Simulacrum of Vraxeris the Illusionist

Keith Apperson's page

****** Pathfinder Society GM. Starfinder Society GM. 250 posts (1,180 including aliases). 2 reviews. No lists. No wishlists. 47 Organized Play characters. 5 aliases.


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Dark Archive

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It looks like the new store will allow me to purchase a PDF I've already purchased? I didn't fully test, but could get all the way to the 'Place Order' button with no indication I already own the PDF.

As a Feature Request along with that, it would be nice to have the "In Your Library" shown on the store page again.

Dark Archive

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Xathos of Varisia wrote:
Did you ever stop to think that others are happy with the changes? The forums are often overloaded with people that complain and gripe about things. I like most of the changes to Org Play. I do not like getting rid of the stat blocks which seems to be the biggest complaint.

I think you have as much evidence that people are happy as we have that people are unhappy, not a compelling argument.

Quote:

They could just get rid of Society or just offload it onto the community like WotC did with AL. There's a pretty strong case to be made that OP is not really bringing in enough business to justify the costs for sustaining it. On the other hand, we saw during the pandemic where OP saved Paizo's butt and that totally justified every expense ever put into OP.

Pick your poison.

"Don't criticize Paizo because they might pick up their ball and go home" is also not a great position to have.

For years, changes happened because people were impassioned on the forums and to their Venture Officers to get changes made. For every change that did happen because we made noise, one or more wasn't made.

Some of us don't (or no longer) have access to those super secret forums and discussions with the powers-that-be, so this is the only way that our voice gets heard. Maybe you have a lot more info than we do, maybe tons of market research was done, maybe Aroden himself returned and told Organized Play "These changes will be good!", but right now, it seems like a hip-shot of "Well it worked for Starfinder for less than 30 days let's disrupt Pathfinder mid-season, because these changes are important!"

Dark Archive

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I was frustrated enough seeing the changes to Starfinder Society (shorter scenarios, infinite replay, players making characters higher level than they can competently play) but was glad it wasn't impacting Pathfinder as well... but here we are.

The reduction in level bands will make it harder to schedule. The reduction of time will water down the scenarios and make them less deep and exciting. The removal of stat blocks means I more often have to reference a separate book or document. The "GM fiat" is the exact reason Society is good - consistency and prescription of difficulty.

(I was also around when we won the Appendices for Pathfinder Society - it was so great! It was such an improvement! Gone were the days of waiting for a couple of key volunteers to build out a separate document of statblocks for us!)

Just like I said with Starfinder: Maybe we should be doing one or two changes, seeing how they work, and then deciding if we need more changes, rather than turning this into a completely different organized play environment overnight? There's barely been enough time to see if any of this is good for Starfinder, let alone decide that this is the healthy and good choice for Pathfinder.

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Same on the Level 5 Sajan issue.

Do we have an ETA or response on the identified issues in this thread? I totally get that it's not easy to just go and change a PDF, but when these are possibly first encounters with the game system or particular classes for new players, it feels like making them the best they can be should be a priority.

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Cassi wrote:
Keith Apperson wrote:
Driftbourne wrote:


During the SF2e playtest I played Shards of the Glass Planet 3 times back to back, each time with a different character class, GM, and group of players, it played and felt different each time. Although I played D&D for decades I never played it in organized play, what about repeatable adventures made it bad for D&D? Also how frequently did new organized play adventures come out for D&D?

Replaying is difficult for some people. Some players can't properly 'play dumb' like some scenarios need you to do. There's no mystery, no surprise. Some players can't help but say "OH LAST TIME I DID THIS [story time]", which makes my personal experience at the table less special.

DnD Org Play had an issue where people would get together, 4 people had played the scenario, and they'd all just say "Well, we have 3 characters that want credit for this, so lets just speedrun this" and new players didn't get a chance to actually experience the scenario at all. No, that won't happen everywhere, everyone will say "No, we won't let that happen", but somewhere, it will, because it's not technically against the rules.

