Hi all, just a few questions about a monk wanting to go the magic warrior archetype. I know it's not the most ideal archetype to strive for but the flavor is just too good for me to pass up.
Question 1: The prerequisite for Magic Warrior states something along the lines of "ability to cast focus spells". Does this mean they have to have focus spells? The two examples I have are a monk that chooses to take a stance monk feat or a cleric that chooses to be a warpriest. Both have options to take another class feat/dedication/domain that would give them a focus pool but do they have to take that option to qualify or can they still qualify with no focus pool/points?
Question 2: What tags do the Fleet general feat and the Nimble elf ancestry feat have in terms of how they apply to the magic warrior abilities? I'm mostly interested in the Magic Warrior Aspect ability which gives you the speeds of the animal you are copying. It states that these speeds can't be increased by status bonuses or item bonuses, which would mean that the monk class skill doesn't work, but the other two stated above don't have any tags that tell me if they apply or not.
Question 3: I don't think this one will really apply to my character choice but more out of curiosity, I saw a video of someone theorycrafting a monk magic warrior and they picked up the Tiger Stance and was explaining that they could use the tiger strikes in the Magic Warrior Transformation form which is basically an Animal Form spell. These don't actually work, right? However, you can flurry of blows with the unarmed strikes in Animal Form, yes?
Sorry if this is a lot, I'm just making sure my first character is fully ready for Gencon! Super excited to finally jump into 2nd edition after snatching up the Humble Bundle that dropped yesterday. Thanks so much in advance!
Korvosan Sewers | | Abandoned Vault
The ramshackle tenement outside of Korvosa softly echoes with the sound of light rain as Venture-Captain Sir Canayven Heidmarch begins his briefing.
“For this mission you will have to venture into the sewers beneath Korvosa. Sascha Antif-Arah,” he announces, gesturing to a haggard human woman who is past her prime but whose posture expresses confidence and experience, “requires access to a particular vault. The society is going to help her.”
Sascha eyes each Pathfinder in turn then nods to herself with some satisfaction and steps forward gracefully. “Some years ago my friends and I had made quite a name for ourselves around Korvosa, and our adventures earned us a considerable amount of gold. We stashed most of it in one of the Vaults after evicting the cult that had already claimed it.”
Sascha pauses for a moment, smiles, and shakes her head as if recalling particularly amusing details of the raid. “Anyway, I retired from the business after that, started up a shop, and lived peacefully until I got into trouble with the Hellknights. I can’t show my face in Korvosa because I don’t fancy spending my retirement in shackles, but I’m willing to cede my share of the loot in that Vault to you. It’s no dragon’s hoard, but it should be more than worth your time. The only thing I want from there is an old locket—nothing magical or worth fencing, but it means a lot to me. Once I have it, I’m getting out of this place and off to somewhere the Order of the Nail has no sway."
“The entrance shouldn’t be too hard to find, assuming you know what to look for,” she remarks as she fishes several folded papers from her haversack. “There’s an old service entrance into the sewers about a quarter mile north of my old shop in Midland; I wrote down directions that should lead you to the vault. There’s a big room inside, and I stashed my share under the flagstones in one of the small chambers nearby.”
She extracts a few more items from her bag and holds them out. “I hope you don’t need these, but you never know. I certainly won’t be using them in my retirement.”
Sascha identifies the items as three +1 aberration bane arrows, two antitoxins, a vial of antiplague, and an alkali flask.
"I'm sure you have some questions for me before you embark on your treasure hunt." she says while handing over the extra equipment.
Hey all! I recently came back to Pathfinder Society after a year and some change away and I'm picking back up where I left off as a semi-newbie GM. GMing real-time games is still really tough for me but I've found that play-by-posts give me enough time to re-read information or look stuff up without having to make my players wait.
With that being said, I need to play more games! My characters have mostly run Season 1-4 scenarios and while most of them were still pretty fun they're quite outdated and are a little bland when you take out all the faction side-quests since at this point it's all just filler. I really need to find a regular online group that will allow me to run through some of the more recent seasons that way I can purchase those PDFs and run other players through them. I know that I could just buy some of the new scenarios, and I've thought about it, but I'd much prefer going through them first so I don't ruin surprises for myself.
If anyone knows of any good Roll20 groups or other active groups that need a regular member, please let me know. I promise it will be for the greater good as I will purchase any scenarios I am taken through and create my own play-by-post session to run. So help me out and let's pay it forward!
