Pathfinder Rulebook Subscriber
One of the most concerning things about trying to play a corpsefolk is: "Undead Trait:
This is different from the Basic Undead Benefits that the PF2e Skeleton and archetypes grant that don't include that line. Curious if there will be a clarification on this when sanctioned for SFS, or if anyone knows why this wouldn't apply.
Pathfinder Rulebook Subscriber
Unfortunately Delay as mentioned at least in Gather to Me, doesn't work well with commanders. One can't take reactions while in delay. Delay
When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
Pathfinder Rulebook Subscriber
Castilliano wrote:
One can not take reactions while Delaying, so this actually doesn't work well with Commander Tactics. Delay: You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order. When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
Pathfinder Rulebook Subscriber
PMSchulz wrote: Well, that really just gives the opponent free damage, and really doesn’t match real world. Oh well. Been doing it wrong for a while. To be fair, I only had one character using a shield for a long time, and it’s usually boosting his AC enough to be missed. Generally your equipment doesn't otherwise take damage, so your shield also taking damage is generally only relevant to future shield blocks. You are still reducing the damage by hardness first, and saving the user from such damage. Also on low damage strikes, you might end up taking much less over all even applying to both for example you get hit for 6 damage while wielding a steel shield. Shield blocking results in you and your shield each taking 1 damage.
Male Halfling Archaeologist 5/Nerd 5
TechnoDM wrote:
Hmm, it looks like I was not logged in to my account on RPG Chronicles when I registered for this game. I don't see a way to edit that at this point. Let me know if you know a way to adjust that. Otherwise I could DM my email to you.
Pathfinder Rulebook Subscriber
I think the general consensus is to do the full normal calculation than the multiplier. The process that got me thinking about/working on this is I am playing a kobold that is riding a dragonkin pc We are both building to wear fullplate. So 3 bulk (small creature) + 4 bulk armor + some amount of counts as L (1 bulk or less other items on the kobold), +8 bulk (large armor) +2 bulk (large steel shield) +2 bulk (large trident) adds up to needing to carry 19 bulk + misc other equipment. +4 str so 2(5+4+2) = 22, so enough for that plus a bit of extra misc gear. This would be much tighter but still workable at 2(5+4)+2= 20.
Pathfinder Rulebook Subscriber
Hello, I'd like the opportunity to join. I played a few SF1 AP's and a fair bit of SFS 1e. I've played quite a bit of PF2E, 3 AP's a fair bit of PFS2E. I was very active in PFS1E (5 star GM), but have gotten much busier with outside life. I haven't played nearly as much in the last couple of years as I have a toddler, but being invited to a PbP of Final Commencement (SFS1E), helped me realize this is a format that I can play through fairly well. Thank you for the consideration.
Pathfinder Rulebook Subscriber
So large creatures can carry 2x bulk as per Table 6-19: Bulk Conversions, Player Core pg 270. I am curious how this interacts with things like Hefty Hauler, the Centaur's Robust feature, and a lifting belt. Rules text for Heft ect:
Robust: You increase your maximum and encumbered Bulk limits by 2.
Hefty Hauler: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. Lifting Belt: You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier. Normal Calculation for Large would be 2(Str+5) normal capacity / 2(10+str) max capacity If a large creature has hefty hauler would it be 2(str+5)+2, or 2(str+5+2)? Do any of the other features work differently?
Pathfinder Rulebook Subscriber
Pirate Rob wrote:
Unfortunately for a commander it is hard to budget much Charisma, which innate spells default to, compared to getting Int spells from an archetype. The Bolas is a great suggestion. I agree having some decent cantrips for a ranged option is pretty handy. I've loved having Sorc Ded on my PFS champion for Ray of Frost and Electric Arc. I agree Bastard Sword is probably better, the higher damage die is likely to make more of a difference than a piercing option, especially if you have the hoof attacks to have a bludgeoning option.
