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RPG Superstar 8 Season Marathon Voter, 9 Season Dedicated Voter. Pathfinder Rulebook Subscriber. ***** Pathfinder Society GM. 508 posts (989 including aliases). 2 reviews. No lists. No wishlists. 39 Organized Play characters. 6 aliases.


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Sovereign Court

Pathfinder Rulebook Subscriber

My understanding agrees with you, but I am not certain.

That would mean if you were in a Warmaster's Harness (Gargantuan) it would extend out 20ft to either side.

Sovereign Court

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?
Is it one facing of the area your character takes up, thus making the size of a Titan shield variable based on the size of the armor projecting it?

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
_________
OOXXOO
OOXXOO
OOOOOO

Please help me understand this meaning. The term edge is not something that has specific rules verbiage to my knowledge.

Sovereign Court

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)

Sovereign Court

Pathfinder Rulebook Subscriber
Kigvan wrote:

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.

This also seems to be a problem with the Advanced Missile. Only the tactical missile is listed with explode 30ft.

Sovereign Court

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.

Sovereign Court

Pathfinder Rulebook Subscriber

Both of those suggestions are great thanks.

The Force Soles should work since, Augmentations are called out as functioning, and they don't actually modify speed directly, so they shouldn't be disqualified from the second set of rules.

Sovereign Court

Pathfinder Rulebook Subscriber

Example of something potentially useful:

Teleportation Puck

Other interesting alternatives to typical movement, such as the teleportation puck, are also things I am interested in.

Sovereign Court

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.

Sovereign Court

Pathfinder Rulebook Subscriber
Nefreet wrote:

There's a Pathfinder Society Scenario where you fortify a dilapidated fortress against an oncoming troupe of undead.

I imagine this feat was designed for that very sort of use, since they attack and eventually break down the gates.

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.

Sovereign Court

Pathfinder Rulebook Subscriber

Sentinel Dedication is basically a dead feat for both classes, which is pretty sad, as I have a couple of characters that would love Mighty Bulwark.

Sovereign Court

Pathfinder Rulebook Subscriber

I was able to finalize the order on my phone.

Sovereign Court

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:
"We need some information from you before we can display shipping details."

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.
Both options under combined shipping options are greyed out and unable to be selected.

I am trying to purchase the Pathfinder 2e Rulebook Subscription starting with the Advanced Player's Guide.

Please let me know how to proceed.
Thanks

Sovereign Court

Pathfinder Rulebook Subscriber
Kigvan wrote:

However there are a few examples where this is not the case.

There may be other examples of this problem, I have certainly not performed an exhaustive search.

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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:
"Your sneak attack slices through the threads binding magic to a target. Make a Strike against a flat-footed creature (your choice). If your Strike deals sneak attack damage, you attempt to counteract a single spell active on the target. Your counteract level is equal to your rogue level, and your counteract check modifier is equal to your class DC – 10." Core Rulebook 189

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.

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Pathfinder Rulebook Subscriber

While advice to adding a fusion to make a weapon deal one type of damage seems sound, it sadly cannot be done. I think all of the energy fusions have a line about not being able to be added to a weapon that already does that same type of damage.

Sovereign Court

Pathfinder Rulebook Subscriber

Horse
Your companion is a horse, pony, or similar equine.
Size Medium or Large
pg 216

So it seems as you can select a medium sized companion to represent a pony mount for a small character.

However:
Mature Animal Companions
... If your companion is Medium or smaller,
it grows by one size.
pg 214

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?

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

Sorry, about the lack of posting, had a long last couple of days.

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5
kKigvan The Light wrote:


Boons slotted for this scenario
- Ally: Elite Hireling Access, Set 1, Steve the Skittermander

I will swap out my hireling Ally with Honorbound Allies boon. then

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

Thanks much. I had a good time. I177 is certainly an enigma, will be interesting to see how that unfolds. Also quite interesting background info here.