That's speaking like this hasn't happened in PF1e Society.

I know I came in towards the end, and even with making people aware I had not played or run a scenario, and it was a plot important to my character so I would like to experience it fully, they sped-ran it. It could just be about who I was playing with, but saying that's just DnD Org Play is blatantly false.

I don't think I said or implied that at all, but free replay makes it much more common.

In PF1, it was much harder to replay - we didn't even have ACP to just buy replays whenever we wanted. Even in PF2, it at least has _some cost_ involved to do it. Free Replay would have that type of instance happening a lot more often.

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I feel like I'm echoing my post on the previous blog:
Too many changes at once.

With the repeatable nature and the ability to start at a higher level, it's easier than ever for high level scenarios to fire! So lets just get rid of them.

I'll also echo the other comment in this thread: This seems like what makes D&D AL unappealing to me.

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Driftbourne wrote:


During the SF2e playtest I played Shards of the Glass Planet 3 times back to back, each time with a different character class, GM, and group of players, it played and felt different each time. Although I played D&D for decades I never played it in organized play, what about repeatable adventures made it bad for D&D? Also how frequently did new organized play adventures come out for D&D?

Having GM'd that back-to-back that many times... I don't feel there's enough variation there at all to make it interesting. There's no discovery, no changes, I'd rather double the length of it and add more depth to a single adventure.

Replaying is difficult for some people. Some players can't properly 'play dumb' like some scenarios need you to do. There's no mystery, no surprise. Some players can't help but say "OH LAST TIME I DID THIS [story time]", which makes my personal experience at the table less special.

DnD Org Play had an issue where people would get together, 4 people had played the scenario, and they'd all just say "Well, we have 3 characters that want credit for this, so lets just speedrun this" and new players didn't get a chance to actually experience the scenario at all. No, that won't happen everywhere, everyone will say "No, we won't let that happen", but somewhere, it will, because it's not technically against the rules.

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I'm concerned that shorter scenarios will be less deep and screw up scheduling, that allowing GMs to slide the scale how they want will create vastly different experiences (and satisfaction) and that Infinite Replay will be as bad as it was for D&D.

I hope these changes stay out of PFS far beyond Season 7.

I do like the idea of no subtiers and making characters freely. Why couldn't we start there?

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https://paizo.com/starfinderplaytest

Right next to the big blue Skittermander!

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I'm just popping in to second the message of 'why be stingy?'

If someone joined in January and really wanted to play a barbarian, played 3 times, now they don't have an option for rebuild for PC2 without AcP, what's going to encourage them to buy the book?

Does it cost the program something to change the previous ruling to include these classes played in the last 9 months?

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I might be missing it, but what's the suggested solution to shopping once the party hits 5th level or is looking for things Sandpoint can't provide? Is lack of available markets an intentional thing for the adventure, or should we be doing a shopping trip down to Magnimar each chapter at a certain point?

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Did someone miss actually linking back to bundle on the blog post? :)

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Do we know for sure if this is going back to the red cover (after the deviation with Treasure Vault)?

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Put me on the list of "I bought these for consistency, I'll not be buying them if they aren't".

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Hey that's us!

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Very happy for all 5 Minnesotans in this blog! Congratulations everyone!

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Gary Bush wrote:
I really liked the labels you used for the reporting sheets. any way I can get the word doc for my con that is happening this weekend?

We do all of the labels in Dymo Label Writer and have thermal printers that print them. I can send you the files tomorrow, I'm not sure they have an option to convert to standard printing though.

We use Dymo 450 Turbos, so no ink cost and labels are super cheap on Amazon.

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I look forward to seeing everyone both new and old! Let's show them what Pathfinders can do when raising money!

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"Come to Minnesota, we have White Russians" doesn't quite feel like the advertising we need...

But yes Sebastian, come!