Pathfinder Rulebook Subscriber
If Hmm, still wants to pursue Officer's Medical Training and Shield+1hand weapon, they could forgo the shield until level 4 and picking up the Shielded Recovery feat. This enables using medicine with the same hand that is using a shield. Though a 1 hand with a two hand option like bastard sword would also just be a pretty decent option. Start off two-handing, taking a hand off when you need to do medicine. You'll still be armed unlike a traditional 2 hand weapon, and anytime you find an available action you can put your hand back on for the increased damage.
Pathfinder Rulebook Subscriber
The great thing about Mountaineering and Naval Training, you can spend 10 minutes to swap them in if you think you need them, and they can be great for out of combat utility too. Another consideration for weapon and shield is a 1 handed reach weapon like Breaching Pike (you can get access with a frequent shopper boon I believe). Overall sounds like it is shaping up to be a very fun build.
Pathfinder Rulebook Subscriber
I think a couple of choices to make early are do you want to be ranged or melee, and if melee do you want to use a shield. If using a shield, I'd suggest using a boon to get access to one of the martial 1 handed reach weapons like a breaching pike. I'd also suggest getting a boon to access the Shield Augmentation item (you can give your shield the shove and trip traits rather than boosting its damage with a boss or spike) If you want to use plant banner, try and stick away from tactics and feats that have the brandish trait, as those require you to have the banner in hand. Nearly all characters appreciate movement, so I think one of your go to tactics that should help most parties is: Gather to Me! I'd try to pick generically useful tactics. Some tactics are great with the right party, but Shields Up and Reload for instance might be a little to party dependent. Stuff like Double Team is much better in a generic group if you can be sure to be able to do the shove or reposition. (high athletics, either a free hand or a shove weapon), as you can respond to your own tactics (that don't have the brandish trait), though you cannot grant yourself a free reaction. Focus on providing your free reaction to the party member with the most impactful reaction (such as champions or fighters) If you want to archetype some possible useful ones may include Marshal or Exemplar to get a nice additional aura ability (like Inspiring Marshal's Stance, or Victor's Wreath/Mirrored Aegis Ikons). Exemplar would only take a single feat, but is restricted to 1 character ever in PFS, while Marshal would take 2 feats to get the stance. Commander is plenty viable without an archtype as well, plenty of feats in house.
Pathfinder Rulebook Subscriber
I am having some trouble understanding exactly how a Titan Shield works. This is the level 14 armor upgrade that can only be installed in powered armor. The confusing part is: "When you activate it, choose one edge of your space. The shield extends along three continuous edges in a straight line centered on the chosen edge." Starfinder Core Rulebook pg 205 What exactly does edge of your space mean?
So in my mind in a suit of Large power armor (as most near the level of the Titan shield are would Look like: (O's being spaces, the __ being the Titan shield along a line between spaces, and XX being the space of the power armor) OOOOOO
Please help me understand this meaning. The term edge is not something that has specific rules verbiage to my knowledge.
Pathfinder Rulebook Subscriber
In my home game we have decided to use the 30ft. explode for all of the missiles, unless a more official answer happens. We are also using vastly reduced cost for grenades and ammo in our game with the caveat that they are essentially not able to be sold or scrapped as well. (so use it or lose it)
Pathfinder Rulebook Subscriber
Kigvan wrote:
This also seems to be a problem with the Advanced Missile. Only the tactical missile is listed with explode 30ft.
Pathfinder Rulebook Subscriber
Plasma Missiles found on table 1-8, pg 25, and described on pg 55 of Starfinder Armory. Are these supposed to have the explode quality? The description seems to imply they work like other missiles (which explode), but do more damage. Currently, as written you launch them with a missile launcher at a single target. This seems quite strange to me.
