for the crit range.

The sister is a half Orc Barbarian who dropped her mental stats to get very intimidating physical stats. She took Power Attack. When she power attacks while raging, she hits for 2d6+12 with her earth breaker.

Both of the Half Orcs have taken Shaman's Apprentice and Sacred Tattoo alternate radials, and Fate's Favored to help shore up the will saves v. domination. Both are wearing Four Mirror armor.

The boyfriend made a Human reach cleric of Desna with Luck and Travel Domains. She also wears four mirror armor and wields a long spear. I believe her stats are 17 str, 14 dex, con, wis, 10 cha.

The best friend is playing al elven witch who bumped Int all the way to 20, and took the fleet-footed trait, a greensting scorpion, reactionary, and improved initiative to get a 15 initiative and the slumber hex.

The last 1-2 players haven't e-mailed their characters in yet. They are not answering phone calls or e-mails, which is not unexpected or a bad thing. In order to start on time so we can run all the way through this weekend, we are hoping for some feedback on who you would add to this merry group.


My local group is kind of a hodgepodge of people with a large difference in play style and character concepts. 4 of the 5 have played PFS, including at Cons, so they are also different levels. Someone always has to play up, and it has led to a couple near deaths. I expect that in the 7-11 tiers, the near deaths will become deaths. To help bring them together and consolidate everyone in the same level/wealth range, we decided to run Dragon's Demand with level 1 characters. Although not at all enforceable the players would all play synergistic characters who were somehow related or otherwise bound together outside of the Pathfinder' Lodge as an inspiration for more RP and less Roll Play at the table.

This is not a help the player's rebuild thread. I am the GM, and I don't evaluate the players builds at all unless there are amazingly flawed things happening, like an 18 Str wizard. So long as they build within the rules, they can do as they see fit. If you have major critique, issues with anyone, I will ask them if they want to PM about it. If not, please leave the builds below alone. I don't want the players stressing about how important an optimal _____ is and how necessary it is to have _____.

This is intended for PFS, partly because they all know they can rebuild at the end of the weekend. There is one more player who does not yet know of the plan, because he flew home after finals, and isn't answer his phone or e-mails.

Question: Who should the 5th person be? In all likelihood, it will be Lem for the first session, so the player has time to absorb what is happening, but down the road, who would you build to be the fifth?

The group is now a Fighter, a Barbarian, a Cleric, and a Witch (they follow in the TL;DR spoiler).

Possibly PG-13 Content:
The mother was a worshiper of Arshea before she converted to Calistria due to some spurned love. She spent the last decade of her life in the care of the Elven manager of the holy brothel after contracting some nasty disease that cost her life. Her children were raised almost entirely by the elven manager who took them in as three of his own. His only daughter finds her siblings amusing, annoying, and brutish. She takes a small amount of solace (mostly to mask her sadness) in the fact they will all die before she finishes puberty.


1) Half Orc Fighter (Sacred Tattoo, Shaman's Apprentice) with Fate's Favored and Defender of the Society traits. He is the calm and rational sibling. He is smarter, and more personable that his sister by far. She is a warrior led by emotion, he is more of a tactician. He deliberately fuels her rage to help her be more effective in combat.

He has Combat Expertise as his fighter feat, and Butterfly's Sting as his level 1 feat.

His stats are: 17 Str, 14 Dex, 14 Con, 13 Int, 10 Wis, 10 Cha

His weapon of choice is a Nodachi, +4 (1d10+3/18-20x2) and he wears Four Mirror Armor.

His saves are 6/4/2, AC is 19/12/17, and 13 HP.

His plan is to set up his sister by transferring his criticals to her.

His skills are Climb, Swim, and K. Dungeoneering.
2) Half Orc Barbarian, the sister of the fighter. She hates it when her brother out performs her in combat, and seems to have an axe to grind. She excels at taking advantage of the openings her brother creates. She is also a Mystic (Shaman's Apprentice and Sacred Tattoo). She does not really know that her success is based in part on her brother deliberately letting her take the big hits through Butterfly's Sting. She also has Fate's Favored as her first trait, her second is Superstitious.

She is an Invulnerable Rager archetype with Power Attack as her first level feat.

Her stats are 19 Str 14 Dex 16 Con 8 Int, 8 Wis, 7 Cha

Her weapon of choice is the earth breaker, appropriately sized. She deals 2d6+12 damage while power attacking and raged, with a x3 critical multiplier, or 6d6+36 on a crit.

Her saves are 5/2/-1 when not raging, and 7/2/1 when raging. Her armor class is 16/10/14 while raging, with 17 HP while raging.

3) The Human Cleric
The last of the siblings is also the youngest She is the wisest of her siblings, and much easier to get along with than her older sister. She is a little slow, but not stupid, just slow on the uptake. Her traits are Reactionary, she was picked on a lot with two older half orc siblings, and Rice Runner, again, it was imperative that she learn to dodge well being the soft and squishy human sibling of half orcs. She is just as fast as her barbarian sister, which her sister hates.

Her level 1 feat is Combat Reflexes, and she has the Luck and Travel Domains.

Her stats are 17 Str, 14 Dex, 14 Con, 8 Int, 14 Wis, and 10 Cha.

Her weapon of choice is the long spear. She makes sure her siblings are holding the front, then uses her cleric abilities to bolster them and herself while making Attacks of Opportunity against those who threaten her family. She also wears Four Mirror Armor. She prefers to cast True Strike on herself, and have her Luck ability to roll twice to assist in her AoO domination.

Her saves are 4/2/4, and her Armor Class is the same as her siblings'.
4) The last 'sister' an elven Witch. This sibling is actually the daughter of the mother's manager, the elf who took care of the mother when she was dying. Although not technically a sibling, and a century older than the others, they all grew up together in the same house for the last decade and a half. She is weaker by far, and a little surly (as can be as a result of years and years of sibling on sibling violence). Not very wise, she still considers the others family, and has learned to out think and out run her 'siblings'. Her siblings all think she is crazy in part because she is small and frail, and in part because she spends a couple hours a day speaking to a bug. They have learned not to hassle her too much about her pet, else she lets the scorpion sting them while in their sleep.

Her level 1 feat was Improved Initiative. Her traits are Reactionary and Pragmatic Activator.

She has a greensting scorpion familiar she keeps in a jar around her neck. Her patron is Trickery, and her level 1 hex is Slumber.

She likes to mostly cast Snowball, because the ridiculousness of it makes her smile. Her cantrips are selected to help cover the gaps left when her sister memorizes her Orisons in the morning.

She has a whopping +15 to her Initiative (3 dex +4 Improced Initiative +2 Reactionary, +2 Fleet Footed elf trait, +4 from her Familiar.)

Her stats are 9 Str, 16 Dex, 12 Con, 19 Int, 8 Wis, 10 Cha

Her saves are 1/3/1 and her AC is 14/13/11

She wears a Hamaki at all times.

Don't worry too much if you don't have any thoughts, it just occurred to me that I could run We Be Goblins 2 if necessary to avoid putting the final player(s) in a rush.

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Question: Can you use combine the Taunt and Enforcer feats to make a free Bluff check to demoralize your target?


Taunt provides that you can use Bluff in place of Intimidate.

Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.

Enforcer allows you to use a free action to "make an Intimidate check to demoralize your target".

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Both feats appear in Advanced Player's Guide on pages 159 and 174, respectively

EDIT: Changed the Archetype to Dawnflower Dervish, the correct Archetype for the question. Thank you Belafon for noting the error!

I am building a PFS character, and someone on the Advice Forum pointed out some wording issues, so I thought I should ask for PFS specific rulings. I have checked the forum, and I do not see anything that directly relates, so I will post here in hopes of a moderately definitive answer. Please point me to any rulings by Mr. Brock, or the designers, if you are aware of any.

I plan to build a Dawnflower Dervish bard who worships Serenrae and is a halfling. This is intended to be an intimidate/nonlethal build.

Class Features, Feats and Traits:

1) At level 1, I intend to take the Taunt feat from Advanced Player's Guide, page 172.

You may be small, but your remarks cut others down to size.
Prerequisites: Cha 13, Small size or smaller.
Benefit: You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.

I want to use taunt to remove the size penalty for my being a halfling.

2) I want to take Enforcer from the Advanced Player's, Guide page 159, at level 3.

You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

3) I will be using the Blade of Mercy trait from Legacy of Fire Player's Guide:

Blade of Mercy
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue.

Benefit: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

4) As a Bard, I get Versatile Performance at level 2. I plan to take Versatile Performance (Sing) to allow me to use Perform (Song) in place of Bluff and Sense Motive.

All together, I believe it would work like this at level 3+ :

I attack Bob the evil goblin using my scimitar to deal nonlethal damage. I declare that I am using Enforcer. Assuming I hit, I make an intimidate check to demoralize the evil Bob goblin.

Enforcer allows the free action Intimidate Check.
Taunt allows me to forego the minuses due to size, and allows me to use Bluff in place of Intimidate.
Versatile Performance allows me to use Perform (Sing) in place of Bluff.

I roll 1d20+Perform(Sing) skill to determine whether or not I demoralize my target.

Am I mistaken, and if so, how am I mistaken so I can try to fix it.

I made a bad title, and it was not getting the feedback I had hoped. Every once in a while my ability to use the English language seems to throw up barriers. I am trying again with a simpler title.

I plan to use GM credit to build a bard. Specifically, I want to build a Dawmflower Dervish whose main goal is to incapacitate the enemy so they have one last chance at redemption.

Unfortunately, I only know what to do at levels 1, 3, and 4.

Build thus far:

1st level: Halfling, Bard (Dervish Dancer) follower of Seranrae.

8 Str 18 Dex 12 Con 10 Int 8 Wis 18 Cha.

Traits: Fate's Favored (+1 to all Luck Bonuses) and Blade of Mercy (no penalty to using a blade to attack for nonlethal damage, +1 nonlethal damage)

Feats: Enforcer at level 1, Taunt at level 3, no idea at levels 5, 7, 9, and 11. Power Attack is right out as I do not have Str 13.

Favored Bonus: 1 Skill Point at each level up to 5, thereafter 1 HP.