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I was in line to get drinks during the trivia (one for myself and one for Thursty) and someone told me I could go ahead of them - because they were there for pineapple (which I was also sent for).

Someone else got in line, insisting the other person go ahead of them... because they were there for pineapple.

I'm really wondering how many people were assigned that particular sidequest...

Either way, worth it.

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Painlord wrote:
...or (gulp) had a pugwampi effect, I dunno.

OH GOD, WAS COSMO INVOLVED?!

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I got to meet and hang out with David Montgomery, as well as David from PA and Amanda from Georgia last night, which was awesome.

Spent some time talking to Michael Sayre and finally met Jared Thaler too.

I keep seeing everyone else's swag bags from check in and see that it's stepped up a bit this year...

I haven't been able to get mine yet, cause unfortunately, I'm working remote from my hotel room today. Just waiting for a break to get my badge and such.

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This 5 star confirmation table is a little bit wild, but this room of Harsks next to us is crazy loud.

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Got in Wednesday and spent some time pre-Con at the Museum of Flight, then down to the market for dinner and drinks and drinks and drinks.

Did you guys know that Seattle has a lot of nerds? Our Uber driver and multiple random bar patrons were happy to talk tons of nerdy stuff with us! (Or maybe they were just being friendly?)

There's also a bar in a former morgue, so that's cool.

Dark Archive

Much room for improvement and stylistic changes. I know that the Pathfinder line probably wanted to stay consistent in how they presented information - this is a great change to change the status quo.

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w00t back in the play-by-post saddle!

So, the Kobolds:
Athrax the Mad Bomber (Alch 4)
Engashez the Dragon Speaker (Bard 4)
Fazgyn the Trap Master (UC Rogue 4) Tineke
Pethjunk the Muscle (Fighter 4)
Skyrahk the Disciple of Destruction (Cleric 4)
Varanog the Master of Magic (Sorcerer 4)

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Don't forget Con of the North February 16-18 in the Twin Cities!

Dark Archive

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I'm a PFS Venture Captain - in addition, I'm running 2 non-Society Pathfinder games, running 1 non-Society Starfinder game and playing in another. They exist. I just happened to have met all of my players/GMs in Society.

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I had to get creative with my spell slots toward the end, but it's something you get used to with Specials - you aren't going into a 4-encounter-with-a-rest-in-the-middle-and-one-is-social-anyway scenario.

Not having a weapon at all is a great thematic choice, but at the same time, you should have something to do when a golem shows up, or lots and lots of mooks, or anti-magic.

Pick up scrolls (5 for 2pp of Level 2s) and Wands from chronicles - every little thing helps. Even a single Magic Missile (or Mind Thrust) off a wand is better than doing nothing or even worse, becoming a liability in melee.

At the same time, I find it perfectly reasonable as a caster to sometimes start off combat with a simple buff (Bless off a wand, Prayer off a scroll) then hang back and see how things go. You don't have to take an action each round and delaying for if things go sideways is perfectly reasonable if you're managing limited spell slots.

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Thurston Hillman. Nuff said.

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Wei Ji the Learner wrote:


That's IF folks have day jobs.

That's a big 'if' in some cases with a possible dearth of skill points...

In the limited amount of scenarios we've had so far, Professions have been much more useful and flexible than nearly any PFS scenario I've played or run. Added onto the fact that you can flex them to whatever mental stat you have best (and there's no benefit to 777'ing in Starfinder) and taking 10 generally means you get 22 credits per scenario, there's much more reason to divert a single point to it, if not more.

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Flagged to move this to the GM Discussion forum.

A6:
I would assume they are arranged:
E F
C D
A B
As that puts to motes as far as possible away from them and gives them a chance to learn.

A7 (Maybe A8?):
I'd assume it would go by the passive grease rules:
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

A16:
I think you're thinking of a vertical axis through the center, so it's spinning like a top? But I think it's like a long triangle shaped bridge, so it starts with the bottom facing up as the walking platform. Every two rounds, it rotates on its length, moving the top to the side and a side to the top.

