Khashir El'eth's page

Organized Play Member. 155 posts (156 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


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Shadow Lodge

Ah, thank you, that's pretty cool.

Shadow Lodge

Crysknife wrote:

Right, lore warden.

Actually, I'm a bit disturbed by how often lore warden seems to be the answer...

I hear ya...

Shadow Lodge

Yes, thank you :). My question refers to the details of that 'something creative', and how to make it fit in the overarching story?

I would hate to try to do something creative, and then not receiving the PP (cause it turned out not to be as great), thereby missing the opportunity (unless I can then try the assigned task)?

Shadow Lodge

Funky Badger wrote:
Khashir El'eth wrote:
Don't get me wrong: that's amazing and admirable. But it's one thing to run very fast in a race, and quite another to fight off things that are trying to kill you.

http://www.youtube.com/watch?v=37jr7yc3CuA

Zing!

Obviously the real answer to this is to play an Evoker with a familier... you don't have to know exactly where the enemies are...

Lol, that's awesome, but still doesn't apply--here, both combatants are impaired, and judo is a grapple-based martial art: both fighters 'agree' (by convention/nature of the art) to not attack the other w/ anything but grapples and throws.

Enemies aren't going to play nice. Then again, you could make a grapple fighter, and you'd only have to deal with the penalties once.

Shadow Lodge

Funky Badger wrote:
Khashir El'eth wrote:

Hahaha, possibly, although the build I have in mind (Snake Fang: whenever an opponent misses you, make an attack of opportunity) has better synergy with Displacement.

Got to be 9th level for Snake Fang - barring Master-of-Many-Styles cheese flannage...

...Mirror Image would work well for that though, and leave you another slot for haste or fly...

Yeah, it's MoMS (cheese flannage?)

I asked in the rules forum, apparently mirror image doesn't work because the enemy wasn't attacking me, he was attacking an image of me (so, he didn't 'miss me'). That seems reasonable given the way images work: if the guy hits my AC, but the %d says he hit an image, then it was because he was attacking the image in the first place (and not me). It would be like rolling a %d to determine which of two creatures you attack (a party member or myself), and hitting the party member. Snake Fang wouldn't trigger there.

Then again, I just happen to agree with their unofficial interpretation, maybe official rules differently.

Shadow Lodge

Funky Badger wrote:
Haste is the most useful spell in the game.

Hahaha, possibly, although the build I have in mind (Snake Fang: whenever an opponent misses you, make an attack of opportunity) has better synergy with Displacement.

Any dedicated caster worth his salt (especially non-spontaneous) would obviously grab it, so, I'm hoping they do. Due to my lower caster level, it would be less effective than others (although I'd still have enough levels to buff the entire party).

Unless we have a catastrophically epic coordination problem, where everyone stops grabbing Haste because they expect everyone else to grab it.

Shadow Lodge

brock, no the other one... wrote:
Funky Badger wrote:
brock, no the other one... wrote:


What, 80,000 people giving a standing ovation to a blind runner finishing last, 3 minutes after the leader? It's amazing what people can accomplish when they don't realise that there isn't anything in the rulebook that specifically allows it ;)
This guy's rubbish: http://www.youtube.com/watch?v=mehyfy6xr70 ;-)

Awesome, and an inspiration for a solution that might satisfy the rules-bound.

My character is mostly blind. It's sufficient that he suffers all of the penalties of blindness, but receives none of the benefits.

Don't get me wrong: that's amazing and admirable. But it's one thing to run very fast in a race, and quite another to fight off things that are trying to kill you.

Shadow Lodge

brock, no the other one... wrote:
runescryer wrote:
PFS GM's also have a responsibility to ensure ballanced play, and the RAI interpretation for the Blind Fight feat being talked about create a horrible mechanics imballance, IMO. There's literally no combat disadvantage to being blind aside from the 25% miss chance because of concealment.

You've thought a lot more about the rules implications of this that I have. How does he find his opponents to enter combat? When he is moving around the battlefield, he still runs the risk of provoking AoOs from enemies that he moves past due to not having perceived them, doesn't he?

