Werebat-Kin

Laughing Crow's page

2 posts. Organized Play character for Shooting Star.



Shadow Lodge 1/5

Hi, I'm Shooting Star and I'm an ALTaholic.

I have so many PFS characters and I love them all equally. How do I choose who to play? Just made my -9 last night and I'm eager to try him out but I feel bad shelving all my other beloved characters.

Who else has his problem and how do you choose?

Liberty's Edge

If See Invisibility sla meets the prerequisite for arcane strike, would this work?

Harrow
Garuda-blooded aasimar (plumekith) warpriest of Shelyn 5 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Race Guide 84)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 33 (5d8+5)
Fort +5, Ref +5, Will +7
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Ranged mwk cold iron dart +9 (1d8+2)
Special Attacks blessings 5/day, channel positive energy 2/day (DC 15, 2d6), fervor 5/day (2d6), sacred weapon (+1 1d8, 5 rounds/day)
Spell-Like Abilities (CL 5th; concentration +4)
1/day—see invisibility
Warpriest Spells Prepared (CL 5th; concentration +8)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 19
Feats Arcane Strike, Deadly Dealer, Point-blank Shot, Precise Strike[APG], Weapon Focus (dart)
Traits child of the streets
Skills Acrobatics +6, Fly +6, Sleight of Hand +13; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Celestial, Common
SQ blessings (air: soaring assault, zephyr's gift, good: battle companion, holy strike)
Other Gear mwk cold iron dart, 150 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fervor (2d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sacred Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Shadow Lodge 1/5

Hi all,

Can an evergreen mod like PFS 6-10: The Wounded Wisp be played with the same character twice for credit? Or just multiple characters but never the same one twice for credit?

Thanks!

Shadow Lodge 1/5

I just saw that there is PFS at SDCC: http://comiccon2014.sched.org/type/6%3A+games/pathfinder#.U80bVUB30no

Does anyone know if there is an adventure schedule up anywhere?

Thanks!

Shadow Lodge

I'm trying to work on a character design based around an Idyllkin who Flurry of Blows with his katana. Monk and Cleric (Crusader) make the build happen and bring it online at level 3. I thought Sohei might make his AC a bit better since his dex and wisdom aren't too high. This would allow him to nab a mithril breastplate somewhere in his future.

I'm struggling between going 'all in' with an 18 Str or being a bit more rounded.

How does this look as a character whose primary role will be as a damage dealer?

Agathion-Blooded Aasimar (Idyllkin)

Deity: Shizuru (Favored Weapon Katana)

20 point buy

AC: 17 (+4 Chain shirt, +2 Dex, +1 Dodge)

Monk (Sohei) 1: Toughness, Dodge
Monk (Sohei) 2: Deflect Arrows,
Cleric (Crusader)3: Weapon Focus (Katana), Crusader's Flurry

Str: 18
Dex: 14
Con: 12
Int: 10
Wis: 12
Cha: 9

or

Str: 17
Dex: 14
Con: 14
Int: 12
Wis: 12
Cha: 9

Shadow Lodge 1/5

Agathion-Blooded (Idyllkin) possess bestial aspects. Is there any limit to this as long as there is no mechanical benefit? I purchased a pretty rad rabbit samurai miniature at a local convention and thought it would make a cool PC (Very Usagi Yojimbo).

Description of Idyllkin:
Idyllkin often possess bestial qualities such as dragon scales, fish scales, fur, manes, or talons. Slit pupils, pronounced canines, and furry ears are all common indicators of an aasimar’s agathion background. Just as agathions take on different traits depending on their animal aspect, so too do idyllkin. Descendants of avorals often possess feathery hair and enjoy wide-open areas such as plains, while the progeny of leonals are aggressive and often have sharp, clawlike fingernails.

From http://paizo.com/PRD/additionalMonsters/agathion.html

About the different types of Agathion:
The following pages describe only a few of the best-known kinds of agathions, but other types exist, corresponding to other conventional animals (bears, dinosaurs, fish, wolves, and so on), with a few having shapes that resemble insects (particularly beetles, butterflies, and mantises); a handful resemble stranger creatures (such as basilisks and owlbears) or unique “animals” native to extreme environments on distant worlds.

Shadow Lodge

1 person marked this as FAQ candidate.

Can you take 2 archetypes if the only overlap in the chart is optional?