Dark Archive

The balancing factor is definitely the Resolve Point cost. Every channel is reducing your options for 10 minute rests and making death that much closer via falling unconscious.

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It also makes you choose between 'Maneuver' and 'Evade', which should be your two go-to's when you don't have anything special to do and your engines aren't damaged.

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Nothing better to thaw you off in the middle of February than a room with 23 tables of Pathfinders and Starfinders!

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Pair it with Coordinated Shot and your party will love you.

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Wei Ji the Learner wrote:
Tallow wrote:
andreww wrote:
Steven Schopmeyer wrote:
I'm actually starting to audit my tables, now that you mention it.
I never stopped but online is much easier.

What do you look for when you audit a table?

Me?

I'd be interested in material, shape, how many legs, and if it's wood, wht species, cut, and stain...

Stability.

Where can I sit as a GM so my legs are comfortable?

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Congratulations to my locals, Jeffrey and Danny! I enjoy every table of yours I get to play at!

Also, congrats to my state-neighbor Zack!

Dark Archive

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I've been comparing it to Plane Shift (since the Drift is a Plane) which still has a 500 mile potential offset. Every time you enter the Drift, you might be just a little off from where you started last time. Your exit point might also be just a little off from where you want to exit.

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Jared Thaler wrote:

Both times I have run this by the way most PCs have just dropped over the side of the wall. (Controlled fall, first 10 feet are treated as non lethal, DC 15 Acrobatics to negate damage entirely and not go prone.)

I'm familiar with the Pathfinder version of that, but haven't found that in the Starfinder CRB outside of 'If you are falling and you can fly...' (pg 135).

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Last game of PaizoCon! Icebound Outpost in the lobby! 2 seats open. Also, Tineke, if you see this, stop by cause we have stuff for you.

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Posting up a quick update since I haven't yet.

Spent my morning with Amber Scott getting immersed in the Aethera setting. The early morning was getting to all of us, but we had a great time anyway. I'm excited to take a look at more of that soon and to talk to Amber more and see the upcoming APs she's working on.

Now sitting down for Legendary Planet with a bunch of great people.

Wait, neither of those are PFS...

Uhhh... Solstice Star is tonight!

Dark Archive

It's something that ends up being interpreted different ways - I don't enforce it while playing PFS, but in home games I treat them as one, based on the Mounted Fury from Ultimate Intrigue including text that I find clarifying:

Mounted Fury wrote:
A mounted fury’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. At 3rd level, the mounted fury’s mount shares all his teamwork feats, without needing to meet the prerequisites (although while mounted, the mounted fury and his mount do not count as separate creatures for the purpose of these feats).

Dark Archive

Posted on Warhorn here.

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MisterSlanky wrote:
"Yeah, but no thanks to you and your evil particles, I'm going to Hell because of it. Thanks a lot..." mourns Frank.

But luckily, the temple has Special Incense that Frank can pay 500g for and wipe away all his evil particles!

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You could use it by dropping it, enlarging yourself, then picking up the Large weapon as a Medium creature (still oversized).

Otherwise, some items just aren't meant for all characters. The Fighters won't get much from the Pearls of Power on their chronicle sheets either.

Dark Archive

Interesting to note, as far as Escape Route goes, that Ultimate Intrigue brought up an alternate rule for that:

Mounted Fury: Mount wrote:
A mounted fury’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. At 3rd level, the mounted fury’s mount shares all his teamwork feats, without needing to meet the prerequisites (although while mounted, the mounted fury and his mount do not count as separate creatures for the purpose of these feats).

Since Ultimate Intrigue clarified many things (including a subtle rule change to Feint) I've adopted this for home games as well as a general rule, instead of specific to Mounted Fury. Just food for thought.

