Jirelle

Lady Vulpina's page

565 posts. Organized Play character for VixieMoondew.



Horizon Hunters

Rulebook says your GM may allow you to be a half-elf halfling or a half-orc goblin or what have you; you just slap the Half-Elf heritage on the Halfling ancestry. Cool!

What's the official PFS 2E ruling on that, though? Is that legal for character creation? Haven't been able to find a ruling one way or the other.

Grand Lodge

Howdy all! I've got a question of interpretation here.

First, full text of both relevant items:

Order of the Saddle wrote:
Challenge: Whenever an order of the saddle cavalier issues a challenge and is astride her mount, she can charge the target of her challenge—moving and attacking as if with a standard charge—and then move again as if using Ride-By Attack. Her total movement for the round can’t exceed her mounted speed. This maneuver provokes attacks of opportunity, but the cavalier gains a +1 dodge bonus to AC against attacks of opportunity while charging the target of her challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the cavalier already has the Ride-By Attack feat, this dodge bonus increases by 2.
Ride-By Attack wrote:
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

So let's say I'm a cavalier/samurai with both this order and this feat. I challenge and then charge yonder pikeman (who didn't brace) with my nodachi.

As I leave the 10-foot square to close into adjacent melee, we run into an issue.

Namely: do I provoke an AoO?

Order of the Saddle says yes, but I gain a dodge bonus.
Ride-By Attack says no.

I can see three options here:

1. These are two separate actions available to me: I can either not provoke from yonder pikeman, or provoke, take a +3 or more to my AC, and hope that that's enough to waste his AoO.

2. These options are one and the same: I charge yonder pikeman, who cannot do anything in the face of a big horse, a big rider, and a big sword charging him down to kill him, but his allies get to take AoO's against me as normal (albeit with a bonus to my AC).

3. I'm missing something obvious.

Thoughts?


2 people marked this as a favorite.

Welcome! Please post the following in preparation for Gameday VIII!

1. Player name
2. Character name
3. PFS number + PC number
4. Day job roll
5. Initiative mod
6. Perception mod
7. Anything unique I should know about your character. Things like "I have +1 AC vs. Medium or larger creatures," "I plan on taking an Immediate action to use Dodging Panache whenever I can," etc. Any of that really situational stuff that I should be aware of, basically!

Just so you're all aware, I'm a first-time PFS GM (though I've GMed a little IRL and a little PBP in non-PFS settings before), and I've been playing PBP PFS for about 2 years now, so hopefully I should be able to run this fairly smoothly. That said, if you have any questions or concerns, let me know!


Welcome to GM Nine-Tuiles's run of 7-10! Our intro post will be up closer to the beginning of the game. In the meantime, feel free to ninja dot!


1 person marked this as a favorite.

Legends tell of heroes who met when their backs were against the same wall, desperate groups assembled by the remaining survivors of some cataclysm; others tell of parties that happened to assemble in a tavern at the right time to aid a wandering merchant on a quest that started as a mere afternoon's work that snowballed into a grand conspiracy.

In today's economy, however, that seems unlikely.

Sure, a marauding band of orcs might raid a small town now and then before being ousted by the State Troopers in their flashing red-and-blue mail, or a politician would be discovered to have been consorting with devils, but that was hardly the beginnings of anyone's quest-- though it would usually make the news, at least.

No, today's adventurers are more likely to be errand boys with swords. Sw0rd4Board, @Ven2r, and ClubHub host gig-based job postings that vary in prestige from clearing (literal) skeletons from one's closet to requests from clients who seem to be a little confused but are willing to pay a surprisingly high amount to get "valuable cargo" "escorted" to their home from Arby's.

It's this sort of work that appeals to you now-- whether due to a need for a little extra gold in your Wells Fargo account, expensive NSFW art commissions of your OC's, or simply a little fairly-compensated excitement on the weekends.

That said, save for an outfit and any family heirlooms, a quick look around your home and a little browsing on your phone prove two unfortunate facts:
You are currently drastically under-equipped for adventuring, and the local K-Mart is having a "Store Closing Sale" with a percent marked off of all items.

So, with either a bag jingling on your hip or a card checked and double-checked for your budget in your wallet, you arrive at the store with the big K on it.