He'd need blindsense for all of that. The only way I know to get blindsense (in my very limited knowledge of other classes) is via DD (and high level one, at that). Since you need 5 ranks of K: Arcana, it's nearly impossible to do in PFS.

Not sure if there are other ways, there could be divination spells that can be made permanent.

Shadow Lodge

So... will we ever find out the fate of the damsel in distress? I'm curious now.

Shadow Lodge

runescryer wrote:

brock,

PFS GM's also have a responsibility to ensure ballanced play, and the RAI interpretation for the Blind Fight feat being talked about create a horrible mechanics imballance, IMO. There's literally no combat disadvantage to being blind aside from the 25% miss chance because of concealment.

Hmm, I may have missed OP's discussion on how he expects to do the following (since someone must've mentioned it already): if you don't have blindsense, the char will have a hard time actually attacking the right square.

So, the 25% miss chance is only after you've already found the square: before that, you could be attacking thin air (or rolling %d to see if you attack the right square from where you hear the sounds). Heck, you could attack the right direction, but the baddie could be 2 squares (obviously missing).

Shadow Lodge

Awesome, thank you guys :)

Shadow Lodge

So, how does a new player/character catch up with the events/faction goals? How long does that take?

I.e., Shadow Lodge wants to infiltrate Aspis Consortium, and one has the option of obtaining a PP by helping achieve that. While I've no RP intention of having my char involved in that in his first foray, it'd be good to know how best to incorporate the PC in the 'big things' going on.

Thanks :)

Shadow Lodge

Well... here goes nothing!

Shadow Lodge

Malag wrote:

Kinevon,

Anyone can gain temporary blind condition by closing their eyes and everyone can gain immunity to gaze. Don't twist my words please.

@CanisDirus

Smoked Goggles unfortunately isn't something which Shoanti Barbarian would wear and I don't have ARG so I can't really pick those traits if there are any.

I don't think you can just 'close your eyes' to overcome gaze attacks, though I'm too lazy to look up the thread were this war was waged. IIRC, some GMs allowed closing/opening eyes as a swift action (so, only on your turn), but I don't recall if there was an official response.

Seeing as how Gaze attacks and Illusion spells can be quite nasty, a swift action to negate them (without much penalty if you're in the back ranks, providing support, as opposed to attacking) seems to be a bit too much.

Shadow Lodge

For reference/spell selection, is there any rough estimate of how long PFS fights last? I'm building my first Combat class (and first PFS agent) with access to L3 arcane buffs, and in choosing these buffs, I'm wondering whether great ones like Haste or Displacemend (duration: 1 rd/level) are worth it when you have only moderate caster levels (7 CL). These, as opposed to Heroism (10 min/level) and Monstrous Physique (1 min/level).

(With Monstrous Physique --> Popobala, you get +2 Str, +2 AC, Darkvision 60, Fly 30 Average, Climb 30)

Shadow Lodge

Matt2VK wrote:

Thoughts -

I'm thinking (I could be wrong, have not tried or seen this played) you might be a bit underpowered in the lower levels and won't really start coming into your power till around level 8. Which is 3/4th of your PFS characters life.

You're right in that he might be underpowered at L1, for example, w/o equipment. However, the character starts out with a scimitar (since Unarmed Fighter is proficient with Martial Weapons), due to the low unarmed strike damage (1d3). By L3, he has picked up Dragon Ferocity (so he can ditch the Scimitar), and by L5, TWF. Defensively, he's fully trained in Sense Motive, which should help avoid damage early on. I might be missing something (or a lot!), since it'll be my first combat class (have always played caster until now).

Matt2VK wrote:


Another issue I'm seeing is that it looks like you want to buff and do combat. PFS mods rarely give you the time to buff before combat. Most mods that I've seen is you go from point A to point B. At point B you do stuff, which can be anything from talking, searching, or fighting. You just never know what you'll be doing and buffs that only last minutes run out fast if you pre-buff for a possible combat.