Dark Archive

TriOmegaZero wrote:
That is correct. (Best to get a restoration instead of a lesser at that point.)

Or just sleep for a month! It'll wear off. Eventually.

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Yup, you've followed the rules correctly. There's a feat to assist with that though (which also serves to clarify the rule): Phalanx Formation!

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JDLPF wrote:
The biggest problem with a tiny Unchained Rogue scenario is that there are no weapons available with Reach that can be used with Weapon Finesse, unless you count a Long Lash Kobold Tail Attachment.

I would like to introduce you to the Elven Branched Spear of Melee Tactics Toolbox:

Melee Tactics wrote:

1d8 ×3 10 lbs. P brace, reach

Behind this long pole weapon’s spearhead, several short branches project from the shaft at irregular intervals, each angled forward and tipped with a smaller leaf-like blade. When you make attacks of opportunity provoked by movement, you gain a +2 bonus on attack rolls. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an elven branched spear sized for you, even though it isn’t a light weapon. Elves treat elven branched spears as martial weapons.


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Rathendar wrote:
James Thomas wrote:
Has anyone done a Pathfinder conversion for this excellent classic adventure? I'm planning to run it this week and I could use some help with my prep. A few monsters I can just use from the Bestiary -- but if you know this adventure, you know almost everything is an original creation.
The Hidden Shrine was used as a Site in the Savage Tide AP as a nostalgia/history nod. A lot of DM's expanded from the small section used into more from the old classic module. You could check under that forum and see if there is anything there you could mine for ideas.

I'm in the middle of converting the whole thing over to Pathfinder for my Savage Tide campaign, with a few small updates and changes (like bumping many of the shrine nasties up to around CR 6-7 -- a single wight, for example, isn't going to do much of anything against a well-equipped and coordinated party of 6th level PCs). I'll post a link to the finished product, along with monster sheets, once I get it done. Not that this'll help the OP from a year ago, but who knows, someone else might be interested.

(For one thing, I shifted Xipe the ogre mage over from a "giant" oni to a "reptilian" oni (though with the same stats, mostly) and changed his name to Cipactli, the crocodile-headed Aztec god of earthquakes and eternal hunger and such. It seemed to fit better with the area being theoretically infested with lizardfolk, after all.)


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NeoFax wrote:
In my game this past weekend, the party encountered two medium fire elementals. At one point, one of the fire elementals connected with his slam and I said the burn was automatic so the character should take the resulting burn damage and had to make a reflex save. I was told this was wrong and the fire elemental had to make a second subsequent attack as the statblock stated "plus burn". The example given was like a wolf has "plus trip" and has to make a combat maneuver check. I don't think this is correct as further in the burn description it states unarmed strikes would have to take damage upon hitting the elemental and make a Reflex save or catch on fire. Which is the correct way to handle this?

It sounds to me like you had it right. Burn isn't a combat maneuver, it's an additional damage thing -- like poison. No one expects a viper to have to make a combat maneuver check to poison a PC when it bites them; it just happens when the creature hits and the PC then needs to make a save against the additional effect.

d20SRD wrote:

Burn (Ex)

A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

Format: burn (2d6, DC 15); Location: Special Attacks and individual attacks.

Link.


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So, randomly, how would one model something like expeliarmus? I find myself thinking it would be defined something like a ray which works like the Greater Disarm feat -- ranged touch attack, then a CMB equal to caster level plus casting stat plus... say, 4? If you succeed, it makes the weapon/wand/whatever go flying for 10' plus an extra 5' for every 5 you beat their CMD by.

Call it a level 1 or 2 spell at most, since it's single target and doesn't do direct damage. It's a slightly different way of doing the standard "I cast grease on the giant's club", I guess.


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My update of Rowyn (I rolled stats for her via the same means the PCs will get theirs):

Rowyn Kellani
Female human rogue 3/sorcerer (red draconic bloodline) 3.
NE medium humanoid.
Init: +7, Senses: Perception +6.
Languages: common, Aquan, Draconic, elven.

