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Scarab Sages

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With the annoucement of the Iron Gods Adventure Path it's begining to feel to me that Paizo are trying to cram every single possible type of campaign world into a single setting. Whilst it's not uncommon for a fantasy world to include several sterotypes such as Norse, Ancient Egypt and Oriental sections, the idea of throwing in aliens (which as an aside is supiciously similar to the Pinnacle Savage Worlds setting Evernight), feels like a step too far.

I am interested to see if others have a similar impressions based on the little information released so far. Should Paizo have kept back these ideas for a seperate campaign world?

Scarab Sages

To get my current RPG group interested in Pathfinder, and the society in general, I'm looking at running some modules set in and around Sandpoint.

Since my group has a chaotic murder-hobo streak at times, I thought I could start with "We Be Goblins", to demonstrate the system, then help them build up adventurers to use in some modules.

My problem is trying to tie in a theme, and I'd also like to fit in Jade Regent 1 so they have the fun of wiping out the tribe of goblins they'd have built up empathy towards.

In an ideal world I'd run them in the following order.

We Be Goblins
Rise of the RuneLords - Adventure 1
Jade Regent - Adventure 1 (same characters)
We Be Goblins 2

Unfortunate I can't see a way to do that, have them level up at an appropriate rate for PFS without running additional modules, and even then, Rise of the RuneLords sanctioned section is level 3, meaning they'd be level 4 going into Jade Regent 1 which seems a little high if I want to run the opening stages.

If anyone has some ideas of how to work around this, as well as suggesting any modules for level 1-3 characters set in and around Sandpoint, it'd be appreciated

Scarab Sages

Apologies if this isn't the place to report things, but couldn't see a good way to report this.

Within the store's search functions, the additional filters aren't functioning for WizKids/NECA, presumably due to the slash in the name. It's a minor issue but annoying as it makes it a lot harder to search for some of the pre-painted miniatures.

Steps to recreate

Search for a keyword (e.g. Goblins)
click on Miniatures, the filter updates to list only miniatures
click on Wizkids / NECA

No further changes occur to the product listing.

The URL produced is

http://paizo.com/cgi-bin/WebObjects/Store.woa/wa/search?q=Goblin&includ eUnrated=true&what=products&f=productType%2FMiniatures&f=manufa cturer%2FWizKids%2FNECA&f=manufacturer%2FWizKids%2FNECA&includeUnav ailable=true&sort=0

If you try and remove the slash, the filter updates but doesn't list a result because the revised manufacturer doesn't match any pieces of data.

Scarab Sages

I've been a GM of various systems for a long time now, and whilst I'm new to the PFS as a whole, I'm interested in actually running games as well as playing

However, I'm uncertain on how to get started, can you run modules for your home group, or do you have to open them up to all and sundry to qualify as valid PFS games?

On a related question, are there any issues with running something for a group which includes your significant other?

Scarab Sages

I'm due to attend a convention at the end of the month, but for the life of me I can't seem to settle on a character concept. My partner is playing a Shapeshifter Ranger but for some reason, I can't decide what to play to go alongside this.

I've toyed with the idea of a Bard, Summoner or Alchemist, both as ranged and melee but none of them really gel as a character in my mind and all have their bonuses and downsides.

So, I was wondering what people do when they can't settle on a concept? Do you randomly decide between them? Scrap all your ideas and start again?

Scarab Sages

My partner's joining me for a couple of PFS games, to try out a different style of roleplay to our regular tabletop group. Having talked through the character options with her, she's settled on a Shapeshifter ranger, who'll use a big weapon for the first couple of levels.

One idea that did spring to mind, given her love of dragons, is adding on the Dragon Disciple class, by taking a single level of Sorceror or Bard (Arcane Duelist) to compliment the martial class abilities

With that in mind, I've come up with the level 1 statblock, but could use some advice on tweaking, and also choices to leveling up towards the Dragon Disciple.

Am aware that the combo doesn't represent the most powerful options around, but have to respect her RP choices along the way.

statblock:

Male Half-Orc Ranger (Shapeshifter, Trapper) 1
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -1 (1d4+1) and
. . earth breaker +4 (2d6+4/×3)
Ranged shortbow +2 (1d6/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 12, Int 12, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Endurance, Power Attack
Traits mathematical prodigy, tusked
Skills Craft (traps) +5, Disable Device +5, Handle Animal +6, Intimidate +6, Knowledge (arcana) +6, Perception +5 (+6 to locate traps), Stealth +4, Survival +5 (+6 to track)
Languages Common, Draconic, Orc
SQ orc blood, weapon familiarity, track, trapfinding +1, wild empathy +3
Other Gear studded leather, arrows (40), earth breaker, shortbow, artisan's tools, backpack, bedroll, blanket, winter, crowbar, hammer, iron spike (4), rope, thieves' tools, 12 gp, 7 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Scarab Sages

So, in a follow on to this thread (PFS Duo Suggestions)

The general concept is to provide a pair of characters to cover the adventuring basics from the start, being able to take on most challenges, whether social, trap related or combat but also support the group as a whole.