Well, in case there's a fight, would taking 1 Standard Action to buff be so terrible? Casting either Haste or Displacement does wonders for the build, I don't plan to spend the entire fight buffing: rather, cast one buff at the beginning, and hopefully it'll last, if not for the whole encounter (since Haste/Displacement have 1/rd), enough to make a noticeable difference.

Matt2VK wrote:


Feats: You should take a serious look at the Will +2 Feat. Failing Will saves usually puts you out of combat completely, and might even add you to the bad guys side. There's nothing worse then failing a Will Save and then have you use your buff spells to help out your new found "friend".

I love Iron Will, but I don't know what to switch out for it. However, as a Half-Elf, the char is immune to sleep, has +2 vs enchantment; and with Dragon Style, +2 vs. paralysis and stun (so, +4 vs. Hold Person, for example).

What do you think?

Shadow Lodge

No love? =P

I miscounted the number of L2 spells, I should have one more (plus, made some changes):

  • L2: Blur, Stone Call, Glitter Dust (replacing Create Pit), Resist Energy.

    Given that I grabbed Glitterdust (and have Blind-sense), I'm wondering whether I should replace Blind-fight with Toughness or Great Fortitude. Thoughts?

  • Shadow Lodge

    So, in the PFS forum, I first asked whether a character build was legal. After several replies/tweaks/iterations, questions about viability came up, but the thread lost steam. At this point, it seems the char is legal--now I'd like to make sure it can survive and contribute L1-12 (meaning everybody is happy: I'm having fun, party is having fun, glad to have PC around, etc.).

    The build in bullets:

  • Unarmed Fighter and MoMS are used to bypass pre-reqs for Snake Style/Fang and Dragon Ferocity (grabbed early on).
  • With Sense Motive at 24 (pre-gear), Snake Style gives at least 25 AC or Touch, once per round.
  • Blur + Mage Armor + Wand of Shield + point above help increase enemies' miss chance, triggering several Snake Fangs (up to 3/turn, once I have Combat Reflexes).
  • Paragon Surge can be used to grab Displacement (via Expanded Arcana), to further increase miss chance.
  • Dragon Style/Ferocity/Hammer the Gap + TWF/Haste provide fair amount of static damage. If I did the math right, 4d6 + 48 (adding 1 Snake Fang), at +13/+8/+13. This is without +4 Str gear, Magic Weapon, or Haste.
  • Magic Weapon, to enhance unarmed attacks (not too familiar with monk options in this respect. Might be better choice?)
  • Usual benefits of Enlarge Person (Reach), Fly (mobility/attack flying creatures), Create Pit (some battlefield control, no save). However, looking for good replacement for Create Pit, one with more synergy, in case I missed anything (ideally, not Mirror Image, since that wouldn't trigger Snake Fang. That was covered in another thread, hope it won't derail this one into discussing that issue).
  • Khashir El'eth

    Male Half-Elf Fighter 1 (Unarmed)/Monk 2 (Master of Many Styles)/Sorcerer 2 (Copper Draconic)/Dragon Disciple 7
    Init +6 Senses Low-Light Vision

    STATISTICS
    STR 22 DEX 15 CON 16 INT 12 WIS 10 CHA 13
    Base Atk 8

    TRAITS
    Watchdog (The Shadow Lodge): +1 Sense Motive, also class skill
    Deft Dodger: +1 Reflex

    DEFENSE
    AC 15, touch 12, flat-footed 13
    HP 113
    Fort 12, Ref 10, Will 10

    OFFENSE
    Special Attacks Stunning Fist, Dragon Bite, Dragon Form

    Feats
    Weapon Focus (Unarmed Strike), Snake Style, Snake Fang, Dragon Style, Dragon Ferocity, Two-Weapon Fighting, Combat Reflexes, Improved Initiative, Combat Style Master, Blind-Fight, Hammer the Gap

    Skills
    Acrobatics +8, Diplomacy +14, Disable Device +3, Fly +6, Knowledge (arcana) +9, Perception +15, Sense Motive +24, Spellcraft +5, Use Magic Device +5

    Languages
    Common, Elven, Draconic

    Spells:

  • L0: Acid Splash, Prestidigitation, Dancing Lights, Mending, Detect Magic, Read Magic, Mage Hand
  • L1: Magic Weapon, Enlarge Person, Vanish, Anticipate Peril, Protection From Evil, Mage Armor (Bloodline)
  • L2: Create Pit, Blur, Resist Energy (Bloodline)
  • L3: Haste, Paragon Surge, Fly (Bloodline)

  • Shadow Lodge

    Baroh Steelcleave wrote:
    Khashir El'eth wrote:
    Baroh Steelcleave wrote:
    Doesn't Shocking Grasp cap out at 5d6 though (level based damage)?
    Not with Intensified Spell (caps out at 10d6).
    And how to you get around Spell Perfection's prerequisites in order to take it at level 1?

    True.

    Shadow Lodge

    Are wrote:

    You can only be prevented by being unable to perform swift actions.

    If you're unconscious, for instance, you wouldn't be able to do this.

    I would think of this swift action as a purely mental act.

    Hmm, ok, sounds fair, seeing as Spell-like abilities take up standard actions, but are purely mental acts.

    Thank you :)

    Shadow Lodge

    Azaelas Fayth wrote:


    I had a Drow Wizard that Fireball/Meteor Swarm/Nuked a Orphanage just to mess with the Paladin by making her feel like she failed to save them.

    and yes... yes we do seem to be bumping threads.

    Eery: I'm playing a Drow Sorcerer atm. (Though would never nuke an orphanage).

    And for the record... that's definitely evil! X)

    Shadow Lodge

    Are wrote:

    If you're able to perform a swift action, then you can complete the getaway.

    You don't need to speak or gesture, since the casting of the spell was already completed earlier.

    Soooooo... I snap my fingers? Do a little dance? Click my heels? Wiggle my nose? I'm trying to identify under which circumstances one can be prevented from performing a swift action 'this' specific.

    Shadow Lodge

    Azaelas Fayth wrote:
    Khashir El'eth wrote:
    Azaelas Fayth wrote:
    Khashir El'eth wrote:
    Azaelas Fayth wrote:
    Perfect Example of a Spell causing suffering: Dominate Person, have said person kill the love of their life.
    Well, if said love is innocent, that would most definitely be evil; but that's 'independent' of the nature of the spell (i.e., the spell itself is not evil: you could Fireball the innocent love of their life too, and that wouldn't make Fireball evil).

    I didn't say it was Evil. Only that it causes suffering onto the target of the spell.

    To me poison is one of those "depends on the circumstances". If your deity is fine with it as well as your "Code of Honor" then fine. If said Deity isn't fine with you using poison... Well your local priest probably shouldn't hear about it.

    It also depends on how it is used.

    I understand, but in order to make the analogy work, it has to show that the spell itself is evil (i.e., in every circumstance it's used, it is evil), much like poison detractors claim that poisons themselves are always evil.

    What you're describing is not inherent evil in the spell itself, but in the use of it--much like Fireballing/Meteor Swarming an orphanage.

    Are you one of my former players...

    And trust me I don't get the X is always evil bit... heck, slavery in its original form wasn't evil.

    LOL, I'm pretty sure I'm not (since I've only had one GM, and we're running a session at the moment). Why do you ask?

    Either way, we seem to be bumping threads in the forums left and right.

    Shadow Lodge

    The L6 spell Getaway allows you to designate a safe location to which you and your allies can teleport as a swift action. The exact nature of the trigger (mental/verbal/somatic/?) is not described, however:

    "At any time before the spell's duration expires, you may trigger the spell as a swift action."

    I'm curious as to how triggering it would work vs. grapples/silence/falling in acid/lava, etc.

    Shadow Lodge

    Baroh Steelcleave wrote:
    Doesn't Shocking Grasp cap out at 5d6 though (level based damage)?

    Not with Intensified Spell (caps out at 10d6).

    Shadow Lodge

    deuxhero wrote:

    To avoid further derails of this

    http://paizo.com/forums/dmtz68d8&page=1?Synthesist-more-powerful-than-a -fighter

    Of the melee classes, Fighters are one of the few without some inmate method of reaching flying foes short of blowing WBL AND actions on activating flight.