Korvosan Sewers | | Abandoned Vault
Welcome to the Veteran's Vault game! I will need basic info to fill out your Chronicles once the adventure is done.
The additional information section is for things like passive effects that I will need to keep in mind for the adventure, or possibly something that is not usually well known so I can go read up about it.
Hey all! I just finished up my first PbP GM table since I started up again and all went well so I'm starting up another table. This is going to be for #4-18 Veteran's Vault preferably the 1-2 Subtier.
I will take signups until Friday morning, 8/11. If we get more than 5-6 players I will do a raffle style dice roll and pick up to 6 people and notify them.
The only requirements for my games are that you try to at least post daily and that's it! Thanks for reading.
Korvosan Sewers | | Abandoned Vault
You have been sent to the Varisia Pathfinder Lodge at Heidmarch Manor in the city of Magnimar by your various contacts to the Pathfinder Society and arrive together at the gate which opens up and standing on the other side is a tall woman with a half-elf standing behind her.
“Welcome to Varisia, welcome to the city of Magnimar, welcome to the Pathfinder Lodge of Heidmarch Manor, but most importantly, welcome to my home.” Venture-Captain Sheila Heidmarch greets you in her low, breathy voice, finishing with a warm smile. “Varisia is a land of ancient wonders and exciting possibilities,” she continues, “and I’ve found it most helpful to keep a team of Pathfinders on call at the lodge at all times, should anything of interest to the Society come up unexpectedly. This assignment is only temporary. We’ll rotate in a new team to take your places in a few weeks, but rest assured, there’s plenty of potential for you to make a name for yourselves as Pathfinders here. I’ve arranged for you to stay in Bakrakhan House, one of our guest cottages, for the duration of your stay here. It’s currently unoccupied, so you’ll have the place to yourselves. You’re on duty starting tomorrow morning, so take some time to settle in, wrap up any unfinished business you have in the city today, and should the Society have need of you, I’ll contact you directly. Ebrylis, if you could show them the way, please,” Sheila says as she turns and departs.
The half-elf guardsman steps forward. “This way, please,” Ebrylis says. “Bakrakhan House is the last house on the end. I’m sure you’ll want to unpack, set up your bunks, and so on. Dinner’s at sunset in the manor’s dining room. Look for me at the gate if you need anything else. I’ll leave you to it.” With that, Ebrylis strolls back down the path.
Hey all! I'm a bit of a newbie GM but I'm a long time player and since this will be a play by post game I'll have plenty of time to look things up if I forget something, so I'm looking for some Pathfinder Society players levels 1-3 that might be interested in running through Rise of the Goblin Guild.
I am looking for some extremely active players that will be able to post at least daily, if not twice a day, since I want to be able to run through this decently quick. I've been caught in enough slow play by post games that have fallen apart so let's not let that happen and get a solid group of active posters together, yeah?
Post your character below if you're interested and this Friday, June 23, I will pick up to 6 of you for the scenario. :)
(Edit: If the 1-2 posts a day request seems like too much to ask for, in a few days if I don't get enough people I'll extend the deadline and change the requirements.)
Ok to give you the background for the question you need to know the Samurai archetype Sword Saint's main ability, Iaijutsu Strike. After you have challenged your foe but before you've attacked your challenged target, you can make a full-round action to strike your opponent with your weapon while pulling it from its sheath. It must be sheathed at the start of your turn. (The bonus which doesn't matter but for those that are curious is +1d6 sneak attack-ish damage)
My question is, if you challenge a target and full-round action to Iaijutsu strike and it kills them (or in later rounds) and you challenge a new target, instead of sheathing your weapon can you just free action drop your weapon and use another sheathed weapon and if so, what is the limit to the amount of sheathed weapons you can have on you?
The only dumb reason I'm asking is because of the Order of the Flame, since Samurai get to pick a Cavalier order you can use Order of the Flame to get multiple challenges within one fight since you get free challenges whenever you down a challenged opponent.
The idea: have like 10+ sheathed swords, challenge, full round action Iaijutsu, kill, glorious challenge, next round, drop weapon, full round action Iaijutsu with a new sheathed sword, kill, glorious challenge, rinse repeat.
Sorry if the post was long, came up with this concept awhile ago and just now got around to asking about it.
Under Swarm traits it says:
"Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures."
Would this count for the Storm Kindler's Whirlwind ability, another example being a druid that shapeshifted into an air elemental with the Whirlwind ability.
"Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space."