Skills: 7/level

Level 1: Diplomacy, Bluff, Intimidate, K. (Local), Spellcraft, UMD, Perform (Dance)

Level 2: Intimidate, Bluff, Perception, Perception, Spellcraft, UMD, Perform (Dance)

Level 3: Bluff, Perception, UMD, K. (Nature), K. (Dungeoneering), K. (Religion), Perform (Dance)

Level 4: Bluff, Perception, UMD, K. (Planes), K. (Engineering), K. (Arcana), K. (Nobles)

Level 5: Bluff, Perception, UMD, K. (History) , Perform (Dance), Perform (Dance), Climb.

From here, I will keep Perception, UMD, and Bluff all the way up, and rotate ranks through for Climb, Swim, and Acrobatics. I will add anything else as it appears to be needed. Most likely catch Stealth back up to maximum.

I am giving up a level 2 spell slot or feat for Pageant of the Peacock a spell, unless I cannot find a decent feat before I hit level 5. Problem is I get the spell at 4, and no feat until 5. . .

+1 Merciful weapon
Circlet of Persuasion
Headband of Charisma
Belt of Dex or Dex/Con
Scrolls/Potions/Wands of Glibness

I need help filling in the last 7 levels, please.

I have a concept I am going to build out using my PFS GM credits.

The basics are these:

18 Dex, 18 Cha, Halfling Dawnflower Dervish. My deity will be Sarenrae, and my personal goal will be to subdue rather than kill my enemies so they have a chance at redemption.


Taunt and Enforcer (Enforcer first)

Fate's Favored (+1 to three saves is just too good to pass up, and Divine Favor, see below)
Blade of Mercy

Bluff at all levels.
Perception all levels
Use Magic Device all levels
Dance at all levels
Spellcraft levels 1 and 2 (so I can put Divine Favor into a ring of spell knowledge)
All social skills to 9 so I can aid other by 'taking 1'

I expect to get a ring of spell knowledge at level 2 (should have the Fame and Gold by then) and pick up a Ring of Spell Knowledge (Divine Favor).

Buffed, I should be doing 1d4 +2 (Battle Dance) +2 (Divine Favor) + 4 (Dex) + 1 (Blade of Mercy) for a total of 11.5 damage, and demoralizing most of the time (DC is 10+wis mod+HD) v. 1d20 +9 -4 against medium size = 15.5 on average)

At level 3, with Taunt, the negatives for size go away, and I use Bluff

At level 4, I plan to give up a spell known to get Pageant of the Peacock to replace the Bardic Knowledge I give up for being a Dawnflower.

No idea what to do post level 4, other than get a Merciful weapon, a haversack, a circlet of persuasion, and a pathfinder's pouch.



Is Divine Favor available on any staves?

Scarab Sages

This is my good aligned PFS Necromancer.

I am debating my rebuild, if any, as I can apply some credits to make it to level 2 just about now. . . well in about 6 hours. I don't want to apply the credits until I have decided, for certain, how I want to go from here.

If you don't want to click the link, the necromancer has some odd stats:
Str 5, Dex 14, Con 12, Int 17, Wis 7, Cha 18

The Cha is higher than the Int. A little backwards I admit. I wanted my Channel to Command Undead to work, a lot.

I also kept Obsessive on the Gnome for the +2 bonus to my tattoo profession, with a +2 Obsessive, +3 Int, +3 Class Skill, +2 Masterwork Artisan's Tools, +5 Crafter's Fortune, and 1 rank, that puts me at a whopping +16. Taking 10 on the check yields a 26, or 50gp/session. Not a lot, but I don't think I will spend any more ranks that the one.

Excitable (Gnome +2 Initiative) and Sacred Conduit (+1 DC for my Channel, Command Undead)

Planned feats are:

  • Spell Focus Necromancy (In place of Scribe Scroll)
  • Command Undead (Necromancy School ability)
  • Undead Master (Level 1 Feat)
  • Improved Channel (Level 3 Feat)
  • Improved Initiative (Level 5 Feat) I want to get this before Level 7, so when I replace my Scorpion with a Faerie Dragon, I do not lose too much by way of Initiative Bonuses
  • Heighten Spell (Level 5 Wizard Bonus Feat) Not sure here, really. Mostly to artificially inflate DCs on lower level spells I like.
  • Improved Familiar (Level 7 Feat) Most likely Faerie Dragon since it can cast from wands most easily
  • Persistent Spell (Level 9 Feat) Debating putting Evolved Familiar here (See below)
  • Preferred Spell (Level 10 Wizard Bonus Feat)
  • Evolve Familiar (Level 11 Feat) For the Skilled Evolution. This should let my Familiar use just about any Magic Device

    Feats I would like to squeeze in: Quick Channel, Additional Traits, Dazing Spell, Spell Perfection

    Gear I need ASAP: Handy Haversack.

  • Scarab Sages

    1 person marked this as a favorite.

    Right, so this is the current incarnation of the Wizard.


    Or, for those who do not trust links:

    Clara Oswald:

    Female Gnome Wizard 1
    NG Small humanoid (gnome)
    Deity: Lythertida (Neutral Good Empyreal Lord of Idealism, Potential, and Young Death. The Voiceless Tragedy and her celestial agents watch over and console the frighted spirits of the prematurely deceased.) - Chronicles of the Righteous
    Init +6; Senses darkvision 60 ft.; Perception +0

    AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
    hp 7 (1d6+1)
    Fort +1, Ref +2, Will +0; +2 vs. illusions, +2 bonus vs. fear and despair

    Speed 20 ft.
    Wizard Spells Prepared (CL 1st; concentration +4):
    1st—comprehend languages, grease (DC 14), ray of enfeeblement [S] (DC 16)
    0 (at will)—acid splash, detect magic, read magic

    Str 5, Dex 14, Con 12, Int 17, Wis 7, Cha 18
    Base Atk +0; CMB -4; CMD 8
    Feats Command Undead, Spell Focus (necromancy), Undead Master
    Traits excitable, sacred conduit
    Skills Craft (tattoo) +11, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +0, Sense Motive +0, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (tattoo)
    Languages Common, Gnome, Hallit, Osiriani, Skald, Sylvan
    SQ arcane bonds (arcane bond [familiar]), bolster, eternal hope, opposition schools (evocation, illusion), specialized schools (undead)
    Other Gear haramaki, masterwork artisan's tools, backpack, ink, black, inkpen, journal, spell component pouch, spellbook, 51 gp, 9 sp

    Special Abilities
    Bolster (+1, 1 rds) (3/day) (Sp) Grant undead +1 to hit and saves, 1 temp HP/HD and +2 channel resistance.
    Command Undead (6/day) (DC 15) Channel energy can take control of undead.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Evocation You must spend 2 slots to cast spells from the Evocation school.
    Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
    Familiar Bonus: +2 Initiative
    Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
    Illusion You must spend 2 slots to cast spells from the Illusion school.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
    Trustworthy +1 on Bluff checks to fool someone.
    Undead Associated School: Necromancy
    Undead Master Animate and command more undead

    Spell Book
    Level 0: Acid Splash, Arcane Mark, Bleed (DC 15), Daze (DC 13) Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Scrivener's Chant, Touch of Fatigue (DC 15)

    Level 1: Comprehend Languages, Grease (DC 14), Mage Armor, Protection from Evil, Ray of Enfeeblement (DC 16), Sleep (DC 14)

    Tracked Resources
    Bolster (+1, 1 rds) (3/day) (Sp) - 0/3
    Command Undead (6/day) (DC 15) - 0/6
    Eternal Hope (1/day) - 0/1

    Arcane Familiar:


    About Rhaz, Clara's Arcane Familiar


    N Tiny magical beast (animal)
    Init +3; Senses low-light vision, scent; Perception +6
    AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
    hp 3 (1d8)
    Fort +2, Ref +7, Will +4
    Speed 10 ft., fly 40 ft. (good)
    Melee bite +0 (1d3-2)
    Space 2.5 ft.; Reach 2.5 ft.
    Special Attacks sudden swoop
    Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
    Base Atk +0; CMB +1; CMD 9
    Feats Lightning Reflexes
    Skills Diplomacy +1, Fly +11, Perception +6, Spellcraft -1, Use Magic Device +1
    Languages Common (can't speak)
    SQ improved evasion
    Special Abilities
    Flight (40 feet, Good) You can fly!
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

    [Spoiler=If the above is TL;DR]
    17 Int 18 Cha 8 Wis 5 Str Gnome Wizard of the necromancy school.[/b]

    Before I go into anything else, I want to take a moment to thank the following people:

    Master of the Dark Triad: Thank you for pointing out the carry capacity limitation, and saves issues.
    Ulfen Death Squad: Thank you for noticing that the essential gear was within the carry capacity limitation.
    Kazaan: Thank you for pointing out the value of Muleback Cords.
    Athaleon: Thank you for reminding me that the Muleback Cords take the Cloak of Resistance slot.
    Kudaku: Thank you for bringing up the Arcanist alternative option.
    Blapher: Thank you for reminding me of the importance of the Enchantment School.
    Tangaroa: Thank you for bringing the Necromancer's Athame to my attention.
    Zathyr: Thank you for inspiring me to check on animal companion slots. Sadly, PFS has separate rules from the Animal Archives.
    Ilja: Thank you for the information on healing undead, and the thematic ties between Necromancy and Enchantment.
    Snorri Nosebiter: Thank you for your input on alignment and Undead. Excellent stuff.
    AndIMustAsk: Thank you for a very good list of abilities for a Word Caster, sadly, there is no word casting in PFS.
    Iantzkev: Thank you for the helpful link to the Arcanist.

    I am all but complete, and the PFS Gameday starts tomorrow -Squeal!-.

    So, last minute advice on the character before I begin.

    Right now my Traits are:
    Excitable (+2 Initiative, Gnome only Combat Trait)
    Sacred Conduit (+1 DC to Channel Energy - Command Undead)
    Feat is:

    Undead Master (I had originally had Improved Channel, but the DC 15 Channel for up to 5 HD is probably better than DC 17 for 1 HD.)
    [b]Banned Schools are:

    Evocation and Illusion (The Conjuration, Abjuration, Divination, and Transmutation schools were just too good to ban. This left Evocation, Illusion, and Enchantment. Illusion, I see by various threads, has a great amount of table variance, so I banned it. Enchantment has great synergy relating to Charisma, so it just eked past Evocation.)
    Arcane Bond is:
    Familiar (swoop lizard) just because it is going to become either a faerie dragon or pseudo dragon, and I like the idea of an 'evolution' rather than a flat replacement. I am still tempted to go to a Green Sting Scorpion just for the additional +2 to Initiative.
    I plan to put each Knowledge Skill to about +1, maximize Diplomacy as well as Use Magical Device, Spellcraft, and (hopefully) Perception. I am also maximizing Craft to help me afford consumables due to my incredibly fragile build.