Pathfinder Rulebook Subscriber
So the new faq's have clarified a great deal about powered armor. Powered Armor FAQ:
Do things like armor upgrades on light armor and augmentations function when also wearing powered armor? Armor upgrades installed in light armor do not function while their wearer is wearing powered armor. Augmentations function normally. How does powered armor interact with modifications to movement speed? Effects (including abilities and spells) that change a creature’s speeds do not affect the speeds of powered armor that creature is wearing; the powered armor's speeds replace the creature's. A creature wearing powered armor can use the speeds (both type and distance) only of its powered armor. The question I have, are there ways around this to achieve flight (even limited duration or times) or other movement modes that are not included in the specific Powered Armor one is wearing. I do understand that there are some expected disadvantages to powered armor, and am really just looking at options that might exist, especially for PFS style play.
Pathfinder Rulebook Subscriber
Nefreet wrote:
Having run this scenario though, it abstracts much of that kind of stuff, and I don't think Hardness increases would actually help mechanically. Definitely disappointed that it doesn't seem usable for shields, though armor is technically not a thin item from the same table that lists shields as thin. Though I don't think thick items are defined anywhere.
Pathfinder Rulebook Subscriber
The option to "Place Your Order" is greyed out and not accessible in the Place your Order tab. I have the following message in red:
I cannot find where I might have missed information. The only other option that I can see creating the problem is under the Subscription Option's tab.
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Pathfinder Rulebook Subscriber
So the general counteract rules use spell level or 1/2 creature level rounded up for things that are not spells. " If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effect’s level is unclear and it came from a creature, halve and round up the creature’s level. " Core Rulebook 459 However there are a few examples where this is not the case. First Example is the Clay Golem's Cursed Wounds: "Cursed Wound (divine, curse, necromancy) A creature hit by the clay golem’s fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can’t regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem’s counteract level is equal to its creature level." Bestiary 186 Another example of this is the level 16 rogue feat Dispelling Slice:
So normally a level 10 creature (like a clay golem) would have a counteract level of 5 for it's abilities, requiring a successful counteract check with a level 4 spell, or a critical success from a level 2 spell. But as written it would take a success from a 9th level spell, or a critical success from a 7th level spell to counteract, which makes it essentially impossible for characters who are appropriate level to face a level 10 creature to counteract it. Then suddenly at 16th level the rogue is the best dispeller in the game, having suddenly a level 16 dispel magic affect. (meaning successfully counteracts up to 15th level spells on a failure, though not on a critical failure) I believe these examples are unintentional errors, but as written it could be quite detrimental to some play experiences, especially if they should come up in something like an Organized Play experience. I first ran into this when our 8th level group fought a Clay Golem, and my fighter took 100dmg from 2 crits, and it became impossible for the group to heal him. The GM ended up giving us a macguffin to remove the cursed wound from some folks we helped.
Pathfinder Rulebook Subscriber
Horse
So it seems as you can select a medium sized companion to represent a pony mount for a small character. However:
This is not written as optional, so you can only have a medium sized horse companion if you don't advance it at all with additional feats? This seems unintended, is there something I am missing?