For example could you be a Sin Eater Kinslayer inquisitor?

Shadow Lodge

What do you think?

Unsure on Faction. Leaning to Silver Goody goodies.
Spells and traits were difficult.

Agathion-Blooded Aasimar (Idyllkin) Sorcerer (Wildblooded) 1

Character Sheet:

Agathion-Blooded Aasimar (Idyllkin) Sorcerer (Wildblooded) 1
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee sickle -1 (1d6-1/×2)
Ranged light crossbow +2 (1d8/19-20/×2)
Spell-Like Abilities
1/day—summon nature's ally ii
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5):
1st (4/day)—magic missile, mage armor
0 (at will)—acid splash, detect magic, read magic, light
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 16, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 11
Feats Boon Companion, Eschew Materials
Traits havoc of the society, savannah child
Skills Handle Animal +11, Knowledge (arcana) +5, Spellcraft +5, Survival +2, Use Magic Device +8; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Sylvan
SQ mutated bloodlines (sylvan)
Combat Gear Acid; Other Gear Crossbow bolts (10), Light crossbow, Sickle, Backpack (empty), Backpack (empty), Feed (per day) (3), Flint and steel, Signal whistle, Torch (5), Trail rations (2), Waterskin, 89 GP, 10 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.

Animal Companion - Roc
Ooof. 7hps. Maybe Toughness at 1st level? Can a Roc wear barding?

Animal Companion - Roc:

--------------------

Spirit
Roc
NG Medium animal
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 7 (-2)
Fort +2, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +5 (1d6+1/×2) and
2 talons +5 (1d4+1/×2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Seek [Trick]
Skills Fly +8, Perception +5
SQ attack, attack any target, come, defend, down, heel, seek
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Flight (80 feet, Average) You can fly!
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.nder license.

Shadow Lodge 1/5

1 person marked this as a favorite.

FAQ spoiler:
Can an Arcane Bonded Item be upgraded?

A character with the arcane bond class feature may create a bond with any item he owns, either magical or mundane, as long as the item falls within the categories permitted by the arcane bond ability (the cost for bonding with a new item still applies). If a caster later wishes to upgrade an existing bonded item, he may do so for the cost (not price) of the final item as listed in the item's statblock.

For items which can be enhanced incrementally (such as weapons or a ring of protection), the caster must meet all prerequisites for the item as outlined in the item crafting rules. For example, a nonmagical bonded dagger can be enchanted to a +1 dagger for 1,000 gp instead of the normal 2,000 gp, but the caster must be at least 5th level (a prerequisite for the Craft Magic Arms and Armor feat). To upgrade the item further to a +2 dagger, the caster must have a caster level of 6 or higher (three times the item's enhancement bonus).

A bonded item that is enhanced must still conform to all the campaign rules for access to and upgrading of magical items. The final and total price of the item (not the cost) is used on the Fame chart to determine whether a caster can apply such an enhancement to a bonded item.

Am I correct in reading:

1. To upgrade the MW dagger to +1 the caster must be at least 5th level - So you can't upgrade your dagger until level 5? That's a long time to wait for a + 1 weapon if I'm reading this right. +1 weapons are always available to PFS characters and even if that weren't true the Fame 13 cost requirement would be met by about lvl 3.

Also:
2. The upgrade discount. I see threads mentioning a 1 time "first-only" cost discount but I can't find anything anywhere that states this rule.

Thanks!

Shadow Lodge

I'll be playing PFS all weekend at Totalcon in Boston Next week. I planned this character up to level 4 so I wouldn't have to make quick decisions before games. http://paizo.com/people/ShootingStar

I choose Tiefling/Rakshasa-Spawn because I thought it would be pretty cool to have bestial features for the Egyptian feel. Anyone see any flavor issues with what what I chose? All suggestions are welcome!

Shadow Lodge 1/5

I searched but couldn't find the answer anywhere. Appreciate the source if anyone has it on hand.

Shadow Lodge 1/5

Archon-Blooded Aasimar get the Continual Flame SLA/1 day. If I use this on another player's item... do they get to keep it?

Shadow Lodge

Hi all, I have some Spellslinger questions for you if you don't mind!

1. Can the Spellslinger use the 2handed gun without interfering with casting or is this still up in the air? Id like to make one for PFS but if musket will be an issue I'll stick with pistol.
2. Mage bullets. Does this apply to spells cast through the gun as well?
3. When you cast a spell through the gun does it need to be loaded or is that just a focus?