    Feats and Progression:

    1st Level: Undead Master and Spell Focus (Necromancy) - Wizard Bonus Feat for PFS in place of Scribe Scroll.
    3rd Level: Improved Initiative or Improved Channel - If PFS seems to be undead heavy, I will take the Improved Channel first, otherwise Improved Initiative.
    4th Level: +1 Int. Intelligence to 18
    5th Level: Which ever Feat I did not take at Level 3. Most likely Improved Initiative. + Heighten Spell as Wizard Bonus Feat to help with DC's since I am a low intelligence (18) Wizard.
    7th Level: Improved Familiar - either Pseudo Dragon (no boon required) or Faerie Dragon (boon required)
    8th Level: +1 Int, Intelligence to 19
    9th Level: Evolve Familiar- Skilled (+8 UMD for Pseudodragon) or Persistant Spell or Extend Spell if I am suffering from my buff's durations being too short.
    10th Level: Preferred Spell (by now I should have a clear favorite I use all the time)
    11th Level: Unknown... Probably whichever metamagic I did not select at level 9.
    12th Level: +1 Int. Intelligence to 20

    As you can see, the progression is a little wishy washy, and I do not know if I am missing any true gem type feats.


    World Wound--Disappeared --Confirmation

    Please use this space to prepare


    World Wound--Disappeared --Confirmation

    Please converse here as you see fit.


    World Wound--Disappeared --Confirmation

    The gala inside the Chelish embassy appears to be in full swing, and as the faint light from the building falls upon the alleyway outside, Venture-Captain Ambrus Valsin’s mission briefing is hard to forget.

    Pathfinders,” Valsin boomed but hours earlier in the briefing chamber within the Grand Lodge, “Zarta Dralneen no longer exists. She never existed. She’s never worked for the Chelish embassy here in Absalom, and she’s never been in charge of the Chelish Pathfinders. At least that’s what I was told, repeatedly, to my face, through three layers of Chelish bureaucrats. I know those people, and they all knew Zarta. They didn’t just forget about her. She’s been ‘disappeared.’

    I don’t know where she went and I don’t know who took her. What I need you to do for me is to go into the Chelish embassy and find out as much as you can by snooping around for a bit. I want to know where Zarta is, I want to know who took her, and I want to know why she was taken.

    We can’t afford to offend Cheliax, so you’ll have to infiltrate their embassy quietly. I’ve devised a cover story that should get you in the side door with orders to see the new Chelish ambassador. An ongoing diplomatic gala scheduled for the same time and a clever ruse by Venture - Captain Amara Li — who is also attending the gala — will keep the ambassador busy, but you’ll have to act quickly if you want to secure the information we need before he arrives to meet you. You must get into the embassy, get what we need, and get back out of the embassy without the Chelaxians ever catching on that we’ve been rooting around.

    Here is a packet of information that bears on Chelish interests in Sargava. It’s legitimate intelligence that we probably would have passed on to Zarta eventually anyway and that we’re willing to give up for free as our ticket into the building.

    You’ll enter the embassy through the north entrance of the residential wing, where Chelish imperial security receives all of their informants. Even if you have a good cover story, you might have difficulty getting past the guards there—if necessary, you’ll have to resort to bribing your way through. Once you’re in, the guards will likely make you wait for the ambassador when you tell them you have important information for him. Don’t give it to anyone else, since once they have the information there will be no reason for them not to show you the door.

    Amara Li will keep the ambassador pinned down at the gala while you break out of the waiting room and snoop around. She will also meet you just before you enter the gala to cast a message spell on you, just in case you need to keep in touch during your mission. You just need to make your way to Zarta’s chambers — they’re in the southwest corner of the residential wing, but you’ll have to find a route that doesn’t intersect with the gala’s attendees or residents of the embassy. Try to get in and out in less than an hour. That’s my best estimate at how long the gala and Li can keep the ambassador preoccupied. Once you’ve got the information and made it back to the waiting area, you just have to wait for the ambassador to find time to see you.

    My informants tell me that Ailenia Hospar, one of the clerks you’ll likely run into at the embassy, is addicted to shiver. I’ve procured some of the drug for you to slip her if she initially proves less than accommodating. You may also have to deal with Anstrella Trelax, the pompous night-duty officer. Beyond that, what you’ll face is beyond my knowledge. I’ve ordered for you to receive several tools that might help you in your mission. Good luck, Pathfinders.


    World Wound--Disappeared --Confirmation

    The invitation delivered last night was remarkably simple, especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.

    The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

    Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

    But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix,” he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, “Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.

    Janira speaks up in an enthusiastic and cheerful voice, “Greetings, aspiring Pathfinders! Six
    months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the hillmen.

    Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.


    1 person marked this as a favorite.

    Inside the wonderful Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6) we meet the fabulous rhamphorhynchus, or swoop lizard for those, like me, who don't want to pronounce ' rhamphorhynchus'.

    Actual stats:

    N Tiny animal
    Init +3; Senses low-light vision, scent; Perception +6

    AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
    hp 4 (1d8)
    Fort +2, Ref +7, Will +2
    Defensive Abilities evasion

    Speed 10 ft., fly 40 ft. (good)
    Melee bite +0 (1d3–2)
    Space 2-1/2 ft.; Reach 2-1/2 ft.
    Special Attacks sudden swoop

    Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
    Base Atk +0; CMB +1; CMD 9
    Feats Lightning Reflexes
    Skills Fly +11, Perception +6, Stealth +11

    Sudden Swoop (Ex)

    If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

    This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.
    Rhamphorhynchus Familiars
    Rhamphorhynchuses (also called swoop lizards) make excellent familiars for spellcasters who are looking for a quick and nimble minion.

    A rhamphorhynchus familiar grants its master all of the typical benefits familiars grant, but their jittery and quick reactions also impart a +2 bonus on the master’s Initiative checks. A rhamphorhynchus is generally too small to serve well as an animal companion— if a character wishes to take one as a companion anyway, they have the same statistics as bird animal companions.

    Environment warm coastline or forest
    Organization solitary, pair, or flock (3–16)
    Treasure none

    Pterosaurs are often found in regions where dinosaurs and other prehistoric creatures are commonly encountered, yet they are not dinosaurs themselves. The pteranodon is the most well known and widespread of these flying reptiles, but numerous other species exist, such as the relatively small rhamphorhynchus, the venomous dimorphodon, and the lumbering, giraffe-sized quetzalcoatlus. While the larger pterosaurs are awkward fliers, the smaller ones can be quite agile and quick. Pterosaurs generally dwell on coastlines, along rivers, or near swamps or lakes, for the majority of their diet consists of fish snatched from the water in daring dives. Pterosaurs are quite territorial, though, and most won’t hesitate to swoop down and hiss, shriek, and attack things their size or larger.

    This pterosaur is a quick-moving reptile with a 5-foot wingspan, a narrow snout filled with dozens of needle-like teeth, and a long tail tipped with an arrowhead shaped ridge. Males are generally quite brightly colored, displaying brilliant reds, greens, and bright blues, often bearing complex patterns like stripes; females tend to be more drably colored. Although tiny, the rhamphorhynchus is swift and aggressive, and its attack method of swooping down suddenly to attack creatures allows it to bite with increased damage and ferocity. At the end of a sudden swoop, a rhamphorhynchus is typically at a disadvantage, and most won’t stick around to keep fighting in melee, instead taking to the air once more to gain enough height to swoop again in a few rounds. Their tiny size, erratic flight patterns, and swift reflexes make them difficult to affect with area effects. A pterosaur on the ground walks in a quadrupedal gait; the tips of its wings arc up alongside its body, while its lower torso remains closer to the ground than its shoulders and head as it moves.

    "Hazzah!" I thought, "This is the best familiar ever!" (no, not really, but I do want one).

    So I hastened to the Additional Resources page and found:

    "Serpent's Skull
    Pathfinder Adventure Path #37: "Souls for Smuggler's Shiv"
    Animal Companions: dimorphodon, quetzalcoatlus"

    Oh no! Then I thought I could just ask politely, before Con season kicks into high gear.

    My reasoning and comparisons:

    1) The Swoop Lizard is a dinosaur from the middle of nowhere.

    Answer: The compsognathus is much the same, and an allowed Familiar

    2) The swoop lizard grants the wizard a +2 bonus to Initiative.

    Answer: The compsognathus mentioned above grants a +4, as does the infinitely easier to conceal greensting scorpion, as well as the no-longer extinct dodo birds.

    3) The swoop ability is very powerful and handy.

    Answer: I agree; however, it is a rare caster who is willing to send his familiar into combat on anything like a regular basis. I think this is even more true when the method of entering combat would be a charge, reducing the Armor Class from 15 down to 13 (or 11 touch). As an example, I ask, "How often do GMs have to worry about the poison on the greensting scorpion, house centipede, or compsognathus?"

    4) The lizard has other perceptive enhancers, such as scent.

    Answer: True. Again I point to the compsognathus as a +4 initiative creature with scent, the same perceptive enhancer as our dear rhamphorhynchus enjoys. Several other familiars also grant scent or some other nifty perceptive enhancer. The bat, for example, has blind sense.


    Although the rhamphorhynchus does have some nifty abilities, I do not believe it will ever be considered a top tier familiar simply because the bonus it grants (+2) is significantly lower (half) than can be obtained through other sources.

    Please consider the mighty swoop lizard as a viable animal companion and/or familiar for those with the appropriate book!

    Thank you!

    I am getting prepared for the PFS Game Day 2 (April 5-June 5), and I am building my little character to apply boons to just in time for MisCon (Missoula, Montana).

    As I sat down with dozens of books strewn around me, I kept going back to the builds I have played, and played, and played some more.