    OP is trolling... just leave it be. If 10+ pages don't convince him... I doubt anything will.

    Shadow Lodge

    Azaelas Fayth wrote:
    Khashir El'eth wrote:
    Azaelas Fayth wrote:
    Perfect Example of a Spell causing suffering: Dominate Person, have said person kill the love of their life.
    Well, if said love is innocent, that would most definitely be evil; but that's 'independent' of the nature of the spell (i.e., the spell itself is not evil: you could Fireball the innocent love of their life too, and that wouldn't make Fireball evil).

    I didn't say it was Evil. Only that it causes suffering onto the target of the spell.

    To me poison is one of those "depends on the circumstances". If your deity is fine with it as well as your "Code of Honor" then fine. If said Deity isn't fine with you using poison... Well your local priest probably shouldn't hear about it.

    It also depends on how it is used.

    I understand, but in order to make the analogy work, it has to show that the spell itself is evil (i.e., in every circumstance it's used, it is evil), much like poison detractors claim that poisons themselves are always evil.

    What you're describing is not inherent evil in the spell itself, but in the use of it--much like Fireballing/Meteor Swarming an orphanage.

    Shadow Lodge

    Azaelas Fayth wrote:

    I mean details from OP.

    Your ideas are very good.

    Oh, thank you--very kind of you to say so.

    Edit: A third option you could run, concurrently with Contingency (Teleport/Cloud Form/etc.) and Unconscious Agenda is (Extended) Getaway. This would allow the sorceress to teleport herself and her better half back to a location of their choosing as a swift action (so, gives her a third escape route, assuming the rogue doesn't kill her in one turn).

    The advantage is that she's immediately with someone who can help her, and it would seem that triggering the spell has no verbal/somatic components.

    Shadow Lodge

    Azaelas Fayth wrote:
    Perfect Example of a Spell causing suffering: Dominate Person, have said person kill the love of their life.

    Well, if said love is innocent, that would most definitely be evil; but that's 'independent' of the nature of the spell (i.e., the spell itself is not evil: you could Fireball the innocent love of their life too, and that wouldn't make Fireball evil).

    Shadow Lodge

    1 person marked this as a favorite.
    Elamdri wrote:
    Icyshadow wrote:
    *Facepalm* There is NOTHING inherently evil about the use of poison. That stupid ruling should be dead and gone by now.
    Poisoning inflicts additional suffering on an opponent beyond merely attacking them and is often applied in deceitful or underhanded way. It's most certainly NOT a good act.

    Heh, that's a pretty tenuous line there. First, the 'additional' suffering part is kind of weird: so, as I'm killing you, it's only really evil if I cause you "additional suffering"? Seems bizarre, barring extreme cases (outright torture). If anything, many arcane spells can be claimed to cause 'additional suffering' beyond 'merely attacking' your foes (which I take to mean 'cause physical damage in some morally-permissible way'): Feeblemind, Baleful Polymorph, Imprisonment/Maze, maybe even Dominate Person (completely suppressing/overpowering a person's will could cause some distress/suffering, esp. if you can just 'merely attack' them.) Yet none of these spells have the Evil descriptor, nor are considered evil, despite matching your criteria.

    The deceitful/underhanded part is also weird: are Still + Silent spells deceitful or underhanded? Why not? They seem pretty sneaky to me.

    In short, it's one thing to claim poisons are dishonorable (thereby placing their use in the Law/Chaos axis); it's another to claim they're evil (i.e., in the Good/Evil axis). The former seems more reasonable, the latter requires ad hoc contortions to PF's moral guidelines.

    Shadow Lodge

    Two more choices:

    Miasmatic Form and Cloud Shape would also keep campaign moving more quickly than Teleport, since it doesn't require the party to travel a great distance.

    Also, Sorceress could cast Telepathic Bond + Permanency with her partner, solving many many coordination problems.