The sale is still in its early stages; while it's not quite as well-stocked as before, you see very few bare shelves.

There are a fair number of people in the store-- more than there have been there at one time than there has been in years, in fact-- but to call it "crowded" is still a bit of an overstatement.

Most promising, however, is that everything in the store is at least 20% off!

Feel free to purchase at 20% off base price: any non-magical, non-masterwork equipment. For those shopping for weapons, armor, or masterwork equipment (or anything expensive in general), please indicate what you're keeping an eye out for. There may be some... opportunities.


1 person marked this as a favorite.

Legends tell of heroes who met when their backs were against the same wall, desperate groups assembled by the remaining survivors of some cataclysm; others tell of parties that happened to assemble in a tavern at the right time to aid a wandering merchant on a quest that started as a mere afternoon's work that snowballed into a grand conspiracy.

In today's economy, however, that seems unlikely.

Sure, a marauding band of orcs might raid a small town now and then before being ousted by the State Troopers in their flashing red-and-blue mail, or a politician would be discovered to have been consorting with devils, but that was hardly the beginnings of anyone's quest-- though it would usually make the news, at least.

No, today's adventurers are more likely to be errand boys with swords. Sw0rd4Board, @Ven2r, and ClubHub host gig-based job postings that vary in prestige from clearing (literal) skeletons from one's closet to requests from clients who seem to be a little confused but are willing to pay a surprisingly high amount to get "valuable cargo" "escorted" to their home from Arby's.

It's this sort of work that appeals to you now-- whether due to a need for a little extra gold in your Wells Fargo account, expensive NSFW art commissions of your OC's, or simply a little fairly-compensated excitement on the weekends.

That said, save for an outfit and any family heirlooms, a quick look around your home proves two unfortunate facts:
You are currently drastically under-equipped for adventuring, and the local K-Mart is having a "Store Closing Sale" with a percent marked off of all items.

So, with either a bag jingling on your hip or a card checked and double-checked for your budget in your wallet, you arrive at the store with the big K on it.

The sale is still in its early stages; while it's not quite as well-stocked as before, you see very few bare shelves.

There are a fair number of people in the store-- more than there have been there at one time than there has been in years, in fact-- but to call it "crowded" is still a bit of an overstatement.

Most promising, however, is that everything in the store is at least 20% off!

Feel free to purchase at 20% off base price: any non-magical, non-masterwork equipment. For those shopping for weapons, armor, or masterwork equipment (or anything expensive in general), please indicate what you're keeping an eye out for. There may be some... opportunities.

And yes, Nessie, you can try to boost anything you like. As always, there are potential consequences for failure.


Welcome to the Discussion Thread for Dungeons, Drive-Ins, and Dives!

Discord link HERE!

The party for this one consists of:

Klyto Ememar, armorsmith who works better in the dark
Takesh, whose elegant song summons Dad Jokes
Basil Yamamoto, Antiques Road Show consultant and garage sale connoisseur
Edie Squire, typical retailer
Katrina Wendell, typical retailer
Belladonna Silvertree, goth retailer

There are three things I need from each of you while we work on setting up; namely, a possible connection to one or more of the other party members as well as a few adjectives to describe your fighting style. This will allow me to write combat a little more personalized-- whether your character is "brutal and deadly" or "defensive and reserved." I don't need a full paragraph unless you feel especially inclined.

The third is something that I was a little unclear about earlier, and some of you may have already gone ahead with: background skills! I waffled on whether or not I'd include these, so I've decided to settle this in your benefit. Anyone who hasn't already included background skills, please feel free to do so.

I don't anticipate I'll start this in earnest for another while yet (approx. 1-2 weeks), but I didn't want to deny you guys the chance to discuss in the meantime!


Welcome to the Discussion Thread for Diners and Dragons!

Discord link HERE!

The party for this one consists of:

The Marvins, Cassidy and Sadducee, who together comprise a single drinking-age human
Brother Joseph, barside cleric of the Accidental God
Nephriel Neridian, the Girl Who Could Get Weed in high school
Faith-in-the-Rain, miniature Tiefling whose devilish blood demands satisfaction
Docta G, gnome rapper whose bars are L I T
and Franklin Miller, human accountant

There are three things I need from each of you while we work on setting up; namely, a possible connection to one or more of the other party members as well as a few adjectives to describe your fighting style. This will allow me to write combat a little more personalized-- whether your character is "brutal and deadly" or "defensive and reserved." I don't need a full paragraph unless you feel especially inclines.