    Gnome Sorcerers, Elven Conjurer Wizards, Halfling mounted Divine Hunter Paladins, etc. Then as I was browsing the gnome in the Advanced Race Guide, I noticed Fell Magic. Mmm a +1 to Necromancy School spells. Then I thought, "Hey! I want to play a Gnome Necromancer!" What followed was some brain storming on concepts, largely based around the Control Undead requiring Charisma, and then I came up with this:

    Charisma Wizard:

    Female Gnome Wizard 1
    NG Small humanoid (gnome)
    Init +2; Senses darkvision 60 ft.; Perception -2
    AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
    hp 7 (1d6+1)
    Fort +1, Ref +2, Will +0; +2 vs. illusions, +2 bonus vs. fear and despair
    Speed 20 ft.
    Wizard Spells Prepared (CL 1st; concentration +4):
    1st—comprehend languages, grease (DC 14), ray of enfeeblement [S] (DC 16)
    0 (at will)—acid splash, detect magic, read magic
    Str 5, Dex 14, Con 12, Int 17, Wis 7, Cha 18
    Base Atk +0; CMB -4; CMD 8
    Feats Command Undead, Improved Channel, Spell Focus (necromancy)
    Traits sacred conduit, trustworthy
    Skills Craft (tattoo) +11, Diplomacy +9, Knowledge (planes) +7, Knowledge (religion) +7, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Craft (tattoo)
    Languages Common, Gnome, Hallit, Osiriani, Skald, Sylvan
    SQ arcane bonds (arcane bond [familiar]), bolster, eternal hope, opposition schools (enchantment, illusion), specialized schools (undead)
    Other Gear masterwork artisan's tools, 95 gp
    Bleed (1/day) - 0/1
    Bolster (+1, 1 rds) (3/day) (Sp) - 0/3
    Chill Touch (1/day) - 0/1
    Command Undead (6/day) (DC 17) - 0/6
    Detect Poison (1/day) - 0/1
    Eternal Hope (1/day) - 0/1
    Touch of Fatigue (1/day) - 0/1
    Special Abilities
    Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
    Bolster (+1, 1 rds) (3/day) (Sp) Grant undead +1 to hit and saves, 1 temp HP/HD and +2 channel resistance.
    Command Undead (6/day) (DC 17) Channel energy can take control of undead.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Enchantment You must spend 2 slots to cast spells from the Enchantment school.
    Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
    Illusion You must spend 2 slots to cast spells from the Illusion school.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
    Trustworthy +1 on Bluff checks to fool someone.
    Undead Associated School: Necromancy

    So, before I drag this poor unfortunate soul in to the meat grinder of PFS online and con play I humbly request some constructive criticism.

    Thank you in advance.



    1 person marked this as a favorite.

    Goal: She will be the ultimate debuff monkey. Slumber will come online as the 4th level hex, but the immediate concern is Evil Eye + Jinx + Malicious Eye, and Cackle.
    What is Halfling Jinx?

    Halfling Jinx Available as either a Trait or trait
    You lose the halfling luck racial trait (and its +1racial bonus on all saving throws) and instead gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC=10+ 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a -1 penalty on all saving throws. This jinx lasts 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind affecting, and does not allow spell resistance, and can affect any kind of creature not immune to luck effects.

    Possible Stat Arrays

    Stat Array 1: 9 Str, 14 Dex 12 Con, 18 Int, 10 Wis, 10 Cha
    Malicious Eye, below, means I don't need Cha anymore for the silly Jinx . . . most of the time. Maybe drop Cha and Str to get to a 14-16 Cha? UMD is nice after all. . .
    Stat Array 2: 6 Str, 14 Dex 12 Con, 18 Int, 8 Wis, 15 Cha

    The most likely progression for Feats and Hexes

    Level 1: Evil Eye + Malicious Eye

    Malicious Eye
    When a creature fails its save against your evil eye hex, add the effect of your jinx to the effect of the hex. The save penalties from the hex and jinx stack. Using your jinx on another creature does not end the hex or the jinx effect on the hexed target.
    Halflings of Golarion

    Level 2: Cackle

    Level 3) Sluggish Jinx
    Your jinx's penalty on savings throws also applies to the target's initiative and attack rolls.

    Level 4: Slumber

    Level 5) Worst Case Jinxer
    Beneficial variable effects on a jinxed target (such as aid, cure spells, false life, the variable ability damage cured by a lesser restoration, and so on) always result in the minimum possible amount for the effect. For example, a 5th level cleric casting cure serious wounds on the target only heals 8 hit points (the minimum for 3d8+5.

    Level 6: Flight

    Level 7) Improved Familiar (Hey there Faerie Dragon with Wand of Ill Omen!)

    Level 8: Scar

    Level 9) Accursed Hex (Now when they make their save, they get to try again with the penalties from the first time! err...)

    Level 10: Ice Tomb


    Since this seems to be a very in-demand scenario, I will be running this as well for PbP Gameday 2!

    For more about PbP Gameday, please click here!

    I will take six, plus 2 alternate slots just in case any of the others have to drop for any reason.

    Will commence April 5, 2014 and conclude on or before June 5, 2014.


    This will begin April 5, 2014, and complete on or before June 5, 2014.

    Click here for information on PbP Gameday!

    I am trying to build a charisma oriented character devoted to Arshea. The overall goal is a Diplomancer type with the Celestial Observance feat, but no levels in the Mystery Cultist Prestige Class.

    I have a boon for the Kitsune, and a Kitsune enchanter seems pretty appropriate, but not a divine type, so kinda torn. The other option seems to be a gnome of some sort focused as an oracle, or a high charisma cleric.

    I think for Oracle, the best curse would be Legalistic for the social skill interactions with that curse.

    For a Sorcerer, I think Enchantment should be the focus.

    Other than that I am stymied.



    I posted this request rather badly several days ago. Here is the more complete request with all appropriate info, I think.

    Longer explanation in spoiler if needed.

    Requesting Half Orc Barbarian, Gnome Sorcerer, and Human Monk pregens.

    I have almost NO experience playing martials, and I don't want to completely mess up.

    Construction rules
    Core + Traits Web Enhancement only.
    Simple as possible for ease of first timers.
    20 point builds.
    Level 5.
    gear suggestions.


    For the con game day (first saturday of each month until the con lands) a local GM (not me) has requested the following pregens to be written up:

    1) Halfling Rogue
    2) Halfling Bard
    3) Half Elf Ranger
    4) Half Orc Barbarian
    5) Gnome Sorcerer
    6) Elf Wizard
    7) Human Fighter
    8) Human Monk
    9) Human Paladin
    10) Human Druid
    11) Dwarven Cleric

    The purpose is a home brew introductory one shot. The base of the campaign is a sped up version of Wrath of the Righteous overlaid on the Carrion Crown APs. The Haunts are re-flavored demonic infestations, the general paranoia of the population remains.

    The Rogue, Ranger, Bard, Barbarian, Sorcerer, and Druid run a local loan/collections business. The demonic infestation has been decimating their business. Even worse, the local magistrate has seen fit to assign a small cadre of peacekeepers (the Wizard, Fighter, Monk, Paladin, and Cleric) to help alleviate the current problem.

    The Goodies are keen to resolve the issues so they can go home, the Baddies are keen on getting business back on track.

    Builds are limited to:
    1) Core Rulebook with the free online web enhancement for Traits.
    2) 20 point builds.
    3) Simple builds with simple synergies.


    For an upcoming con game day, I have been asked to create 3 pregens for a friends one shot home brew which may or may not have a part 2 at the con itself.

    The first two are done, but the third is driving me crazy. I visualize it as a half orc enforcer type who breaks legs for a living. Non-Lethal damage specialist focused on various ways of getting free Intimidate checks.

    To that end, I think I want the following:

    Cornugon Smash
    Power Attack

    In addition,
    Sacred Tattoo with Fate's Fortune is worth 3 feats, so I really think I should take the combo given the low saves of Barbarians.

    Weapon of Peace reduces the penalty for non-lethal from -4 to -2 on the attack roll, I suppose that is good, but . . .

    The build rules are per PFS. The goal is to inspire some of the local interested people to get involved in the local game scene, so I don't necessarily want over complex characters, but at the same time I want enough variation and rule interplay to at least introduce the concepts of skill, feat, trait, and ability interplay.


    Thanks in advance


    Short version:

    So this character's plan is to fill three primary roles. First is Buffer/Healer. Oracle as a Spontaneous Divine Caster should do this just fine.

    Second, I want to fill the roll of Debuffer through liberal application of the Misfortune Dual-Cursed Oracle Ability and the Divine Interference Feat.

    Third, this character will perform the traditional 'face' role of the party. Diplomacy will be the main focus, followed by Bluff, and lastly, Intimidate. Sense Motive will not get much love due to limited skill points.

    With those parameters in place, I offer the following up for consideration:

    Gnome Oracle (Lunar), Dual-Cursed (Tongues (Celestial) Non-Advancing, Legalistic Advancing
    20 Cha

    Feat Progression:

    • Noble Scion (War) -- Because I like to go first
    • Extra Revelation -- I really do think Misfortune is worth a feat
    • Celestial Obedience -- +4sacred bonus on Charisma and Chaisma-based skill checks when interacting with an intelligent creature that could be sexually attracted to you. Yummy for a face build
    • Improved Initiative -- Like I said, I do like to go first
    • Additional Traits -- I plan to take Reactionary or its ilk (because I like going first) along with some version of Focused Mind with this.
    • Divine Interference -- Lose a spell to counter a critical hit with no save. Awesome. Just pure win IMHO.

    Mystery Progression

  • Primal Companion -- Being able to contribute meaningfully to Melee requires a companion. This is also my movement (I use as a mount).
  • Misfortune - This one mystery is so amazing. Make a target, enemy or ally, reroll one d20 just rolled before the result is revealed.
  • Prophetic Armor -- Cha to Armor and Reflex is too nice not to take.
  • Fortune -- Not as versatile as Misfortune, but this is not an insignificant power.
  • Moonlight Bridge -- This makes it a little easier to climb that cliff with my tiger. Also handy for making barriers.

    Skill concept:

    Legalistic will provide a +3 to Diplomacy one on one
    Obedience will provide a +4 to Diplomacy
    Circlet will provide a +3 to Diplomacy
    Charisma will provide a +5 to Diplomacy
    Class Skill will provide a +3 to Diplomacy

    Total Diplomacy Bonus = +18 (19 with 1 rank). Yay!