We're looking to optimise the characters further if possible, or if there are suggestions to replace the Summoner with another support character to achieve a similar end result, we're open to ideas. The Eidelon is currently designed as a skills monkey, rather than combatant.

General combat tactics would be to dismiss the eidielon (ideally before combat starts if possible), use Summon Monster I, and then apply Tactician to grant the monster the Precise Strike feat for a little extra damage.

In the interim, the Summoner can follow up with either Grease (with acid component if appropriate), Acid Splash or use the Longspear to attack if there's a flanking position available.

Adrezi Silvertongue, Summoner:

Adrezi Silvertongue
Male Human (Varisian) Summoner 1
N Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear +2 (1d8+3/×3)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—summon monster
Summoner Spells Known (CL 1st; concentration +4):
1st (2/day)—grease (DC 15), infernal healing
0 (at will)—acid splash, detect magic, light, message
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +2; CMD 13
Feats Augment Summoning, Spell Focus (conjuration)
Traits fast-talker, tomb raider
Skills Bluff +8, Craft (alchemy) +6, Knowledge (dungeoneering) +7, Knowledge (planes) +6, Perception +5, Use Magic Device +7
Languages Celestial, Common, Infernal, Varisian
SQ eidolon link, life link, share spells with eidolon
Combat Gear acid (4); Other Gear masterwork chain shirt, crossbow bolts (40), light crossbow, longspear, backpack, masterwork, belt pouch, belt pouch, blanket, chalk (4), fishhook, signal whistle, silk rope, spell component pouch, twine (50'), 133 gp, 8 sp, 6 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (6/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Eidelon:

Eidolon
Biped (Claws)
N Small outsider
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
hp 8 (+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee 2 claws +3 (1d3+1)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 11, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +1; CMD 13
Feats Toughness
Skills Climb +10, Disable Device +13, Perception +12, Stealth +10
Languages Common
Other Gear thieves' tools, masterwork
--------------------
Special Abilities
--------------------
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).

Viviana, Cavalier:

Viviana
Female Angel-Blooded Aasimar (Angelkin) Cavalier (Strategist) 1
N Medium outsider (human, native)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +0
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks challenge
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 12, Int 14, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 16
Feats Power Attack, Precise Strike
Traits clergy member, narrows survivor
Skills Diplomacy +5, Handle Animal +5, Perception +4, Profession (soldier) +4, Ride +5, Sense Motive +7, Survival +4 (+5 to provide food and water for allies or to protect allies from harsh weather); Racial Modifiers ride mount, dragon's skills
Languages Celestial, Common, Draconic, Goblin, Varisian
SQ orders (order of the dragon), scion of humanity, tactician, truespeaker
Other Gear 150 gp
--------------------
Special Abilities
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Clergy Member (1/week) +1 on Diplomacy checks with ordained members of your religion, and you can request aid.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
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.
Narrows Survivor You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Tactician (Precise Strike) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Truespeaker Learn two languages for each rank you put in Linguistics.

Scarab Sages

My partner and I are both keen roleplayers, and whilst I've played Pathfinder before, she hasn't.

We're looking for ideas for a pair of characters to use in the Pathfinder Society that would compliment each other. In other systems, she's favoured rather direct characters who deal large amounts of damage, and my personal preference is for support / skills characters having tended to play bards, rangers and paladins previously.

Scarab Sages

I'm posting here as I'm overseas and am not having a lot of luck with the service representatives via email. Order reference is 2961920

I took out a subscription on the 14th February, due to start with #79 and so far I've still had no sign that the delivery process has been started. The item disappeared from the "sidecart" over 3 weeks ago and no sign of despatch.

All I keep getting told is that there are non-specific "technical issues" and I keep getting promised resolutions that haven't happened.

I'm concerned because my subscription page shows the first issue as being #80 which will be pointless and Paizo's representatives have stopped responding to my requests for an update, the last contact recieved was on 13th March.

I'm at the point where I want to forget about the whole idea, I don't like being antagonistic but I'm running out of patience with the whole process. It's not the first time I've had orders from Paizo that were late being despatched (nearly a 4 week wait during the Great Golem Sale) and its making me want to stop buying their products due to a lack of faith in their despatch process.

Scarab Sages

The following is almost certainly a niche build, you get into combat, you trip everyone, and deal as much damage as possible as a result.

The general plan of attack at maximum level would be

Round 1: Spring-Attack in, trip a single opponent, take the attack of opportunity due to Greater Trip with Power Attack, trigger Cornugon Smash and then follow up with Vicious Stomp

Round 2: Cast Darkness to provide cover, and additional damage from stomping (or alternatively have a friendly caster help you out).