    Shadow Lodge

    Azaelas Fayth wrote:
    Khashir El'eth wrote:


    Since your goal is for her to survive, Teleport/Dimension Door seem to be your best bets. Planeshift would be too risky, and would probably extend your campaign longer than you want. Maybe have the Sorceress tell her would-be husband (in secret): "I'm afraid of being kidnapped again, so, I'll setup this magic protection. If anything were to happen to me, I'll be at this location (give or take whatever % applies to her)." And maybe have some sort of pyrotechnics/flare thing to help them pinpoint the exact location.

    That way, at least one person in the party will know where to look for her.

    This is very good advice. Though more details might help up.

    More details from me or OP?

    Shadow Lodge

    Ohhhh... check out Unconscious Agenda.

    Your Rogue will do a double-take when he finds himself doing everything in his power to protect the Sorceress!

    This could be working in parallel with Contingency - Teleport. Plus, she can cast 8th level spells, so Moment of Prescience and Undead Anatomy (Immunity to Critical hits? Yes please).

    Edit: If Rogue complains that you're metagaming, just point out that she's a Lvl 16 caster who's been kidnapped once already. She's smart enough to prepare magical safeguards like Moment of Prescience and Contingency.

    Shadow Lodge

    Dragonamedrake wrote:
    Maugan22 wrote:


    So Contingency - Greater Teleport

    "Any hostile action that will kill me, render my unable to cast, or immobilize me will instantly teleport me to my specified lair. "

    Unfortunately, Greater Teleport is L7, you can only Contingency L6 or less (and you need CL 18 for that). So, it'll have to be Teleport/Dimension Door.

    I think humanizing should be option 1, Contingency option 2 (or simultaneous). The sorceress was already kidnapped once--at CL16, she should be smart enough to have Contingency active 24/7 (even without the Rogue's plan/meta-gaming).

    Since your goal is for her to survive, Teleport/Dimension Door seem to be your best bets. Planeshift would be too risky, and would probably extend your campaign longer than you want. Maybe have the Sorceress tell her would-be husband (in secret): "I'm afraid of being kidnapped again, so, I'll setup this magic protection. If anything were to happen to me, I'll be at this location (give or take whatever % applies to her)." And maybe have some sort of pyrotechnics/flare thing to help them pinpoint the exact location.

    That way, at least one person in the party will know where to look for her.

    Shadow Lodge

    Yes, watermarked they will be :)

    Shadow Lodge

    Hahahaha, that would be awesome (or befriending a Griffon!).

    Thanks everyone, I feel ready for my first scenario :)

    Shadow Lodge

    Thanks Caleb and Thod (hi again!)

    Yes, I'm definitely into creative uses w/ equipment, so long as there is good opportunity for it.

    One last q: does the society provide mounts or are agents expected to buy them? At 75 gp, that's quite the sum, but hey, no one said life was easy!

    Shadow Lodge

    Thod wrote:

    Please don't get me wrong - my play style is different and you need to build a character the way you enjoy most. And I have seen enough players here with a similar mindset. But I though I give you my thought on this thread.

    Is planning alignment changes ahead of time turning a character development upside down?

    During your leveling up

    You meet other adventurers,
    You make friends and enemies
    You visit new cultures
    You might have life and death experiences - maybe you even die

    With everything planned ahead you have to ensure that the experience that your character has will fit into your build. You can't allow an experience of the character leading to him changing his path as it is already predefined - regardless which scenarios he plays.

    Just give it some thoughts and build at least a minimal amount of flexibility into your character. Every character I play comes with a vision how I think this character will develop. But none of these visions survives multiple levels as events open up alternative choices or I realize some other aspect of my character is more important then envisioned.

    I feel ya man, I really do: I cringed a bit at the precision of it all. However, as my first combat class (woohoo!), I loved the mechanics of this build, and how it can be meshed so well with a story that makes perfect sense in Absalom (since the Foreign Quarter is where most foreigners stay, the Irorium is the centerpiece of the quarter, and Irori is all about perfecting the self.) Not to mention the story about the character development as well: as Master of Many Styles, he picks up Dragon Style and Dragon Ferocity as part of the transition to Dragon Disciple.