    Longer version in Spoilers


    Meridyth "Fijit" Savet
    Female Gnome Oracle (Dual-Cursed Oracle) 2
    NG Small humanoid (gnome)
    Init +5; Senses darkvision 60 ft.; Perception +5
    AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
    hp 17 (2d8+4)
    Fort +2, Ref +1, Will +2; +2 vs. illusions, +2 bonus vs. fear and despair
    Resist oracle's curses (legalistic, tongues [celestial])
    Speed 20 ft.
    Ranged light crossbow +3 (1d6/19-20/×2)
    Spell-Like Abilities
    . . 1/day—dancing lights, ghost sound (DC 16), prestidigitation (DC 15), speak with animals
    Oracle (Dual-Cursed Oracle) Spells Known (CL 2nd; concentration +7):
    1st (6/day)—murderous command (DC 16), ill omen, divine favor, cure light wounds
    0 (at will)—stabilize, detect magic, create water, read magic, guidance
    Str 7, Dex 12, Con 14, Int 12, Wis 8, Cha 20
    Base Atk +1; CMB -2; CMD 9
    Feats Noble Scion of War
    Traits beast bond, observant
    Skills Diplomacy +10, Handle Animal +7, Knowledge (planes) +5, Knowledge (religion) +7, Perception +5, Ride +7, Spellcraft +5
    Languages Celestial, Common, Draconic, Gnome, Sylvan
    SQ eternal hope, illusion resistance, mysteries (lunar), revelations (ijit, tiger), vow to self
    Combat Gear Wand of cure light wounds; Other Gear Leather armor, Crossbow bolts (20), Light crossbow, Backpack (2 @ 0 lbs), Canteen, Chalk, Flint and steel, Journal, Sheriff's whistle, Spell component pouch, 836 GP, 3 SP, 8 CP
    Crossbow bolts - 0/20
    Dancing Lights (1/day) (Sp) - 0/1
    Eternal Hope (1/day) - 0/1
    Ghost Sound (1/day) (Sp) - 0/1
    Prestidigitation (1/day) (Sp) - 0/1
    Speak with Animals (1/day) (Sp) - 0/1
    Vow to Self (1/day) - 0/1
    Wand of cure light wounds - 8/50
    Special Abilities
    Animal Companion Link (Ex) You have a link with your Animal Companion.
    Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
    Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
    Illusion Resistance +2 racial bonus to saves against illusions.
    Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
    Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
    Tongues (Celestial) You can only understand and speak one language in combat.
    Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

    Animal Companion:

    N Medium animal
    Init +3; Senses low-light vision, scent; Perception +2
    AC 17, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 natural, +1 dodge)
    hp 16 (+3)
    Fort +4, Ref +6, Will +3
    Speed 30 ft.
    Melee bite +3 (1d6+1/×2) and
    . . 2 claws +3 (1d4+1/×2) and
    . . 2 rakes +3 (1d4+1/×2)
    Special Attacks 2 rakes
    Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
    Base Atk +2; CMB +3; CMD 17 (21 vs. trip)
    Feats Dodge, Narrow Frame
    Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Flank [Trick], Guard [Trick], Heel [Trick]
    Skills Acrobatics +4, Climb +2, Escape Artist +1
    SQ combat riding, flank
    Other Gear Leather armor, Bit and bridle, Blanket, winter, Cold weather outfit, Crowbar, Explorer's outfit, Furs, Hot weather outfit, Manacles, masterwork, Manacles, masterwork, Riding saddle, exotic, Saddlebags (8 @ 16.25 lbs), Silk rope, Trail rations (2), Twine (50'), Whet bone
    Trail rations - 0/2
    Special Abilities
    Cold weather outfit +5 Fort save vs. cold weather.
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Flank [Trick] Attempts to attack and flank indicated enemy.
    Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
    Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.

    Feat Progression

  • Sczarni

    So I have a soon-to-be level three gnome oracle who worships Arshea with a 20 charisma. At level 3, I plan to take the Celestial Obedience feat. The bonus for worshiper's of Arshea is:

    Obedience: Achieve sexual release by yourself or with one or
    more partners. Praise the most beautiful aspects of yourself
    and any partners aloud, and offer a prayer to Arshea while
    still naked. Gain a +4 sacred bonus on Charisma checks
    and Charisma-based skill checks when interacting with an
    intelligent creature who
    could be sexually attracted to you.

    [Emphasis added.]


    How do I determine who could be attracted to me?


    Class: Oracle
    Archetype: Dual Cursed
    Curse: Wrecker
    Secondary Curse: Blackened (Does not advance)
    Mystery: Lunar
    Race: Gnome
    Alternate Racial Traits:

  • Pyromaniac,
  • Eternal Hope,
  • Darkvision,
  • Academician (K. Religion).

    Str: 7, Dex: 12, Con: 14, Int: 12, Wis 8, Cha: 20.


  • 1: Noble Scion (War)
  • 3: Mounted Combat
  • 5: Extra Revelation
  • 7: Improved Initiative
  • 9: Extra Traits (Reactionary, Focused Mind)
  • 11: Antagonize


  • 1: Primal Companion
  • 3: Prophetic Armor
  • 5: Misfortune (From the Extra Revelation feat, above)
  • 7: Form of the Beast
  • 11: Moonlight Bridge

    Traits: Observant (+1 Perception, Perception a Class Skill), Beast Bonded (+1 Ride and Handle Animal, Ride a Class Skill)

    Animal Companion:
    Race: Tiger (Large Cat)
    Tricks:Combat Riding (Skill Package: Attack, Come, Defend, Down, Guard, Heel), Attack Any Target, Flank
    Feats: Dodge, Spell Sponge, Toughness, Combat Reflexes, Stable Gallop, Valiant Steed

  • Sczarni

    Assume a character has an Animal Companion.

    Subsequent to the acquisition of the Animal Companion, the character acquires the Bonded Mount.

    Bonded Mount:
    Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

    Question 1: Do the levels between these two classes officially stack? I could not find a specific reference apart from a statement in the PFS FAQ regarding a Paladin's mount.

    Question 2: Assuming the levels do stack, upon the Animal Companion becoming a suitable mount (e.g. one size category larger than the character) does the intelligence of the Animal increase to 6 in accordance with the Bonded Mount ability?

    Question 3: Does the Animal Companion's intelligence rise to 6 immediately regardless of suitability as a mount?

    Question 4: Does the Animal Companion's Intelligence remain as it is, and never rise to level 6 despite choosing the Bonded Mount revelation?


    PRD wrote:
    A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.


    Two Questions:

    1) Does the Oracle gain the level 1 benefits of the non-advancing curse?
    2) Can a race with the alternate favored class bonus of "Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability." advance the curse?



    4 people marked this as a favorite.

    So, I am bored late at night, and I had a concept while working on my Oracle Guide (I am a month off of admitting defeat)! I introduce:

    The Breaker Gnome Oracle (Built for PFS, only up to level 12)

    1) Race: Gnome, because Gnomes are the rockstars of Pathfinder. (And because Alt Racial advances Curse)

    Favored Class Bonus:
    Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.

    -Advanced Race Guide, Page 33.

    2) Oracle (Duh)

    3) Dual Cursed

    (This is where I will lose people)

    Wrecker Curse.

    Blue Parenthetical indicates level at which a Gnome will gain the ability if said Gnome puts all favored class bonuses into advancing this curse.

    Wrecker: The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed by anyone else. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.

    At 5th level (4th), whenever you attempt to damage an object with a melee attack, reduce its hardness by an amount equal to your oracle level before determining the damage you deal with that attack.

    At 10th level (7th), any attacks you make against objects and constructs automatically bypass any damage reduction they may possess except epic.

    At 15th level (10th), whenever you are dealt damage by an attack with a manufactured weapon, you can require the weapon’s wielder to make a Reflex save (DC 10 + 1/2 your oracle level + your Charisma modifier) to avoid having the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).

    -Blood of Fiends, Page 26

    Blackened Curse


    This is the curse that will not advance. It is just here to give penalties and to add Burning Hands to spells known. Swarm Control is nice, always. Extra Spells Known for Spontaneous Casters is nice. Always.

    Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

    -Blood of Angels, Page 26


    Nature. All man made things instantly break in your hands. What more could you ask for as savior of nature? Err... Heavens is also GREAT (See Awesome Display) as are Lunar or Lore. This build focuses on Nature.

    The Book of Revelations - or at least section of revelations. . .
    1st Level) Nature's Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

    3rd Level) Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.


    Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

    7th Level) Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

    11th Level) Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.


    Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item's value. You may use undo artifice a number of times per day equal to your Charisma modifier.

    Notes on Revelations:

    Level 1) Oh how I wish I had 2 at level 1 so I could also select Misfortune. Sadly, AC is more likely to save your bum at early levels than one re-roll.

    Level 3) Yay! Misfortune at long last. This is SUPER! No save. No SR. Works on Allies. Everyone you know gets a re-roll per day! Re-rolls are amazing.

    Bonded Mount. So much goodness. This finally lets you contribute to Melee. Of the choices (Pony or Wolf for Gnomes) take Wolf. Always.

    Level 7) Yay! Another re-roll for all allies! you are your ally too!

    Level 11) Undo Artifice! Why pick the lock when you can make the door a couple lumps of iron and a pile of sticks? That pesky idol of some horrible god? Back to a lump of Clay! Found the enemies armory? Undo weeks worth of smithing with just a touch. Wow! So nice! Trap found? Poof! Trap dead!

    The flat out, automatic, no action needed, save you from ever bleeding to death revelation that is Spirit of Nature is just high end insurance. Prior to level 10, Spirit of Nature is very circumstantial. After level 10, when it works anywhere, it is a phenomenal ability, although circumstantial. You might wish you had another revelation until the first time you get one shot down to -5 hp. Then you will love this one for ever and ever.

    Vital Statistics
    With the Wrecker curse, you won't be wearing Armor. With the Wrecker Curse AND Blackened, you will not be using weapons. So don't even consider a STR of above 7.