Pathfinder Rulebook Subscriber
Krigare wrote: @Kigvan - How are you getting a +19 to init? Especially with a 12 dex. Noble Scion (War) changes Init from a Dex check to a Charisma check, +8Cha, +4 Improved Initative, +4 Insight (Powerless Prophecy Curse level 5 benefit), +3 competence (Circlet of Persuasion)
Pathfinder Rulebook Subscriber
Mr. Rattlebones wrote: @Kigvan - I see you have Toughness. So 20 (1st) +90 (2nd-10th) +30 (FCB) +10 (Con) +10 (feat)= 160? I'm not trying to nitpick or anything, I just want to learn more about different character options. The extra is from the feat: My Masters’ VigourBy constant exposure to the Sovereignty’s vampiric nobility and knowing or unknowing experimentation upon your body, a potent fraction of their undead physiology has imposed itself upon you, granting vigor not from physical hardiness but from personal magnetism. Prerequisite: Membership in the Scarlet Sovereignty, Charisma 13, must be a non-undead mortal. Benefit: Although still mortal, a fraction of your undead masters’ vigor infuses and strengthens you. Rather than utilizing your Constitution bonus to calculate hit points and Fortitude saves, you instead utilize your Charisma bonus. If you later become undead you may exchange this feat for another you qualify for. http://spheresofpower.wikidot.com/seraph-feats#scarlet-sovereignty-feats
Pathfinder Rulebook Subscriber
The Crimson Countess, Backstory:
Jasmine was born in Baldur’s Gate on Faerun. When she was an infant she was stolen by a bagman (fey creature). The bagman was absconding with the child, but was noticed by a gerbie (different fey creature). The gerbie walked up and the bagman was overcome by the gerbie’s aura of friendship. The gerbie returned the child to the nearest humans. Who happened to be priests from the Citadel of Strategic Militancy. There Jasmine was adopted by Lady Kaitlin Tindall Bloodhawk, First Lady Knight of the Red Standard, high priestess of The Red Knight.
Raised at the Citadel of Strategic Militancy, Jasmine began at a very young age learning to think tactically. She grew up playing games of strategy, learning to use arms and armor, and generally about being a soldier. Her personal strengths were in strategies of cooperation and defense. Her only real morale compass instilled was one primarily of Law. The clerics of the Red Knight vary between Good, Neutral, and Evil. Generally Jasmine believed in the strength of order. As a young adult she set out to learn her own place in the world. Jasmine first took mercenary work and some work as an adventurer, but eventually her travels brought her to the Border Kingdoms. There she saw opportunity to bring order to this fairly chaotic land of changing rulers. Jasmine had little trouble in gathering supporters and warriors to help her with her ambition, due to her personal magnetism and tactical mind. During her conquests, Jasmine became a much harder and more ambitious person. Once she had a taste of power, she wanted more. She was successful in establishing a small queendom, but she ruled it ruthlessly. Driven to enforcer order, even at the cost of freedoms. She became quite well known as a tyrant, and ever ambitious to expand her holdings. Shortly before a great battle, she was approached by a glimmerskin. This creature of overpowering life offered her more personal power for the cost of joining with her and experiencing the battle first hand. This extra infusion of positive energy made her feel unbeatable and led to her making some reckless mistakes. Her army was crushed due to her reckless ambition, she over reached. While she was indeed personally laying waste to her enemies, all that she had worked on was lost. In despair she tried to push out and lash out at the glimmerskin, unable to accept the defeat was her fault. The glimmerskin in response to being forced out and attacked, planeshifted Jasmine. Jasmine found herself in a magnificent city unlike any she had ever heard of. She found herself alone for the first time in quite a long time. Eventually she found her way to one of the many organizations of the city. The extra infusions of life energy from her time stolen by fey and infused by a being of positive energy, made her particularly attractive to some of the Scarlet Sovereignty. She has found that her skills, beauty and vivacious energy has enabled her to rise quite well as a mortal working with them. Her ambitions now are to continue to gain power and influence, and possibly even immortality. The Crimson Countess, Statblock:
Jasmine Valerie Bloodhawk, The Crimson Countess
Female Advanced Human Zealot 10 // Cavalier (Courtly Knight, Sister-In-Arms) 10 // Fighter 5/Oracle 1/ Antipaladin (Insinuator) 4 LE Medium humanoid (human) Auras Aura of Ego (10ft. +2/-2 vs fear) Init +19; Senses Perception +15 --------------------------------------------------------------------------- ---------------------------------------------------- Defense --------------------------------------------------------------------------- ---------------------------------------------------- AC 33, touch 23, flat-footed 28 (+9 armor, +5 dex (cha), +5 shield, +2 deflection, +1 natural armor, +1 trait) hp 220 (10d10+100+1d10+10) Fort +19, Ref[/b] +15, Will +20, +3 vs compulsion, +4 vs dropping weapons, +5 vs fear Defensive Abilities Bravery +2, Defiance, Greeds (fatigued), Living Bastion, Maiden’s Loyalty +3, Martyrdom (4hp/point, or 1 ability/2 points), Nature’s Whispers, Selfish Healing 12/day (4d6+18), Stubborn Health, Tempered Body (75% fortification), Unbreakable Fortress, Uncanny Dodge, Unholy Resilience --------------------------------------------------------------------------- ---------------------------------------------------- Offense --------------------------------------------------------------------------- ---------------------------------------------------- Speed 30 ft. Melee Lady (+2 adamantine Longsword) +21/+16 (1d8+11/19-20), or mwk cold iron spiked gauntlet +17/+12 (1d4+6), or mwk silver warhammer +17/+12 (1d8+6/x3) Ranged cold iron chakram +11 (1d8+6) Special Attacks Channel Energy (2d6, DC 20), Echoes of Steel, Halfhearted Challenge 4/day (+4 atk, +4 ac, +7dmg), For the King 1/encounter (Sw, +8 atk/dmg 1 round), Lion’s Call (Std +1 atk, +8 vs fear, 10 rnds), Smite Impudence 2/day (4 temp, +8 atk, +2dmg), Strategy 1/encounter (Std, 1 of: +2 ac, +2 atk, move as immediate), Weapon Training (Heavy Blades +3), Zeal +3 Antipaladin Spell-Like Abilities (CL 4th, concentration +15) At will - detect balance (as detect evil, but detects neutral alignment) Oracle Spells Known (CL 1st; concentration +12) 1st (5/day) - cure light wounds (DC 19), endure elements, fallback strategy 0 (at will) - detect magic, guidance, purify food and drink, read magic Zealot Maneuvers Known (IL 10th) 5th - shackles of the condemned (DC 23), stance of the thunderbrand, strategic blow 4th - grim guard’s laughter, iron lancet charge (DC 22) 3rd - chains of doubt (DC 21), intruder’s end, iron tortoise stance 2nd - enraging strike (DC 20), fear the reaper 1st - ego wounding strike (DC 19), flash of insight, iron pikeman’s attitude, stance of the defending shell --------------------------------------------------------------------------- ---------------------------------------------------- Statistics --------------------------------------------------------------------------- ---------------------------------------------------- Str 22, Dex 12, Con 12, Int 20, Wis 14, Cha 26 Base Atk +10; CMB +16; CMD 40 (45 vs grapple or trip, 47 vs disarm or sunder) Feats Bodyguard, Combat Reflexes, Cornugon Smash, Cut From The Air, Defensive Expertise (PoW), Diehard, Extra Conviction (x3) (PoW), Fey Foundling, Improved Initiative, Martial Power (PoW), My Master’s Vitality (Co7S), Noble Scion (War), Persistent Focus (living bastion), Persuasive, Planar Infusion (positive energy), Psionic Meditation, Shield Focus, Shield Specialization (heavy), Signature Skill (Intimidate), Skill Focus (Diplomacy), Skill Focus (Intimidate), Smash From the Air, Toughness Skills Autohypnosis +15 (10 ranks), Bluff +29 (10 ranks), Climb +12 (1 rank), Diplomacy +40 (10 ranks), Disguise +15 (1 rank), Handle Animal +15 (1 rank), Intimidate +38 (10 ranks), Knowledge (arcana) +7 (2 ranks), Knowledge (dungeoneering) +9 (1 rank), Knowledge (engineering) +18 (10 ranks), Knowledge (geography) +7 (2 ranks), Knowledge (history) +18 (10 ranks), Knowledge (local) +9 (1 rank), Knowledge (martial) +9 (1 rank), Knowledge (nature) +9 (1 rank), Knowledge (nobility) +15 (1 ranks) (+20 Scarlet Sovereignty), Knowledge (planes) +9 (1 rank), Knowledge (psionics) +9 (1 rank), Knowledge (religion) +9 (1 rank), Perception +15 (10 ranks), Perform (dance) +21 (10 ranks), Perform (oratory) +23 (10 ranks), Profession (soldier) +15 (10 ranks), Ride +5 (1 rank), Sense Motive +19 (10 ranks), Spellcraft +9 (1 rank), Stealth +5 (1 rank), Survival +8 (1 rank) (+13 to provide for allies), Swim +10 (1 rank), Use Magic Device +21 (10 ranks) Traits Agile Dancer, Defender of the Society, Extremely Fashionable, Unorthodox Method (trade Solar Wind for Iron Tortoise) Languages Common, Draconic, Dwarven, Elven, Infernal, Undercommon SQ Armor Training (2), Burning Contemplation, Collective, Commitment, Compartmentalized Aid, Convictions (Improved Path of Dedication, Impulsive Reactions, Path of Dedication, Tempered Body [3]), Imperious Attitude, Invocation, Maiden’s Order (Order of the Fanged Crown), Mission (Protection), Mystery (Nature), Oracle’s Curse (Powerless Prophecy), Order Abilities (aid allies +4), Power Points (70/day), Revelation (Nature’s Whispers), Social Presence +3, Telepathy, Unshakable Will Combat Gear acid (4), air crystals, alchemical grease, alchemist’s fire (4), elixir of the thundering voice (5), gravely tonic (5), holy water (2), scroll of dimension door (3), scroll of fly (3), scroll of glitterdust (3), scroll of inspired recovery (CL 10), scroll of see invisibility (3), smelling salts, spiritbane spike, wand of comprehend languages (50), wand of cure light wounds (50), wand of infernal healing (50), wand of lesser restoration (50) wand of protection from chaos (50), unholy water (2); Other Gear mithral fullplate, mithral heavy shield (attuned +2), Lady (adamantine longsword w/ heightened to level 9, CL 20 continual flame, attuned +2), mwk cold iron spiked gauntlet, mwk silver warhammer, cold iron chakrams (4), bracers of the merciful knight, champion’s banner, circlet of persuasion, gloves of dueling, handy haversack, sash of the delicate moving war champion (as a corset of delicate moves and a sash of the war champion), traveler’s anytool, armor truss, board game (chess set, 100gp), book of war prayers, Calistria’s kindness (90), chalk (10), chalkboard, charcoal (4 sticks), chronicler’s kit, cleric’s kit, climber’s kit, compass, efficient tent, explorer’s outfit, gear maintenance kit, grooming kit, heritage book, holy symbol (gold), holy text (Liber Tactica), imperial conquest set, jewelry (various, 500gp), journal (3), map maker’s kit, mirror, noble’s outfit (3), pathfinder’s kit, perfume (exotic, 10), pocket watch, pomander (noble’s), scrivener's kit, shaving kit, signet ring, survival kit (mwk), tome of epics, 1,280gp Favored Class Bonuses Zealot 1PP/Level, Cavalier 1HP/level, Fighter +1CMD vs grapple and trip/level Automatic Bonus Progression armor/shield attunement +2, deflection +2, mental prowess +2 (Charisma), Physical Prowess +2 (Strength), resistance +3, toughening +1, weapon attunement +2 Advanced Human 41pt race: Standard Racial Traits Ability Score Racial Traits: Advanced humans gain +4 Str, +2 Dex, +4 Int, +2 Wis, and +4 Cha. Type: Advanced humans are humanoids with the human subtype. Size: Advanced humans are Medium creatures and thus receive no bonuses or penalties due to their size. Speed: Advanced humans have a base speed of 40 feet. Languages: Advanced humans begin play speaking Common. Noble humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Bonus Feat: Advanced humans select one extra feat at 1st level. Focused Study: At 1st, 8th, and 16th level, an advanced human gains Skill Focus in a skill of her choice as a bonus feat. Silver Tongued: Advanced humans have a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. Bonus Feat Advanced humans receive Toughness as a bonus feat. Skilled: Advanced humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. Quick Reactions Advanced humans receive Improved Initiative as a bonus feat.