    All this love comes after the original concept got ripped apart (with constructive criticism ;)) in a thread, and I was able to rebuild it in a seemingly workable state. I don't know about you, but when I like a character concept, only to find out it's mechanically/practically unfeasible, well, as far as I'm concerned, the character just died once already. In that sense, this guy died 2-3 times before arriving at its current incarnation, which seems to be PFS viable (and, I'm hoping, really fun to play).

    Again, the alignment changes are mostly flavour (since the Draconic heritage is Chaotic Good aligned) and preference (I don't like lawful characters very much, even though LN gives you quite a bit of flexibility).

    The way I justified it within the context of PFS is that, by the CRB, it's contemplated that monks can stop being lawful, so, that wouldn't be a problem. Further, the guide to organized play mentions that agents aren't fully occupied by their field work (which allows PCs to have Professions). I figure, during that time, some people have professions, other people do nothing; my PC can be going through this personal story.

    As much as possible, I'll try to make sure not to stretch it, in that, if the (personal) story has to give because of the PFS adventures, then the latter will take precedence.

    But anyway, thanks for the thoughts :)

    Shadow Lodge

    I've been bombarding the boards, so, I'll keep this one short and sweet:

    Things like Bedrolls, Backpacks, Ropes, Maps, Grappling Hooks, etc., are they worth spending money on? In many (non-PFS) games, I spend sizable amounts of precious GP on these, but they end up not being necessary (i.e., they weren't "needed explicitly" at any point in the session).

    Shadow Lodge

    Ok, sounds good. Thanks a lot! I think I can work it out =P

    Shadow Lodge

    Ah. Yes, this is for the MoMS Monk (hi kinevon!)

    I have no interest in Barbarian (as you saw from my original post, the design was barely workable, let alone optimized/cheesy). The alignment change is RP-motivated.

    How/when should I approach the GM in this respect? My guess is that just saying "hey, sign-off an alignment change plz." Should I show him a more polished version of the idea above at the beginning/end of session?

    Shadow Lodge

    Starglim wrote:
    Khashir El'eth wrote:
    Can I pull this off in PFS w/o raising eyebrows?
    I predict people will shrug and be grateful you didn't mention the B word.

    I have no idea what the B word is ;p.

    Shadow Lodge

    Ok, sweet. I think I'll bring the stuff printed, if only to not make it more difficult for others (I like saving paper, but I'd like to put my best foot forward).

    Thanks everyone :)

    Shadow Lodge

    Hi,

    I'd like to know if the following is doable in PFS (I'll first describe the mechanics, and then the flavour). I'm thinking about a character that dips two levels into monk--I'd like the char to start out Neutral Good, shift to Lawful Good, then end up Chaotic Good.

    The story is basically the following: the character is a Half-Elf Unarmed Fighter, with (Copper) Draconic heritage (though he speaks Draconic, he is not fully aware of why; and his heritage is hinted at by his reddish-brown hair, darker skin, etc.).

    After arriving at the Foreign Quarter in Absalom, he is awestruck by the Irorium. He pokes around, trying to find out more about it, and discovers Irori, and the followers' quest for physical and mental perfection. Drawn to it, he submits to their code (becomes Lawful Good), and trains for a while. Eventually, he starts to get tired of the strictness of their code, rituals and diets, which he finds are unnecessary. Further, their tenet that "all knowledge is sacred" implies (or, he takes to imply) that even evil knowledge (necromantic rituals, for example) must be safeguarded (I'm not 100% sure on this part; I've construed it this way so far). Ultimately, he argues with his superiors and storms out of the temple, partly wondering whether his rebelliousness was 'all him' (becoming Chaotic Good. Bear in mind Copper Dragons tend to be Chaotic Good).

    His draconic heritage continues growing, and he discovers that he is capable of channeling arcane energies without training (grabs Sorcerer level). He researches his new-found power, to finally discover his heritage. With this knowledge, he decides that, for him, mental and physical perfection involve tapping further into his draconic blood, and coming as close as possible to a Copper Dragon (Dragon Disciple).