The third is an answer to a question: let me know if you included background skills in your character. I mentioned that I might use them, but neglected to mention them in the post where I firmed up the character creation rules, and noticed that at least one or two applicants kept them. If that's the case, I don't mind opening up Background Skills-- but I want to make sure we're all playing with the same deck!


Howdy folks! So I'm considering running a game I've been thinking about for ages now. The setting is a blend of Modern and Fantasy; for example:

-Casters gesture on their smartphones (with different apps/models for different casters; for example, sorcerers use a free-but-limited app, whereas wizards pay a small price (to approximate a spell component pouch) for an app that, while clunky, can keep a much broader catalog of spells.

-A trip to your local WindoMart might have you pass an elf eyeing a greataxe, which is just a few aisles down from super soakers and across the store from the grocery department (which itself is currently having a buy-5-save-5 sale on trail rations!).

-You play as folks who recently decided to give adventuring a shot (a weird hobby, but vital and-- if you're good at it-- rather lucrative). You've saved up just enough to invest in some starter gear.

-Combat never really got beyond flintlocks, aside from the odd inventor making Advanced Firearms. Why invent a machine gun when you can just slap a Wand of Fireball in your local wizard's hand? (Yes, there are good reasons to invent a machine gun anyway; no, it doesn't matter.)

On a related note, this is a separate question, but I may as well ask it here:
If I want our adventure to romp through an actual real-world property (like, say, a 7-11 or a Quizno's), is that going to cause any legal problems? Do I need to stick to CostMo and Bullseye?


Howdy folks!

So I have a Halfling Ranger I'm working out some details of, and there's one thing that would make my little heart happy: the ability to Reduce her size reliably. Currently, the best plan I've got is Potions, but at 50gp a pop that's... well, there are probably more cost-effective ways long-term.

Thoughts?

EDIT: This is for PFS, which is very important but I forgot to mention.


Okay so I just mostly want to know if there's any reason I couldn't do this (optimization be darned) before I plague my PFS GMs with it:

1. Play a Half-Elf
2. Take the Magical Heritage (kitsune) feat (human-only; do half-elves count?)
3. Take Magical Tail (kitsune feat)
4. Be a half elf with a fox tail!!!


So I’ve had a horrendous idea and I’m curious about where people would go with this. Basic idea is this:
A Phalanx Soldier gets the ability to treat polearms as 1-handed weapons at 3rd level, provided they are wielding a shield of some kind in their other hand.
A Picaroon gets Two-Weapon Finesse if they have a 1-handed piercing weapon in one hand and a firearm in the other hand.
The Buckler Gun is a thing.
The Beneficial Bandolier is a thing.

What are our thoughts on this? Could this work out to be an awesome build (perhaps with a polearm with a high Crit range, like the fauchard)? Is this the sort of thing that’s destined to be terrible no matter how you build it?

EDIT: on second thought, technically there’s no specific need for it to be a Picaroon. Any Swashbuckler archetypes (including default) work especially well?


1 person marked this as FAQ candidate.

I have a lot of questions about scatter weapons (like the blunderbuss and dragon pistol), and there’s enough fuzziness here that I’m having a hard time deciding either way!

1. Firing into melee. Given that it fires in a cone rather than a single target (and is therefore an area affect), do you have the -4 penalty for enemies in melee?

2. Applicable feats. The entry mentions:
“attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike.”
Which feats does that apply to? Does Weapon Specialization still work? Point-Blank Shot? Deadly Aim? Any I haven’t thought of?

...I guess that’s only two questions, but one of them has a lot of sub-questions.


Howdy, folks!

I've been pondering this since my book happened to fall open to the "Mystic Theurge" page in the CRB last night. I'm currently playing an Oracle with the Winter Mystery, hoping to throw some divine chilliness around as our party's control specialist-- between the initial Blessing at the start of the fight, and the inevitable healing after.

However, I had the idea of tossing a Sorcerer on top of that, then starting a Mystic Theurge prestige once I've got the requisite levels under my belt. I was, of course, thinking of doing a cold-focused bloodline (eyeing Rime or Marid at the moment), or even doing a Crossblooded so I can get both bloodline powers.