AC: 20 (10 base, +5 DEX, +4 mage armor, +1 natural) or 24 (+4 shield), touch 15, flat-footed 15/19. (All numbers without possible +1 from Combat Expertise.)
HP: 45 (6 HD -- max 1st lvl, +2d8+3d6+15, assuming average hp)
Fort: +5, Ref: +9, Will: +4; evasion.

Speed: 30 ft.
BaB: +3, CMB: +4, CMD: 19.
Attack: +1 rapier +9 melee (1d6+1/18-20) (+10 melee with AoO's)
or mwk hand crossbow +9 ranged (1d4/19-20 plus poison)
or claws +8/+8 melee (1d4+1, up to 7 rounds per day)
Attack Options: Combat Expertise, Improved Feint, sneak attack +2d6.
Combat Gear: potion of cure moderate wounds, potion of gaseous form, infusion of fog cloud (brewed like a potion; basically a one-shot conjuration of fog cloud used as a grenade-like weapon), wand of animate dead (5 charges), wand of charm person (35 charges)
Spells Known: (CL 3rd)
. 1st (6/day) -- color spray (Will DC 15), charm person (Will DC 15), shield, mage armor (bloodline spell)
. 0th (unlimited) -- mage hand, message, detect magic, ghost sound, daze

Abilities: Str 12, Dex 20, Con 16, Int 17, Wis 10, Cha 18.
SQ: trapfinding, trap sense +1, bloodline arcana, bloodline powers (resist fire 5).
Feats: Combat Expertise, Improved Feint, [Combat Reflexes*,] Weapon Finesse, (Eschew Materials^), Deceitful.
* Rogue talent.
^ Sorcerer bonus feat.
Traits: Fencer (+1 attack on AoO's with swords, daggers, and similar bladed weapons), Reactionary (+2 on Initiative checks).
Skills: Acrobatics +14, Bluff +15, Diplomacy +13, Disguise +11, Disable Device +9, Escape Artist +11, Intimidate +10, Knowledge (local) +9, Knowledge (arcana) +7, Perception +6, Perform (dance) +10, Sense Motive +9, Sleight of Hand +14, Swim +5, Use Magic Device +13. (Untrained: Appraise +3, Climb +1, Stealth +5.)
Possessions: combat gear, +1 rapier, masterwork hand crossbow with 10 bolts poisoned with black adder venom (Fort DC 11, frequency 1/round for 6 rounds, 1d2 CON dmg each failed save, only 1 successful save needed for cure), gold earrings worth 300 gp, bejewled necklace worth 200 gp, skeleton key (fits all locks in guildhall, including treasury door).

: : : : : :

Gut Tugger
Male crested felldrake rogue 2.
NE small dragon.
Init: +6, Senses: darkvision 60', low-light vision, scent, Perception +7.
Languages: common, Draconic, Sylvan.

AC: 20 (10 base, +2 DEX, +2 armor, +4 natural, +1 size, +1 dodge), touch 14, flat-footed 17.
HP: 39 (4 HD; assuming average hp and increased-size rogue hit die)
Immune: sleep, paralysis.
Fort: +6, Ref: +8, Will: +3; evasion.

Speed: 40 ft.
BaB: +3, CMB: +4, CMD: 19.
Attack: bite +5 melee (1d8+1)
Attack Options: sneak attack +1d6.

Abilities: Str 12, Dex 15, Con 17, Int 10, Wis 10, Cha 10
SQ: trapfinding
Feats: Improved Initiative, [Combat Reflexes*,] Dodge
* Rogue talent.
Skills: Acrobatics +9, Bluff +7, Diplomacy +5, Perception +7, Sleight of Hand +9, Stealth +13.
Possessions: collar of armor +2 (as bracers of armor +2)

: : : : : :

Basically, I decided to entirely throw away the bard concept as not particularly usable. Instead I gave Rowyn the draconic bloodline sorcerer concept, which both fits with the Lotus Dragons symbolism, will provide her with substantial power later on (assuming she survives to stow away on the Sea Wyvern) and helps to make her a sneak attacking combat monster.