Pathfinder Rulebook Subscriber
In case there is still some interest in this: Queen Jasmine Aalart, Lady Knight Commandant of the Scarlet Rose:
Female Human Cavalier (Sister-In-Arms) 7 // Oracle (Inerrent Voice, Pei Zin Practitioner) 7 // Fighter 3/ Paladin (Holy Tactician) 3/ Swashbuckler 1 /// Marshal 1 LG Medium humanoid (human) Full Stat block to follow soon
Background:
Elainne Aalart was traveling on the edge of the Thousand Breaths forest. There she met a miniature woman with white skin and large slanted eyes of deep violet. The fey creature beckoned to Elainne and led her to a crib. In this crib was a human infant, laying on a bed of glowing feathers. The young woman picked up this infant and could feel the vibrancy of life radiating from the feathers, which she then realized were jyoti down. When Elainne looked up the miniature woman was nowhere to be seen, so she decided to take the infant home as her own. Jasmine was then adopted by Elainne and Ganelon Aalart. Her father is an instructor of tactics at the Aldori Academy; he holds a rank equivalent of a knighthood. Jasmine's mother, Elainne, was a religious woman who taught Jasmine about various religions, primarily the worship of Torag and Shelyn. Jasmine began speaking before any other children her age, in full sentences. Her mother recognized the touch of the divine and helped Jasmine focus this. Elainne died giving birth to Jasmine's little brother, Martin, in 4698 AR. Jasmine tries to be a role model for her little brother, but she hasn't had the most direct contact with him due to her time spent at the Aldori Academy and abroad. Jasmine was trained at the Aldori Academy in the arts of swordplay, leadership, and tactics. Her keen mine, strong body, and charismatic personality made all of these things fairly natural for her. She entered the Academy shortly after her mother's death, first learning more about the academic sides of warfare, greatly aided by her divine gifts of Lore. In her later training she learned from Doritian Aldori, one of the great commanders of the Academy. She learned how to make people listen, see reason, and how to keep them in line from Doritian. Her lack of finesse however is somewhat frowned upon by most of the Aldori Swordlords who prefer more refined combat. After graduating at the Academy at an astounding age, Jasmine moved on to train at the Crusader War College in Lastwall. There she further honed her skills, and took much better to the tradition of heavy armor and weapons than the Aldori. After graduating from yet another war college she then moved to Absalom to learn at the Grand Lodge of the Pathfinder Society. She studied under all three masters, but particularly under Master of Swords Marcus Farabellus. During her time at her various schools, Jasmine attracted the attention of several lovers, both male and female. The most significant of these relationships was also the most difficult. She fell in love with a Varisian woman named Zeldana, at the Aldori Academy. It was a passionate young love, but Zeldana tried recruiting Jasmine as a foreign spy. Jasmine betrayed her lover, revealing her as a spy. Jasmine has mixed feelings on this issue, as it was her duty to report Zeldana, but her feelings for the woman were also genuine. Jasmine works hard on her reputation, and values fame quite a great deal. After her schooling, Jasmine returned to the River Kingdoms. There she founded the mercenary company, the Company of the Scarlet Rose. With her company, her charisma, and tactical expertise, she was able to carve out her own kingdom, Alekhine. From her seat of power, Queenside, she established a very prosperous and secure country. Castruccio Irovetti, King of Pitax, grew covetous of his neighbor's prosperity and eventually sent his forces to conquer this young new kingdom. Jasmine’s forces were outnumbered and overmatched. Her tactical genius and Irovetti’s overwhelming pride and confidence, enabled Jasmine and Alekhine to overcome the invasion.