    So, two questions:

    1. Do the general rules/setting allow this?
    2. Can I pull this off in PFS w/o raising eyebrows?

    Also, thanks very much for reading this far :)

    Shadow Lodge

    Hahaha, yes, I do plan to have fun (and lots of it!).

    @Fromper: Yes, that's what I meant when I said I'd read "the Guides" (GtOP and PFSFG; bit confusing naming, but oh well).

    About the wand, sounds good. I'll get CLW for now, and then Infernal Healing (I'll be splashing some sorc levels).

    I'll bring my printed sheets from the relevant books, then. Although the last guide (4.2 GToP) says

    "In order to utilize content from an Additional Resource, a player
    must have a physical copy of the Additional Resource
    in question, a name-watermarked Paizo PDF of it, or a
    printout of the relevant pages from it, as well as a copy
    of the current version of the Additional Resources list."

    So, does this mean I can just show the watermarked pdf on my phone/ebook reader?

    If any GMs can chime in, would be specially grateful.

    Shadow Lodge

    Ah, sweet, thank you Gauss and Sangalor. So basically, I'd get three attacks at +13/+8/+13.

    That's not too shabby.

    @Sangalor: Thanks for the extra info re: flurry, I was a bit curious on how it worked in practice (this char is actually MoMS, so, no flurry, but good to know for later).

    Shadow Lodge

    Ah, follow-up question:

    Say my attack bonus is +15/+10 (Unarmed Strike). If I TWF, my first attack is +13, second is +8. What's the bonus for the off-hand, +13 or +8?

    Or something else?

    Sorry, I have the TWF entry in front of me atm, but I'm not sure. I find combat chars so foreign ;p.

    Shadow Lodge

    Thod wrote:

    If you liked the game - tell your GM and your fellow players after the game that you did. This works after the game, via text or e-mail.

    If you are at a convention and leave for drinks from the bar - ask the GM if he wants something as well. I'm not saying you need to buy him/her a drink. But you often don't have the opportunity to leave while glued to the GM chair and prepare the next encounter while the players take a five minute break.

    No - neither of the two suggestions is expected - but it leaves a nice impression with fellow gamers and the GM.

    Sounds reasonable though!

    Ah, just to confirm: If all I use are the CRB, APG, UC, UM, ARG, these are considered "core" books, right? So, I don't have to bring printouts of anything I use from them?

    Shadow Lodge

    Ah sweet, thanks a lot everyone!

    @SlimGauge: I was wondering what the actual distinction was, Snake Fang seemed so much better than Crane, while Crane seems to be lauded left and right.

    @Cheapy/Sangalor: Well, the damage is already done (re: the 1st char + styles). I already fell in love and planned all 12 levels of the char 8). After getting 2-3 iterations of the character ripped apart in a separate thread (in a nice way, I should say!), I think I was able to whip it into working condition. If anyone wants to chime in and help improve the build, check the last post in this thread.

    Shadow Lodge

    For clarity, here's the gist the current setup:

    Half-Elf: 1 Fighter, 2 MoMS, 2 Sorc (Draconic-Copper), 7 DD

  • Sense Motive 24 (use with Snake Style)
  • Snake Fang-relevant Spells: Mage Armor, Blur, (Wand of) Shield, Magic Weapon
  • Dragon Ferocity-relevant Spells/Feats: Haste, Combat Reflexes

    Damage with 1 Snake Fang attack (without any +Str equipment/Magic Weapon):

    4d6 + 48

    Feat order:

    Spoiler:

    L1 (Fighter): Weapon Focus (Unarmed Strike)
    L1 (Unarmed Fighter Bonus): Snake Style
    L2 (MoMS): Snake Fang
    L3 (General): Dragon Style
    L3 (MoMS): Dragon Ferocity
    L5 (Sorc): TWF
    L7 (General): Combat Reflexes
    L7 (DD): Improved Initiative
    L9 (General): Combat Style Master
    L10 (DD): Blind-Fight
    L11 (General): Hammer the Gap

    So, the million dollar question: can this iteration of the character make it in PFS? Will he be fun to play as, and with (i.e., for others at the table)?

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