With Improved Feint and Deceitful, she makes a Bluff check of d20+15 as a move action against a DC of 10 +2 (max opponent BaB) +5 (max opponent Wis bonus) = 17. If she rolls a 1, she fails to feint; otherwise, the opponent is flat-footed and she gets sneak attack damage.

If the opponent has bothered to put any ranks in Sense Motive, it gets a little bit tougher. However, with multiple uses of color spray each day able to make opponents of under her level unconscious, stunned, or blinded (and blinded means they have no Dex bonus to AC, which makes them sneak attack fodder), she can turn the tables on a group of PCs very quickly.

That's without even mentioning the benefit having Gut Tugger around to flank and run interference.

Combat Expertise is more there as a prerequisite to Improved Feint than as a substantial bonus to AC, for the moment (though that will change a bit after she gains another level or two).

Acrobatics +14 makes her highly maneuverable, and able to move with near-impunity against a non-dextrous opponent. The tight conditions of her lounge in the Lotus Dragon hideout make this a virtual necessity, but also limit the need to move far and fast. Combat Reflexes and the Fencer trait make her a terror against anyone who tries to get around to flank her.

Her protective spells, combined with a high DEX and the bonus to natural armor from the bloodline, make her very hard to hurt with the usual hack and slash assault against a spellcaster. Escape Artist +11 helps on the off chance that she does get grappled ("Rowyn head-butts you, then seems to shimmy free of your full-nelson like she's made out of water...").

She's not a glass cannon so much as she is a survivor... not a lot of damage necessarily, but enough resilience and avoidance to survive a good long combat against multiple opponents. She has a wide variety of tactics available to her to turn a combat situation to her benefit and the opponent's disadvantage. And when she makes the PCs an offer of recruitment, it's because she honestly does want them on her side, not necessarily as a last resort of desperation to avoid being killed or imprisoned.

Moreover, between high-bonus social skills (primarily Bluff and Diplomacy) and her innate use of charm person, she is an extremely effective manipulator of social circles.


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As the first conversion project, and just to begin familiarizing myself with the Pathfinder changes, I put together these alternative Lavinias.

Lavinia Vanderboren (There Is No Honor).
Female human aristocrat 2. (NG)
Init: +2; Senses: Perception +2 (no ranks, class skill, WIS -1)
Languages: Common, Elven, Halfling, Celestial

Stats: Str 10, Dex 13, Con 12, Int 16, Wis 8, Cha 15.
: (Knowing that she will eventually be going into swashbuckler, I used the +2 human racial stat bonus on Int.)
Feats: Persuasive, Skill Focus (Diplomacy)
: (With the Negotiator feat gone from PF, Persuasive (which adds to Diplomacy) seemed the only proper substitute.)
Skills: Appraise +8, Bluff +7, Diplomacy +12, Intimidate +9, Know (local) +8, Know (nobility) +8, Perception +2, Perform (stringed instrument) +7, Sense Motive +4, Swim +5 (seriously, who grows up in a seaside town without learning how to swim?)

AC 12, touch 12, flat-footed 11.
hp 14 (2 HD)
Fort +1, Ref +1, Will +2.
Speed 30'.
Attack: mwk rapier +2 melee (1d6/18-20)
Base Attack: +1 CMB: +1 CMD: +2

: : : : : :

Lavinia Vanderboren (The Bullywug Gambit).
Female human aristocrat 2/swashbuckler 1. (NG)
: (I am using the linked version of the swashbuckler class, except that it gets a d10 HD.)
Init: +6; Senses: Perception +2 (no ranks, class skill, WIS -1)
Languages: Common, Elven, Halfling, Celestial