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Male Halfling Archaeologist 2/Nerd 5

The look like traditional chess pawns made of semi-transparent red marble.

I imagine the things they are holding are just kinda floating right around them, (thinking about arms seems a little ridiculous).

Sovereign Court

Pathfinder Rulebook Subscriber

Yeah, in order for them to stack, like Loganic says they need to be typed bonuses.

For example my character, The Crimson Countess, only adds her Charisma to fortitude once Despite having the feat My Master's Vitality, and Unholy Resilience.

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Pathfinder Rulebook Subscriber

I would be interested in 1-29, with a Solarion

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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)

Sovereign Court

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’ Vigour

By 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

Sovereign Court

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.

Sovereign Court

Pathfinder Rulebook Subscriber

I don't see if you have said if with the level increase, you are planning on a wealth increase.

Could we get an answer on that?

Also so folks know:
Building a mostly martial Leader type, lots of support, very high defense, very high face skills.

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Pathfinder Rulebook Subscriber

Also Dotting!

Sovereign Court

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

Sovereign Court

Male Halfling Archaeologist 2/Nerd 5

Withdrawing for the moment would be fine with me as well, enlarge person will keep it from trampling at least as well as boost damage to be a bit more reliable to break the hardness.

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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
sentence.

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

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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:
All but one of the other party members tended to stay in melee range.

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.

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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.

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Include me in the camp that is quite concerned with the action economy, especially for a sword and board paladin (that seems to be well supported with other paladin class options).

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Zach Davis wrote:
Hilary Moon Murphy wrote:

Thank you, John. Painless and permissive sounds intriguing. I look forward to hearing what you all come up with!

Hmm

PS Alex, I am betting that page 28 referred to the old capstone scenarios for Lantern Lodge and Shadow Lodge. GMs were allowed to apply those scenarios to their characters that were too high to experience the adventure — they willingly took less gold to get the capstone boon and story on their characters. I have NO idea what this might refer to in the current mix of factions, especially since the Scarab Sage capstone is in a 7-11.

It would be nice if it meant I could apply it as GM credit to my level 14 Sage who already played most of the major Sage specific scenarios, and maxed out a Sage faction journal card. I'd be fine with whatever reduced rewards were granted as long as I got the boon on their last scenario.

Yeah I also know someone that would apply that in a heartbeat to his currently level 17 Venture Captain

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Thank you for your help!

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I started a subscription selecting Adventure Path 128, and would love to add 127.

Thank you.

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I would like to start a Pathfinder Adventure path subscription, but the two options listed are Book 6 of Ruins of Azlant or Book 2 of War for the Crown. I would like to instead start with Book 1 of War for the Crown. Is this possible. Thank you for your time.

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You choose both the Attribute modifier and extra feature each time you take beastial form. Your choice is not locked the first time you shift.

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Want
Seasoned Archivist/ Taldan Courtier
Other Offers

Have:

Brutal Reputation

Debt to Society

Extended Travels

Ley Line Access 2 (Derroshriek, Jatembe's Trail, Rebellion Rift, or The Shimmering Coils)

Long Distance Support

Martial Tradition (Aldori Dueling, Ironstock Sharpshooting, Northern Fury, or Shackled Soldier)

Mounted Tradition 2 (includes Rougarou options)

Samsaran or SFS Legacy Race (haven't gotten my GM boon from my local convention yet and I have my choice of these)

Scholar of the Sages (Scarab Sages)/Model Pathfinder (Grand Lodge)
Soothsayer

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Kigvan wrote:

Want in order of priority:

Extra Hours
Seasoned Agent/Taldan Courtier
SFS
Knights of Golarion Affiliation

Have:
Martial Tradition (Aldori Dueling, Ironstock Sharpshooting, Northern Fury, or Shackled Soldier)
Ley Line Access 2 (Derroshriek, Jatembe's Trail, Rebellion Rift, or The Shimmering Coils)
Brutal Reputation
Soothsayer
Adopted Weapon Training (dwarf, elf, gnome, halfling, or half-orc)
Debt to Society
Long Distance Support
Mendevian Weapon Training
Moment of Glory