    You get Init from Cha (see Scion feat above). You get AC from Cha (See Natures Whispers revelation above) You get CMD from Cha (Again, Nature's Whispers). You will not be using weapons. Period. Still, you need to be able to make reflex saves just like everyone else. Don't dump,

    You want to get hit (after level 10 anyhow) so you want as much as you can get while keeping a 19-20 cha. Making Fort saves is also a good idea. Aim for 16 after Racials.

    You need some skills. Ride, Handle Animal and Perception at a minimum. Adding Spellcraft isn't bad, and you are Cha based, so throw some at UMD and Diplomacy. At any rate, there are only a hand full of skills you really need/want.. Dump Int if you like, but dump Str first.

    Failing will saves sucks. Do not dump Wisdom.

    Your spells per day, spell DCs, initiative, CMD, and AC all depend on Cha.

    Proposed Stats:

    Level 1: 20 point build
    Str: 7 Dex: 10 Con: 16 Int: 12 Wis: 10 Cha:19

    Not so Smelly Feats:
    1) Noble Scion (War)

    Noble Scion (War):

    Noble Scion
    You are a member of a proud noble family, whether or not you remain in good standing with your family.

    Prerequisites: Cha 13, must be taken at 1st level.

    Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

    When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

    - - - snip - - -

    Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

    -Inner Sea World Guide, Page 288

    Must be taken at level 1, Init Bonuses are always nice. More on this later.

    3) Extra Revelation (Self Explanatory)

    5) Improved Initiative. (+4 to Initiative)

    7) *** Combat Casting (+4 to Concentration).

    9) Additional Traits (2 additional Traits)

    11) Extra Revelation

    *** Antagonize:
    At level 7, you really, really want antagonize. By level 10, it would be so fun! Amazing even. Unfortunately, the feat is really, really poorly written, and many GMs who even vaguely follow the forums have outright banned this feat. Regardless. I would swap it out in a HEARTBEAT for Combat Casting. Seriously. See Tactics at the end.
    On Traits and Additional Traits:

    There are about two dozen traits that are better than a feat. There are dozens that are on par with the 1/2 feat benchmark, then there are a stack of stinkers. I recommend the following:

    At level 1:
    Beast Bond (Social) +1 bonus on Ride and Handle Animal, one becomes a Class Skill.

    [OOC]I know, these are class skills for Nature Oracle. Sadly, you DO NOT GET THEM because you are dual cursed.

    Savannah Child (Regional) Choose K. Nature (Meh!), Ride, or Handle Animal. Gain a +1 Trait Bonus to that skill, and that skill becomes a class skill for you.

    The bonus from Beast Bond is untyped, it stacks with the bonus from Savannah Child. Let look at the advantage of these two. First, since they are NOT class skills for you, the both grant the value of taking Skill Focus (except as needed for pre-reqs). So this is basically two feat value traits. . . good to get free feats anytime you can!

    Seeker, Observant - Perception +1, and class Skill. If you have a sufficiently high (and you should) Cha, forgo either of the preceding and take a Perception trait.

    Important the Animal Friend Gnome Racial Trait is better than either of the previous two. It does the same as either of the above, and it grants a +1 to will save. Unfortunately it also stops the Adopted + Helpful trick below. If you don't want to be a gnome raised by non-gnomes, go with the Animal Friend.

    As a final note, Reactionary, Focused Mind, and the like are definitely worth a half feat each. But a full feat is better than a half feat, IMHO.

    At level 9:

    Lessons of Chaldira (Religion): Once per day, after you fail a saving throw, you may re-roll.

    Defensive Strategist (Religion - Torag): You are never flat-footed, and you always get to act in the surprise round.

    Adopted+Helpful (Racial - Halfling): Only the Halfling Version, not the +3 version... Ick! +4 bonus rather than +2 bonus on Aid Other attempts.

    Fate's Favored (Faith) NOT Religion Whenever you are under the effects of any luck bonus of any kind, that bonus increases by 1.

    Wow. Re-roll after the result is revealed. That is fricking amazing. Never Flat-Footed, always act in surprise round? Again AMAZING.

    Huzzah for never, ever, ever being flat footed. Never loose that precious AC. Always act in the surprise round.

    A normal trait is worth 1/2 a feat. increasing the normal bonus from +2 to +3 is a trait, so +1 is a half feat, thus +2 to the same is surely a feat. Yay Adopted by Halflings Gnomes. This also lets you contribute to combat in a meaningful way when you don't want to burn spells. Just buy a long spear at level 10 (If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. . . -4 from blackened = -6. At level 9, you finally have a +6 to hit! Yay! Now with a Str of 7 you are only at -2 to hit. . . not too hard to make up with buffs. This will make it about a 50% chance to let an ally have +4 to AC or +4 to their to Hit roll. Either way, great. Also works on skills... just need to hit that magic 10.)

    Fates Favored is only as good as the luck bonuses you can stack with it. Gnomes don't get any special luck bonuses like Halflings and Half Orcs, but they can still get Luck items and spells. Not bad at all. No where near as great as it is when coupled with a +1 to all saves race, but still a phenom.


    What does Broken Mean?:

    Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

  • If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. You suck at weapons, So just buy Monk's Robes, and forget about anything else.

  • If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills. There is no indication that this applies ONLY to Armor Bonus. It may well halve the Enchantment Bonus(es) as well. Thus, Monks Robe!

  • If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty. So, don't bother with tools. They cost money and this just undoes the penalty.

  • If the item is a wand or staff, it uses up twice as many charges when used. Make sure to hand off your wands (whenever possible) to allies capable of using them.

  • If the item does not fit into any of these categories, the broken condition has no effect on its use. So, in a nutshell, if it isn't armor, weapon, tool, wand, of staff, broken doesn't mean a thing. . .

    Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).

  • Tactics:

    Right. You break things. You cannot wear armor. You suck with weapons. Ugh!

    So what do you do? How do you contribute? Simple you de-buff and buff and disarm traps, and do skill checks, until level 10. Your best de-buff is the combo Ill Omen (Quickened) + Misfortune (If needed) + Oracle's Burden against melee types, and just Misfortune and Ill Omen against others. Feel free to liberally sprinkle with Bless, Prayer, and your other wonderful buffs (Protection from Energy). Summon as appropriate (generally after level 5) and just let the magic happen.

    Oracle's Burden gives the enemy all the negatives of your curses (see broken condition above in the Note on Gear Section) and a -4 to all melee attacks.

    -4 for blackened, -2 for broken on to hit.
    The enemy Armor Class from Armor is halved.
    The enemy Armor Check Penalty is doubled.

    Now is the time for the wizard to cast grease!

    At level 7, you take antagonize in preparation for level 10. Seriously. You want them to hit you. Every time they hit you (Once you are level 10+), they have to make a save DC 10+1/2 Oracle Level + Cha Mod (at level 10, this number should be about DC 22) Reflex Save or their weapon is reduced to dust. Should they make the reflex save, their weapon gets a 2+1/2 CL save to avoid disintegration (assuming magic weapon). The same applies to ammunition with the special caveat that in general, ammunition is NOT magic, the weapon firing the ammunition is. Therefore, the ammunition does NOT, in general, get the second save.

    Notes on Rerolls:

    1 reroll/session - Folio
    1 reroll/day on natural 1 - Gnome Alternate Racial Trait (Eternal Hope)
    1 reroll/day - Misfortune
    1 reroll/day - Fortune
    1 reroll/day - Failed Save (after results!) - Lessons of Chaldira

    Note on Initiative - Rocket Tag!:

    At level 1, you should have an initiative of +4.
    At level 4, the Initiative bonus should advance to +5 for 20 Cha.
    At level 5, Improved Initiative increases the roll to +9. You should be able to get a Circlet of Persuasion bumping Init to +12
    At level 6, you should have a +2 cha item, to get to +13.
    At level 8, your Cha is still +5, but you should be able to afford a +4 Cha item, bringing you to +14.
    at level 12, your Cha increases again, and you can likely spare a +6 Cha item, bringing your Initiative to +15.

    Note on Armor:

    First, don't bother. If you insist on bothering. don't get it enchanted with AC bonuses. See the Broken Items spoiler above. Rather focus on enchantments like Fortification, heat. There may be some value to picking up items for magic vestment if you absolutely cannot tolerate the idea of wearing monks robes.

    Wear Leather Armor (1 AC 0 ACP) and a Darkwood Buckler or Mitral Buckler. (0 AC, 0 ACP). Or you could wear the expensive 2 ac version by buying a Mithral Chainmail Shirt. Although these items provide almost no benefit, they do provide targets for Magic Vestment.

    Note on Spells:

    So this is a short list of one spell per level that I believe are above and beyond. Some are well known, some are not. Without a doubt, they are great in PFS.

    Level 0) Detect Magic. Always a good idea to keep up constantly while awake.

    Level 1) Murderous Command. Take it, love it, use it.

    Level 2) Burst of Radience. Kind of like a weak colorspray that isn't mind affecting. Also does minor damage against evil types.

    Level 3) Dispel Magic. Almost never a day you won't find a use for this.

    Level 4) Blessing of Fervor Choose your own buff! Just amazing.

    Level 5) Dispel Evil. For PFS, this rocks.

    Level 6) Dispel Magic, Greater - So . . . yeah. Don't replace Dispel Magic unless you have a plethora of bonus spells for this spell slot.

    Gearing up:

    Armor: See above in the Armor section. This will cancel out the Monk's Robe though. D'oh!
    Body: Monk's Robe. No need for pesky armor or weapons! Sure it is only as a level 5 monk, but that is a hell of a lot better than you have now, isn't it? To get the AC, you need to be unarmored AND unencumbered.
    Eyes: Deathwatch goggles or Smoked Goggles. Both are good enough. Noting really spectacular for eyes. Either monitor conditions, or bonus to saves. There is no excuse for not wearing the smoked goggles when in doubt.
    Feet: Boots of Springing and Striding or Boots of Escape. Setting specific foot gear may be better.
    Gloves: Gloves of Reconnaissance. Hands down the best choice for cost.
    Head: Circlet of Persuasion. +3 init. +3 Concentration +3 to a hand full of really useful skills.
    Headband: +n Charisma.
    Neck: Nothing outstanding, Hand of Glory for the ring.
    Wrists: Longarm Bracers.
    Belt: +n Con. Hp and Fort. Get as high as you can.
    Shoulders: Tried and true is the cloak of resistance +n. I like cloak of the bat better.
    Handy Haversack. Always. Get. One.
    Prayer Beads are fun for the whole family!
    Wayfinder - Insert a clear spindle so you never have to worry about mind control again.