Thanks!

Shadow Lodge

Hi all! Going to give PFS a whirl tonight for the first time.

http://combatadvantage.com/wp-content/uploads/2013/01/PFS-aasimar_witch.pdf

^ I whipped this up. I know its a bit non-standard. My thought was.

Combat: Heal, Sleep hex when not healing.
Non-Combat: Have a bunch of useful social abilities.

He is an Aasimar with a cute bird guys... you cant trust him!

Suggestions?

Classes/Levels

Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

About Kjell Carlufsen

KJELL CARLUFSEN CR 2
Male Human Fighter (Two-Handed Fighter) 4
Favored Class - Fighter (+1 HP/LV)
CN Medium Humanoid (Human - Ulfen)
Height: 6'5" Weight: 235lbs. Age: 18
EXP:
Init +3; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +3 Dex, +1 Dodge, +1 Deflection)
hp 47 (1d10+1): Current: 47/47
Fort +6, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee
Axe, Throwing +7 (1d6+4/20/x2)
+1 Greataxe +10 (1d12+6(+4X2 OH Chop)/20/x3)(+6 Power ATT)
Unarmed Strike +78(1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 19, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +8; CMD 20
Feats Cleave, Furious Focus, Power Attack -2/+6, Dodge, Weapon Focus - Greataxe, Great Cleave
Traits Bully, Killer
Skills Climb +8 (-3), Intimidate +8, Perception +1, Survival +3, Swim +5 (-3)
Languages Common
Combat Gear Axe, Throwing, +1 Breastplate, +1 Greataxe, Cold Iron Longsword; Other Gear Ale (Gallon), Backpack (empty), Bedroll, Blanket, winter, Caltrops, Flint and steel, Pouch, belt (empty), Rations, trail (per day) (4), Rope, hempen (50 ft.), Waterskin, Whetstone, Cold Weather Gear, (2) Potion of Cure Moderate Wounds (2d8+2), Weapon Blanch - Adamantine

Coin:
PP:
GP:64
SP:10
CP:7
--------------------
SPECIAL ABILITIES
--------------------
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -2/+6 You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Bully You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Killer Add Weapon's Crit Modifier to damage on a Crtical Hit.
Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces Bravery.
Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces Armor Training 1.
Dodge Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Weapon Focus - Greataxe Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Great Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

--------------------

Appearance/Background:
Kjell was born and bred inland on Bildt of the Broken Bay in the Land of the Linnorm Kings in the frigid north of Golarion. He is a strapping, large youth with a penchant for whoring and drinking to excess. He has been in many a drunken brawl in his youth, but very seldom has he come out on the losing end. He has worked for the past couple of years as tavern and dockside muscle for both legitimate and unscrupulous denizens in around the Broken Bay. He has begun to make a name for himself as a hired Axe, but his true desires lie in earning his name abroad. He has great plans to use his recent connections so that they will sing songs of his great deeds in all the north.

Kjell is Ulfen in decent, and his ancenstry dates back to a long line of pillaging wildmen who sailed longboats to to opposing shores to rape the women and lands of weak foreigners. The sordid exploits of his grandsire, Ragnar "Cleaver" Carlufsen, have left Kjell seeking an opportunity to do worse, and do it better than his ancestors. The Clever was feared for his raging battle tendencies and skill with a Battleaxe. Kjell carries the same weapon, but does not live with the blind rage of his grandsire. This rage was Ragnar's ultimate downfall, as he attacked a fortified position of island settlers while a huscarl for Clan Carlufsen. Without his blind rage, he may have lived to be Jarl of Clan Carlufsen. The Clan makes it home in the inland logging community of Carluf, known for its timber and longboat construction. Kjell wants respect and the notorious status, wealth and fame of a Named Man. His mother is his only living relative, his father having died about the time of his birth while himself pillaging abroad.

After years of raiding the towns and villages of Varisia, he began to travel further south and east, eventually striking off on his own and leaving his shield brothers to return home. He has been living in and around Magnimar as of late as a mercenary, adventurer and hired muscle. An opportunity has arisen to join others as they search for the perpetrator of mysterious murders in the area. Who better to use to catch a murderer then one intimately familiar with the task itself. The time has come for everyone to know Kjell Carlufsen as the strongest and most feared of his line!