Really looking for extra hours, willing to trade multiples

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Want in order of priority:
Extra Hours
Seasoned Agent/Taldan Courtier
SFS
Knights of Golarion Affiliation

Have:
Martial Tradition (Aldori Dueling, Ironstock Sharpshooting, Northern Fury, or Shackled Soldier)
Ley Line Access 2 (Derroshriek, Jatembe's Trail, Rebellion Rift, or The Shimmering Coils)
Brutal Reputation
Soothsayer
Adopted Weapon Training (dwarf, elf, gnome, halfling, or half-orc)
Debt to Society
Long Distance Support
Mendevian Weapon Training
Moment of Glory

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The Mad Comrade wrote:

The way I read Enhanced Resistance is that you can take it as many as six times, once for each type of resistance. Then stack it with other stuff except deflecting armor upgrades. Frankly though, given how the damage output ramps up over time, it is a consideration to permit resistances and damage reduction to stack in Starfinder. I've not tested this of course, not yet anyway.

I don't see much harm in a character having all six (DR 20 and 20 resistances) when the attacks they're facing are dishing out - presuming weapon scaling damage is in play - effectively drop the CR-based weapon specialization bonus (at best, for full-BAB characters) to slather on the raw mounds o' weapon damage dice.

While I don't see anything that says you can't take a particular feat more than once (a standard Pathfinder rule). Skill Focus and Skill Synergy list

"Special: You can take this feat multiple times. Its effects don’t
stack. Each time you take this feat, it applies to a new skill."

This implies that other feats can't be taken more than once.

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I believe it is intended to enable Envoys to use improvisations on robots ect. Androids should already benefit as they don't have immunity to mind-affecting effects.

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Kalindlara wrote:
I think they all changed, but I can't be sure. The only one I knew was the dusty rose (+2 CMB/CMD) which took a significant hit (+1 CMB).

Keep in mind the net is 1 loss to CMB/CMD as the stone itself adds to 1 to CMD (insight to AC applies to CMD)

Also when I get home/have time, I'll try to add to this thread like the original post.

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Hit 12 on 2 more Characters at PaizoCon:

Baron Angethel (CN Aasimar [Idylkin], Oracle (Life) 12)

and

Silver Crusader Kigvan Rockmiser (LG Dwarf Warpriest (of Torag)12)

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apbrake wrote:
Yoon also has one to many wild talents at lvl 7. Pregens are fun yet a little annoying like that.

I think Yoon used the Human Favored class bonus of 1/6th an Extra Wild Talent feat

Muser wrote:
Hayato is my favorite: Greater Weapon Focus at level 7 AND no Weapon Specialization.

While the level is indeed an issue, Weapon Specialization is not a prerequisite for Greater Weapon Focus.

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Is this really a Seminar event or an RPG event?

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Glorf Fei-Hung wrote:

That was brought up and is the leading candidate for bringing everything together, currently I'm looking to either run the same way you are, heavy shield until I can get that feat, or just go with a normal weapon and tower shield forgoing the reach option.

Going Tower shield and normal one-hander works too; you could swap to Shield Brace later on instead of Shield Brace and heavy shield early

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Glorf Fei-Hung wrote:

First let me point out this is for PFS, so GM Caveat/Houserules are out.

Tower Shield Specialist Feat wrote:
Benefit: You reduce the armor check penalty of tower shields by 3, and if you have the armor training class feature, you modify the armor check penalty and maximum dexterity bonus of tower shields as if they were armor.
Armor Expert wrote:
When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

I believe it is quite clear that if you have the armor training class feature you treat the shield as armor for all effects that reduce armor check penalties.

It does not just say that you can apply your armor training to the tower shield.

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