Thoughts? Concerns? Strong objections? Better ideas (aside from "don't")?

Grand Lodge

So this is almost entirely for the fun of it, but:

I have a sorcerer that can use Freezing Hands (Burning Hands + bloodline ability). I thought it would be hilarious if she used this to shatter a dude's hand in a high-five.

The problem is, most enemies aren't keen on high-fiving people they're currently trying to skewer/incinerate/feed to their dark god. What are some ways you guys can think of to make this happen? Bonus points if it's PFS-compatible.


I'm working on making a character class for my wife's character in our homebrew campaign. The setting is low-magic (a lot of spells are restricted, I'm preventing anything further than a one-level dip into magic classes, and races are entirely homebrewed (although I do have my own version of Catfolk with many of the same rules).

The class needs to be an alchemist in name, but not a Pathfinder alchemist-- no bombs, just potions, and even those potions should be limited. I've mostly got this aspect of the class nailed down (lifting a lot from the druid's alternate Nature Bond that allows her to create low-level potions)-- however, I'm having a lot of trouble figuring out the rest of the class features.

The character, and most alchemists like her by necessity, is part experimenter, part scholar, and part merchant. By necessity of the setting, she needs to be able to hold her own in a fight against other untrained enemies (it's a fairly wild/tribal setting), so I want to give her a mid-BAB progression, simple weapon proficiency, and light armor proficiency-- maybe non-tower shields, as well.

Any thoughts on how I can keep to the theme in her class features (or even thoughts about other parts of the class) while incorporating these elements?
-Makes potions (any potion that she has not made before is randomized), which in this low-magic setting are considered very powerful
-Uses simple weapons or natural attacks (claws and bite; natural attacks are very common in this setting)
-Tends toward diplomacy, trade, and investigation while relying on party to be the "muscle," if needed

Basically, I'm trying to make it interesting while keeping setting limitations in mind and also avoiding making a "useless" class.

Sovereign Court

I've got a few of my own ideas, but I'm still relatively new to Society rules and the ideas involved. Basically, I'd like to play a Kitsune Mysterious Picaroon, but I'm finding that a I have 200 directions I want to take it. If you were building a character with this race and classes, what feats would you take? Weapons, armor, other useful items? I'm leaning toward Rapier/Pepperbox and Dragon Pistol (since the MS can ignore misfires), but I've never actually had a character above level 2 and I'm curious about what I can do to avoid crippling myself (aside from "insisting on playing this character at all," of course).

Thoughts?

Sovereign Court

Seasons changed, and among the ranks of those from more privileged backgrounds within the Pathfinder Society, this largely amounted to a shifting of complaints from the overbearing heat to the chilling dreariness of the rain. Tonight was a different sort of day, however: the insect season was coming to a close, and the sun was just beginning to sink in the sky, leaving the air pleasantly cool enough that the inner layers of a noble's garb might not cling to her body with sweat.

On this night, a slender Tien woman in loose-fitting silks sits on a padded stool beneath a pavilion in the garden of the lodge, enjoying a pastry with another similarly well-dressed Pathfinder. She is a new face within the Society, with smooth features and irises that seem to shimmer and dance like amber flames.

Disguise: 1d20 + 14 ⇒ (16) + 14 = 30

Something Seems Off:

She is not human, at the very least. If your character has knowledge of kitsunes (Local 10, or past experiences), it seems a likely possibility that she is one.

"This 'Pathfinder Society' is turning out to be just what I was looking for! Of course there were a number of mercenary companies that begged me to join, and anyone of my caliber would be welcome as a prince's royal guardian, but honestly that sort of thing just sounds so monotonous. Why, just the other day I defeated a Minotaur—dropped the brute into a lake and told it to be grateful I only took one of its eyes, before commanding it to leave at once. That's hardly the sort of thing you encounter as a common sellsword. I imagine it's very... grimy, that sort of thing."

Bluff: 1d20 + 8 ⇒ (6) + 8 = 14

Bluff:
She did not receive offers to become immediate captain upon joining.

Bluff: 1d20 + 8 ⇒ (11) + 8 = 19
Bluff:
She's greatly inflating her own role in defeating the Minotaur.