    World Wound--Disappeared --Confirmation

    Please use this section for all OOC discussion.

    Tonight, I am seeing the Doctor Who 50th Birthday Special at 7:30.


    World Wound--Disappeared --Confirmation

    Armasse officially began at noon, with the blessing of the festival by Lord Hulrun himself, ruler of Kenabres. The crowd gathered in Clydwell Plaza quieted as the aged inquisitor took the stage, clad in shining, resplendent armor. He cleared his throat, but just as he was about to speak, a bright light shone from the west, as if the sun were rising from the wrong direction. Hulrun’s shadow fell huge and distorted across the cathedral’s facade. A moment later, the sound of a thunderous explosion ripped through the air and earth, along with a violent tremor.

    To the west, the fortress known as the Kite—the location of Kenabres’s wardstone—had vanished. In its place, a brilliant plume of red fire, lightning, and smoke erupted into the heavens. A moment later, a powerful roar accompanied a welcome sight rising from the crowd—Kenabres’s greatest guardian, the ancient silver dragon Terendelev, who had until that moment been attending the opening ceremony disguised as a human. Above, another form appeared, as nightmarish as the dragon was breathtaking. A humanoid shape three times the size of any man, with skin coated in fire and lightning, gripped a flaming sword and whip. The creature’s identity was immediately obvious: Khorramzadeh, the Storm King of the Worldwound, had come to Kenabres!

    As the ground continued to shake and disgorge demons into the streets, the dragon and the balor lord clashed above. The fight was over in a few harrowing moments, as the balor cut deep into Terendelev’s body, swooping down to strike the dragon and arresting her charge. A few more blows, and the titanic duo spiraled downward toward the crowd.

    The sight of the dragon smashing into the facade of the Cathedral of St. Clydwell is one no witness would ever forget. At that moment, a titanic demon erupted at the far end of the plaza, reducing several buildings to ruins as it smashed into this world. The rift it created shot across the plaza, and this time there was no escape—it opened below your feet, angling away into darkness. Even as you fell, the dragon noticed your plight. Though she saw death standing over her, she seized this final chance to save a few more souls. After she uttered a few arcane words and stretched out a bleeding talon, you felt her magic take hold of you, slowing your plummet into the darkness as if you were feathers falling into a pit. Yet the fall remained as inexorable, and as you drifted downward into the depths, the last thing you saw was the Storm King standing before the ancient silver dragon, his sword lashing out and cleaving full through her neck. As her severed head fell, the rift above you slammed shut, and the light of the world above was gone.

    You are awake, alive, and on firm ground in complete and total blackness.



    I posted a recruitment thread for this campaign. Link.

    There are many, many really nice applications, and I am struggling to whittle the party down to 4. If any GMs would be willing to run this parallel to my campaign, and work from my applicant pool to select a party I would greatly appreciate it.

    Please PM me, and we can work to divvy up the players willing. Thanks!


    I am building an Oracle for an upcoming PFS event (on Dec. 4).

    Here are the wants:
    1) Gnome.
    2) Lunar Mystery
    3) Dual Cursed
    4) Deaf

    Thats all I have for now. Thoughts?


    I realize that I can take Read Lips so I can understand what my fellows are saying. I am looking for other ways I might be able to communicate. To that end:

    Can I use Bluff to attempt to deliver crude signed messages to my party members?
    Does the Pathfinder Society have a crude sign language (See Page 9 of Sargava, The Lost Colony)?

    I know Deaf is one of the less than optimal curses, but it best fits what I want the character to be.


    So for those who know Doctor Who, the 23rd is the 50th anniversary special. In preparation, for the 7:30 showing at the local theater (already pre-bought tickets) our little group has decide to run a one shot. We drew names, and I ended up with Clara Oswald.

    The setting will be Ustalav, since it seems most in keeping with gothic horror. We are to each build a character for this one shot which may turn into an ongoing campaign of silliness.

    Build Rules: Per PFS. (20 point buy, all core races + Tengu, Tiefling, and Aasimar), 2 traits, 150 starting gold.

    The Party:

    Madame Vastra (Archaeologist Bard)
    Jenny Flint (Dervish Dancer Bard)
    The Doctor (Wizard)
    Strax: (Fighter or Gunslinger)
    Clara Oswald (Me, Undecided)

    This will be set in a gothic horror style largely as a mash up of several episodes of Dr. Who such as the Crimson Horror and the 2012 christmas special.

    Sorry for the moderately obscure references. Help please!

    How would you build Clara?



    * I work 60-80 hours per week. I do my best to post 2-3 times/day. I generally try to post on weekends, but I am often traveling so I make no representations about weekend posting at all.

    * If I am outpacing you, I will have to boot you just because there are so many fine, amazing, talented players on these forums, and if you are unable to keep up with my pace, then I need someone who can. It is not punishment, it is just how it has to be to maximize group fun.
    Character Creation Rules:
    1) NO guns.
    2) Core Races.
    3) 20 pointy buy.
    4) Average starting gold.
    5) 2 traits, one of which must be a WotR campaign trait.
    6) No 3PP.
    7) NO evil alignments.

    Spoiler 1 -> Background
    Spoiler 2 -> Crunch
    Spoiler 3 -> Projected path for levels 1-5.
    Spoiler 4 -> Animal Companion or Familiar if applicable

    Please be aware that this AP covers Mythic materials, so please do at least preliminary research into the various Mythic paths.

    Please be reasonably concise on the backgrounds.

    Although it is important to develop the character of your character, it is also important to master brevity without sacrificing impact.

    This AP was designed for 4 players, and I intend to run it as such.


    This introduction post is simply to lay out the feat, type, and template in question. Please do NOT FAQ this post. Please do FAQ the second and third posts.
    To begin, I will set out the three relevant rules passage, emphasis that may appear is mine and mine alone.

    Parts have been answered by prior FAQ, which may be found HERE.


    Celestial Servant
    Rather than being a normal animal or beast, your companion or familiar hails from the heavenly realms.
    Prerequisites: Aasimar, animal companion, familiar, or mount class feature.
    Benefit: Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.

    Link to Aasimar Race. Feat near bottom.

    Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can't necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following features.

    d10 Hit Die.
    Base attack bonus equal to total Hit Dice (fast progression).
    Good Fortitude and Reflex saves.
    Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Fly, Perception, Stealth, Swim.
    Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry).

    Darkvision 60 feet.
    Low-light vision.
    Proficient with its natural weapons only.
    Proficient with no armor.
    Magical beasts breathe, eat, and sleep.

    Another PRD link


    Celestial Creature (CR +0 or +1)
    Celestial creatures dwell in the higher planes, but can be summoned using spells such as summon monster and planar ally. A celestial creature's CR increases by +1 only if the base creature has 5 or more HD. A celestial creature's quick and rebuild rules are the same.

    Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and energy resistance as noted on the table; SR gains SR equal to new CR +5; Special Attacks smite evil 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against evil foes; smite persists until target is dead or the celestial creature rests).

    Celestial Creature Defenses
    Hit Dice . . | . . Resist Cold, Acid, and Electricity. .|. . DR
    1–4 . . . . . |. . . . . . . . . . .5 . . . . . . . . . . . . . . .|. . —
    5–10. . . . .|. . . . . . . . . . 10 . . . . . . . . . . . . . . .|. . 5/evil
    11+ . . . . .|. . . . . . . . . . .15. . . . . . . . . . . . . . .|. . 10/evil

    Simple Celestial Template


    Hello. I post relatively frequently, 2-3 times / day in general.

    I am looking for a Carrion Crown game. It is my white whale. I keep finding groups that make it 3-4 weeks to months then peter our at a rapid rate. I am currently only playing a single PbP. I am happy to play on just about any PbP format, but my scheduling can be an issue for live VTT type games.




    The goal of this build is to create an optimized, or at least pseudo optimized, lunar oracle shape shifter themed character. This is a thought exercise governed by the standard PFS rules. As such, the level caps at 12, the build is based on 20 points, and non-PFS legal choices are simply not allowed.

    The Basics:

    Race: Aasimar.

    Sub-Race: Agathion Blooded (Idylkin).

    Not only is the Idylkin the best in terms of statistics bonuses (+2 Cha and Con), but the Agathion Blooded are themed around the wilds and the beasts found therein. Thematically, they are the best choice. Statistically, they are the best choice. Pure win.

    Class: Oracle

    Alternate Favored Class Bonus: +1/2 to one Revelation (Primal Companion)

    Archetype: Dual Cursed.

    Mystery: Lunar

    Revelation: Primal Companion (Tiger)

    The Statistics:

    This build will be taking Prophetic Armor, as such Dex is irrelevant to all but Initiative. Although Init is an important feature, it is not so necessary as to require points dumped into the otherwise useless stat.

    Str: 14 Dex: 10 Con: 14
    Int: 10 Wis: 10 Cha: 19


    Strength will be important for to hit and damage we well as grant the ability to actually carry and wear medium armor without penalty.

    Dexterity will not govern reflex saves, nor will it govern AC bonuses, thus its value is severely restricted. I do not dump below 10 often, and I see no reason to take an initiative penalty.

    Constitution is always important. ALWAYS.

    Intelligence governs no saves. It is essential however; as Int governs your skills and you will likely want at least 4 skills. See below.

    Wisdom is important as it relates to saves. Although it is not needed for much else, I do hate to dump saves or take penalties to perception checks.

    Charisma is the primary casting stat of the oracle. It also governs the second most important skill, Diplomacy. Increase at levels 4, 8, and 12.

    The Skills:

    Perception: The single most rolled skill in the game. Suck at this, and get used to being the whipping boy during each and every surprise round. If you, for whatever reason, opt to ignore this skill, do yourself a favor and take the Defensive Strategist trait.

    Diplomacy: The second most commonly rolled skill. This is a class skill. In addition, this is a Charisma based skill. Max it out!