Stats: Str 10, Dex 13, Con 12, Int 16, Wis 8, Cha 15.
Feats: Persuasive, Skill Focus (Diplomacy), Improved Initiative, Weapon Finesse
Skills: Acrobatics +5, Appraise +9, Bluff +8, Diplomacy +13, Escape Artist +5, Intimidate +9, Know (local) +9, Know (nobility) +9, Perception +2, Perform (stringed instrument) +7, Sense Motive +5, Swim +5.
Abilities: Bravado (+CHA to AC)

AC 14, touch 14, flat-footed 11.
hp 22 (3 HD)
Fort +1, Ref +3, Will +2.
Speed 30'.
Attack: mwk rapier +5 melee (1d6/18-20)
Base Attack: +3 CMB: +3 CMD: +4

: : : : : :

My thinking for the update to the swashbuckler class is that the Grace feature's or Bravado feature's bonus might even apply to some combat maneuvers -- specifically disarm and trip, as those seem to be the most associated with derring-do and duelling swords. Other than that, simply upgrading the hit die to match the fighter's (and the source class back in Complete Warrior) seems sufficient to make it a reasonable parallel to the core classes.

For Lavinia's advancement in swashbuckler (I haven't deeply perused past Here There Be Monsters), pushing feats like Combat expertise, Improved Disarm/Trip, or Mobility seem potentially appropriate.

Opinions? Critiques?


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For the time being, given that I haven't put any money into the Golarion world-building stuff, I was contemplating sticking with Greyhawk geography. That said, I would still like to convert the primary deities of Sasserine over to something resembling those in the Pathfinder core rulebook.

The seven primarily worshipped deities, and my guesses at what the conversion might be, follow:

* Wee Jas (LN) --> Nethys (N), god of magic (destruction, knowledge, magic, protection, rune)
* Pelor (NG) --> Sarenrae (NG), goddess of the sun, redemption, honesty, & healing (fire, glory, good, healing, sun)
* Fharlanghn (N) --> Desna (CG), goddess of dreams, stars, travelers, & luck (chaos, good, liberation, luck, & travel)
* St. Cuthbert (LN) --> Irori (LN), god of history, knowledge, & self-perfection (healing, knowledge, law, rune, strength)
* Olidammara (CN) --> Calistria (CN), goddess of trickery, lust, & revenge (chaos, charm, knowledge, luck, trickery)
* Kord (CG) --> Cayden Cailean (CG), god of freedom, ale, wine, and bravery (chaos, charm, good, strength, travel)
* Osprem/Procan/Xerbo (LN/CN/???) --> Gozreh (N), deity of nature, weather, the sea (air, animal, plant, water, weather)

Some of these (like Gozreh and Sarenrae) are easy, good fits. Others are far less so. Any thoughts?


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rol-oeste wrote:
Kurukami wrote:

Using a Photoshop-adjusted-and-cropped image from the Champion's Belt issue, I did some research on Chuck Norris one-liners and applied them to Loris Raknian. The result was this:

http://home.comcast.net/~kurukami/images/raknian-chief-export-is-pain.jpg
(I have more that I can put up on the web if anyone wants 'em for their own campaign.)

Please post more flyers.

Certainly. Here's links to the rest I put up:

http://home.comcast.net/~kurukami/images/raknian-3-steaks-in-one-hour.jpg
http://home.comcast.net/~kurukami/images/raknian-average-sitting-parlor.jpg
http://home.comcast.net/~kurukami/images/raknian-coffee-with-his-teeth.jpg
http://home.comcast.net/~kurukami/images/raknian-hung-like-a-horse.jpg
http://home.comcast.net/~kurukami/images/raknian-quickest-way.jpg
http://home.comcast.net/~kurukami/images/raknian-steel-toed-boot.jpg
http://home.comcast.net/~kurukami/images/raknian-stub-his-toe.jpg