Moment of Ascension:
Right at the end of the final battle, Jasmine found herself whisked away to somewhere else. She finds herself seated overlooking a chessboard, complete with human sized chess pieces of red and white marble. Seated opposite was another woman in red armor. This mysterious woman points down at the board and one of the white pawns takes a move. Jasmine realizes that this is some sort of test, and she is intended to control the red pieces. The mystery woman is the most skilled opponent Jasmine had ever faced, but she was able to bring the game into a stalemate. At the end of the game, Jasmine felt an infusion of divine inspiration and power. Afterword the woman identified herself as The Red Knight, a deity of strategy and tactics. Jasmine was informed that some great events were about to unfold, and her expertise would be needed. “Go forth with my blessing, you will need it,” the Red Knight spoke and there was a blinding red light. When Jasmine opened her eyes, she found herself elsewhere ...
Calling: Jasmine is a leader of men, and a tactical genius destined for greatness
Pathfinder Rulebook Subscriber
Also keep in mind that the in the Critical Updates section of the 1.1 rules update is this: Page 175—In Equipment, in Item Damage, delete the second
That sentence is "An item reduces any damage dealt to it by its Hardness." I think that makes it clear that if you strike you are blocking deals damage = to or more than the hardness of your shield when you shield block it will take a dent. I think there still needs to be some clarification if the shield can take 2 dents during the shield block or if it only takes damage up to the hardness of the shield. I believe that the intent is that blocking an attack that would deal double the shield's hardness in damage, or more, would cause 2 dents. I agree that Hardness seem quite low, due to my play experience last night. I played one of the 5th level PFS scenarios. My paladin had an expert heavy steel shield that was a righteous ally (hardness 8, 5 base +1 from expert +2 from righteous ally). Many of the attacks our group faced were dealing from 15-20 damage. Meaning most attacks would cause 2 dents, which my shield would only not break due to the extra dent from righteous ally. The druid in the party had just a regular heavy wooden shield (hardness 3), that broke the one and only time he used shield block. Even the shield cantrip at 5th level (heightened to 3rd) has a hardness of 10
Pathfinder Rulebook Subscriber
I played a Gnome Paladin last night in one of the 5th level PFS scenarios. I found that the reach of the flickmace was quite crucial to my ability to be in position to use Retributive Strike. I was able to use it quite a bit better than I expected given these types of threads. I think there were a couple of contributing factors to this:
The enemies generally won initiative and closed with the party before the Monk could literally outrun me (35ft speed vs 15ft speed), so the monk was not forced to move slowly to enable me. Reach, it is honestly quite disappointing to think how little use of this ability I'd have been able to get without having reach. I think it is imperative that Paladin's will have tools to be viable as sword and board without having to hoop jump to get access to a niche weapon like the Gnome Flickmace. I honestly had quite a good time and was pleasantly surprised that the build worked as well as it did. I was kinda expecting to just feel outclassed by the monk, but I didn't. Though I think I might have had I not been using a Flickmace.
Pathfinder Rulebook Subscriber
I am pretty sure that the shield (and other items) doesn't become broken until the 2nd dent and destroyed until the 3rd dent. When I played Doomsday Dawn my heavy steel shield (hardness 5) made me impervious to 1 attack around against non-crits from one of the most dangerous enemies (due to poison). In the end my shield took a single dent through the whole dungeon crawl. Also it seems to me that most people are ignoring generally how easy it is to fix a shield. Takes an hour, but that drops to 10 minutes with Quick Repair (gained by the Warrior background at 1st level), and gets even faster as your crafting skill goes up. Also at higher levels and with Paladin's Righteous Ally you could have a shield that takes 3 dents without becoming broken (using any of the Sturdy Shields + Righteous Ally) Seems like quite a few when you can take a few minutes to fix it.
Pathfinder Rulebook Subscriber
Zach Davis wrote:
Yeah I also know someone that would apply that in a heartbeat to his currently level 17 Venture Captain
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