Round 3: Whirlwind Attack, replace attack with Trip, again additional attacks of opportunity, and vicious stomp against the prone targets.

The idea is to keep the enemy tripped and shaken to minimise the damage in return, whilst still maintaining a reasonable damage output against them. It won't be quite as deadly as a damage focused fighter, but the reducing incoming damage from those in melee (providing they can be tripped), seems a fair trade off.

One final aside, I'm assuming that the Heavy Flail offers the best weapon option, as reach weapons would impose extra conditions on where the enemies would need to be positions to be useful to you, but again looking for advice on options.

Character Build:

Tiefling Fighter 12
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 88 (12d10+12)
Fort +9, Ref +7, Will +5 (+3 vs. fear)
Defensive Abilities bravery +3; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 silversheen heavy flail +17/+12/+7 (1d10+23/19-20) and
. . unarmed strike +12/+7/+2 (1d3+14)
Special Attacks weapon trainings (flails +2, pole arms +1)
Tiefling Spell-Like Abilities (CL 12th; concentration +12)
. . 1/day—darkness
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 13, Wis 12, Cha 10
Base Atk +12; CMB +12 (+16 trip); CMD 30 (32 vs. trip)
Feats Combat Expertise, Combat Reflexes, Cornugon Smash, Dodge, Greater Trip, Improved Trip, Improved Unarmed Strike, Mobility, Nightmare Fist, Power Attack, Spring Attack, Vicious Stomp, Whirlwind Attack
Traits armor expert, tomb raider
Skills Acrobatics +15 (+17 while in magical darkness), Bluff +2, Intimidate +15 (+17 while in magical darkness), Knowledge (dungeoneering) +17, Perception +17, Stealth +5; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Draconic, Infernal
SQ armor training 3
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bravery +3 (Ex) +3 to Will save vs. Fear
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Nightmare Fist While fighting in magical darkness, you deal +2 damage
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
Weapon Training (Flails) +2 (Ex) +2 Attack, Damage, CMB, CMD with Flails
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.

Scarab Sages

My current group needed both a frontline fighter and someone capable of healing to round out it's lineup, so I've rolled up a paladin. As this isn't my usual preference for a character, I'm not entirely familar with optimising the design and would like any tips or pointers for the character.

I've selected a build using Sword and Shield as I need every AC point I could lay my hands on.

Other than that, selected the Hospitaler archtype to allow me to both self heal, and still have channel attempts for group stablisation. Wand of Cure Light wounds serves as my main "after fight" pick me up.

Garradin Mercy-bringer
Male Human (Shoanti) Paladin (Hospitaler) 6
LG Medium Humanoid (human)
Init +4; Senses Perception -1
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+8 armor, +2 shield, +2 Dex, +1 dodge)
hp 61 (6d10+6)
Fort +9, Ref +7, Will +7
Immune fear, disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heaven's Shard +8/+3 (1d8+3/19-20/x2) and
. . Masterwork Light Shield Bash +8 (1d4+1/x2) and
Ranged Masterwork Composite longbow (Str +3) +9/+4 (1d8+3/x3)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Hospitaler) Spells Prepared (CL 3, 9 melee touch, 8 ranged touch):
1 (2/day) Divine Favor, Hero's Defiance
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 12, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +9; CMD 22
Feats Dodge, Improved Shield Bash, Selective Channeling, Two-weapon Fighting
Traits Natural-Born Leader, Reactionary
Skills Acrobatics -2 (-6 jump), Climb +4, Diplomacy +11, Escape Artist -2, Fly -2, Knowledge (religion) +8, Ride -2, Sense Motive +7, Stealth -2, Swim -1
Languages Common, Shoanti

--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su)
Aura of Good (Ex)
Detect Evil (At will) (Sp)
Divine Weapon +1 (6 minutes) (1/day) (Sp) .
Immune to Fear (Ex)
Immunity to Disease
Improved Shield Bash
Ioun torch
Lay on Hands (3d6) (6/day) (Su) Mercy: Fatigued (Su)
Mercy: Sickened (Su)
Muleback cords
Natural-Born Leader
Paladin Channel Positive Energy 2d6 (6/day) (DC 14) (Su)
Phylactery of faithfulness
Selective Channeling
Smite Evil (1/day) (Su)
Weapon cord

Scarab Sages

I've just started a new campaign, and I'm looking for advice on my character progression. I've picked a Bard (Arcane Duelist) as my class, Half-Orc race with the alternative racial traits Chain Fighter, Sacred Tattoo and Intimidating. Stats are 17,12,12,14,7,14.

Looking to pick a class to get me martial weapon proficiency to take advantage of Chain Fighter, and allow me the use of a spiked chain as I'm planning on following the Combat Expertise tree.

Campaign is aiming to finish around level 10-12, and I'm looking at the Dragon Disciple PrC at level 6

So, what would people suggest?

The rest of my party is a Rogue, Cleric, Monk and Sorcerer.