    Handle Animal: You want to get this to a 14 so will never need to roll a handle animal check, ever.
    Ride: Your mount will soon be large. May as well learn to ride! You do not have a good Dex, so put the remaining ranks left over from Handle Animal into Ride. In scenarios where you spend almost all of your time underground or in confined quarters, you might not need this. If you don’t need Ride, just amp up your Knowledge skills.

    Linguistics: You are Dual-Cursed. You need one rank to Read Lips.

    Knowledge (Religion): You will find knowing whether or not creatures are subject to special attacks such as Smite Evil to be very handy. Distribute your remaining ranks left over after taking Linguistics evenly between this skill and Knowledge (Planes).

    Knowledge (Planes): You would do well to be able to spot evil outsiders if for no other reason than the use of your companions Smite Evil and handy spells, such as Protection from Evil. See above.

    Why Dual Cursed:


    Wolf Scarred: This gives you a primary natural attack. Sadly, it also makes your spells have a 20% chance to fail if Somatic components are required. This sounds kind of bad.

    Deaf: This incurs a penalty to Perception, and to initiative. Specifically, you automatically fail ALL hearing related perception checks and take a -4 on Initiative and a -4 on all opposed perception checks (think Stealth). You also have yet another 20% spell failure chance. BUT! “You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.”

    In addition, at 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.

    At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.

    At 15th level, you gain tremorsense out to a range of 30 feet. Sadly this will likely not materialize in a PFS setting.


    1st: Primal Companion
    3rd: Prophetic Armor
    5th: Fortune
    7th: Form of the Beast
    11th: Touch of the Moon



    Reactionary: A -2 initiative penalty hurts, but a -4 could be a killer. . .
    Seeker: Perception a class skill? Yes please.

    Other noteworthy considerations:

    Lessons of Chaldira: Free rerolls are never bad.
    Defenive Strategist: If your Perception sucks AND your initiative sucks, you just die faster than everyone else. Take this if you didn't take the above.
    Savannah Child: Handle Animal or Ride as a class skill is basically the same as skill focus for free, before you add the +1 bonus that tags along for free.

    1st: Celestial Servant
    3rd: Extra Revelation (Misfortune)
    5th: Eschew Materials
    7th: Still Spell
    9th: Improved Initiative
    11th: Divine Interference

    Other worthwhile thoughts:
    Extra Traits: This feat can be worth two uses of Skill Focus so long as you use it to add class skills that would not otherwise be class skills. This also can be used to take two of the three alternate recommended traits listed above. I consider all three of the above listed alternate suggestions to be nearly worth a feat, or worth more than a feat, alone. Extra traits choosing the above is worth far more than a lesser feat. Sadly, the feats above work so well on paper, I have a hard time suggesting taking the Extra Traits feat even though it is so amazing.


    First, you will want to choose to tie your alternate favored class bonus to the Primal Companion. When you are level 12, your companion will be level 18! It will make a superb tank! Throughout, you will see a huge increase in effectiveness based on this one choice.

    Prophetic Armor at level three will increase your AC and your Reflex Save by 4 instantly. This will increase to +5 at level 4 and increase again to +6 at level 12. Yay! This is assuming you don’t ever increase Cha with a stat item. . . not a very reasonable assumption.

    Misfortune is AMAZING. Someone should write a guide just on this one little revelation. It basically gives every ally a free reroll, and cancels the first crit an enemy rolls.

    Fortune is great simply because free rerolls are great.

    Form of the Beast is a minor version of Wild Shape. You cannot take this until level 7. It is NOT WILD SHAPE. Thus you CANNOT take the feat Natural Spell. So you will need to find a way to cast spells while in animal form. Animals cannot speak. You need Silent Spell. Lucky you! You get it free from dual cursed status! You need Eschew Materials since your spell component pouch melded with your form when you became a dire tiger, and even if if didn’t you wouldn’t be able to do much since you are not likely to have opposable thumbs. Just in case your GM decides animals cannot make the appropriate movements needed, you took Still Spell at level 7 as well. It is almost like you planned this or something!

    Touch of the Moon is just fun! Not sure it is more fun than shooting blinding laser beams (moonbeam), but it offers slightly more versatility. Feel free to swap out for Moonbeam if you like. Pros of Moonbeam: it is an ability not a spell, thus you can use freely while in the Form of the Beast.

    “Touch of the Moon (Su): The exact effects of this revelation depend on whether you cast inflict or cure spells. If you cast inflict spells, these spells carry with them the taint of madness. Subjects who take damage from your inflict spells are also subject to confusion, as the spell, except the duration of this effect is a number of rounds equal to the level of the inflict spell. The save DC against this effect is 10 + 1/2 your oracle level + your Charisma modifier. Alternatively, if you cast cure spells, these spells are potentially more effective but entirely in the target's mind. Whenever you cast a cure spell, you can cast it as though it were enhanced with the Empower Spell metamagic feat by expending two spell slots, except these hit points are temporary. This does not increase the level of the spell. Hit points healed this way expire after a number of minutes equal to half your oracle level. You must be at least 7th level to select this revelation.”

    Yay! Dual purpose abilities! Confuse your enemies or create modest amounts of temp HP - this, the positive energy version, makes for a sub par buff or a lousy heal. I think this is definitely better as an attack.

    Improved Initiative will occur just before you lose all initiative penalties due to deafness! Yay for blind luck! Even with Reactionary, you have not yet ever had a positive initiative modifier. Now you do, for the FIRST TIME IN YOUR LIFE!!! WOOT!

    Divine Interference. Yeah, know how good Misfortune is? Know how it was intended? This is that. Again. You can now do it TWICE (you know, because you have had misfortune for a long while)! How nice is that?


    I like melee. I like spells, and I like hexes. Therefore Hexcrafter!
    Campaign: PFS
    Proposed build:
    Race: Tiefling (standard)
    Vestigial Wings and Prehensile Tail alt. racials

    Stats (After radials)
    Str 13
    Dex 16
    Con 14
    Int 17
    Wis 10
    Cha 8

    Magical Lineage (Frostbite)
    Practical Activator (Int to UMD)


    1: Rime Spell
    3: Familiar Arcana, Weapon Finesse
    4: Slumber Hex
    5: Dervish Dance
    6: Flight Hex
    7: Improved Familiar
    9: Intensify Spell / Hasted Assault Arcana
    11: ??
    12: Ice Tomb Hex

    May swap Practical Activator for Lessons of Chaldira or Wayang Spell Hunter (Shocking Grasp)
    May swap level 7 and 9 feats, but action economy is always nice, the earlier the better.

    Thoughts? Scimitar will be weapon of choice. I hate to move the DD to level 5, but Rime Spell on Frostbite should be effective enough through the low levels to will be the bread and butter from 1-??


    Our party just completed (at long last) RotRL. So once again it is my turn to play!

    Everyone in our small group has decided to mix up their traditional roles.

    Our general rogue player has moved on to being a Paladin. Our general fighter took the plunge in to rogue goodness and is planning a bard (archaeologist) halfling, and our general cleric (who for whatever reason has always built heal-bots) has moved onto being the tank like Paladin of Sarenrae. Then there is me. Undecided as always.

    I am under the impression that the GM does not want 'purpose' built to campaign characters. I believe this is the reason the two campaigns chosen are so far apart in the worlds of designs and implementation. On the bright side, they are two of the best (IMHO), so almost guaranteed to have a good time.

    On with the crunch.

    It appears we need both divine and arcane support.

    Build Rules:
    15 Point Build.
    Core Races only.
    Core or APG classes. (GM considers Gunslingers to be the antithesis of fantasy RP, and has thus banned all UC classes)
    Any Archetype (Except Scarred Witch Doctor, Synthesist Summoner and Master Summoner).
    2 Traits (Any Paizo source, including Ultimate Campaign.) Option to reserve 1 trait to be used as a campaign trait, but if one is reserved, it MUST be used as a campaign trait.

    The other req's are all fluff for the most part (traits have to be justified by background, etc.)


    So the goal is a decent summoner, decent CC, one woman party.

    PbP Game, PFS rules, and rulings, with minor exceptions for some traits.

    So here is my thought.


    Level 1 (Cleric)

    Str 6
    Dex 14
    Con 14
    Int 8
    Wis 11
    Cha 20

    Feat: Sacred Summons
    Diety: Desna
    Domains: Travel, Freedom
    Speed: 30
    Domain Spell: Expeditious Retreat
    Spell: CLW

    Level 2 (Oracle)

    Mystery: Heavens
    Curse: Tongues
    Revelation: Awesome Display

    Level 3 (Sorcerer)

    Bloodline: Sylvan
    Animal Companion: Roc
    Feat: Boon Companion (Roc)

    Gnomes are light weight, can ride (unarmored) on a Roc at level 1. Low level highly maneuverability with flight.
    Standard Action Summons for CG Creatures.
    Tons of channels / day.
    Almost all spells are class spells for purposes of wand use.

    Need to bump caster level for sorcerer via traits.
    Always a lot of spell levels behind due to multi classing.



    Another thread in the PFS Discussion forum, which can be found here, regarding ownership and character validity due to lack thereof.

    This raised the issue in my mind (as a primarily PbP Player) as to how to verify the ownership given current electronic constraint, as best summarized by Mark Moreland:

    Mark Moreland wrote:
    The point of owning a rule's source and bringing it to the game is to the GM can reference, and see the rule in its original, official format in order to make fair adjudications at the table. A screenshot of your downloads page doesn't address that issue. At the same time, we don't allow you to distribute digital copies of our products, so this presents a corner case in the rules that we'll have to discuss and come to a consensus on. Due to other priorities in the lead-up to Gen Con, this may be several weeks off at the earliest.

    I am not seeking an answer now, as Mark Moreland, Mike Brock , and Joseph Caubo are probably all busier than bees at the moment. It is an issue I would like to see resolved, however; especially given the new online pathfinder push.

    Feel free to chime in. In the mean time, I will just lollygag and wait and ask other online PbP players for their input. (Seriously, no rush, completely sarcasm free).


    Two things, although the title says four. . .

    1) Thank you Big Kyle for coming to MisCon this year in beautiful Missoula, Montana! Kyle travelled several hundred miles to lend support for our baby Con. He sparked more interest in a weekend than I was able to in the better part of eight months! Yay Kyle!

    -Holds for Applause-

    2) Yay! I got my first star! I am wondering if there are any other 'stars' in the whole of Montana?

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