You treat the swarm as being Fine/Diminutive/etc. for the purpose of targeting, since a level 2 Storm Kindler only gets whirlwind vs. small creatures and smaller which means I can actively hit a large swarm of small or less creatures. I believe that works, but my 2nd question would be can you pick up a swarm in your whirlwind if it fails the 2nd Reflex? It makes sense to me that you would but I just wanted to make sure I wasn't overlooking something.
So I was checking out this thread http://paizo.com/threads/rzs2lyny?Can-an-Animal-Companion-take-Exotic-Weapo n and I couldn't find an exact answer. One of the users about halfway down mentioned that in the Pathfinder Society Guide to Organized Play, there was a quote:
"Can I improve my companion’s Intelligence to 3 or higher and give it weapon feats?
"Yes. Following the guidelines for animal companions as established on page 53 of the Pathfinder RPG Core Rulebook, this is legal. Your companion must be physically capable of wielding the weapon (no tigers with longswords, for example). Bear in mind, however, that an animal’s natural attacks nearly always yield better results than spending feat slots and gold pieces to equip your companion."
I can't seem to find this quote so I'll just ask here or someone can reference me to another book.
If I got my Ape's intelligence to 3, could I take up Simple and Martial weapon proficiency and give it a longbow? Obviously I'm not trying to max/min or anything like that, I just think it would be funny to see an Inquisitor of Erastil and his ape/gorilla companion using their deity's favored weapon.
Also another question about animal companions: By default they can use a magical neck slot and magical barding, and you have to pick up another feat to give them extra magical slots as long as they have the correct "body part" so to say, according to the Animal Archive I believe. What about Ioun stones? Would I have to get extra slot to use one? Trying to see how much Int I can stack on him if it's possible.
Lastly, for those who are all about max/min, what would you suggest for a bow-using animal companion? Ape has 17 dex but it gets lowered to 15 at 4th level so I'm wondering if there's another option, an animal companion with hands to wield a bow and better stats?
Level 4 Ape: 22 Str, 16 Dex, 3 Int, 2 feats, Simple/Martial weapon proficiency, equipped with a +5 Composite Longbow. Not including a Dex belt. :D
So I've been asking around a ton about the Whirlwind universal monster ability, to prepare for when I finally get to prestige in Storm Kindler from the Inner Sea Gods book, and I think I've got it down except for one question:
"A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it."
Am I still able to cast spells and do other actions, just not my attacks? I'm rolling a Cleric3/Monk3 and I basically want to know if I can go into whirlwind form, and then cast spells or Channel when my party needs it. Also on this list, wand usage.
I can't stop giggling at the idea of someone getting hurt so bad that I need to fly over in whirlwind form and hit them with a heal, causing them to have to make a Reflex save or be pulled in as well, lol. I can drop him in the square as a free action next turn but it's still pretty funny.
Also, I can't seem to understand the cloud of debris section of it. I know it's supposed to act as a Fog Cloud but I don't understand the spell either. xD My MAIN question about it:
It says creatures 5 feet away have concealment and those farther away have total concealment. So that means anyone making ranged attacks against me will have to shoot into my square and suffer the 50% miss chance, right?
I'm working on a random build and came across an odd question: If I have a Monk/Swashbuckler and picked up a Style feat that allows me to treat my unarmed strikes as piercing damage, can I regain Panache back? Technically it would be a light piercing melee weapon, right?
Boar Style -> Boar Ferocity allows you to deal piercing and I'm sure there are other ways.
So I recently started up a sorcerer in a Core PFS Emerald Spire group and wanted to go Dragon Disciple, picking up the Silver Dragon blood just because I like the flavor of cold dragons, only to find out that I'm running into next to no cold damage, so my resistance has been useless, and all of the spells with multiple dice are fire or electricity.
I understand that this could change in the future levels and I've already seen a few spells that will be effective, but I was curious to see how much it would cost to retrain my bloodline into itself.
According to Ultimate Campaign:
Sorcerer: Retrain your bloodline. Doing so replaces
It takes 5 days to retrain one class feature.
According to the PFS Guide:
When utilizing these
Lastly, according to Ultimate Campaign:
Unless stated otherwise, retraining costs gp equal to 10 ×
Ugh, now I know I'm being that guy by preaching "RAW" but it does say "...and bloodline power you lose from changing bloodlines." which you are not losing when you go Draconic to Draconic. Personally, I think paying 5 PP to retrain "losing" my silver bloodline and gaining a red bloodline would seem fair and prevent me from having to pay 20 PP at level 4. I can also understand that it's a pretty big change to go from one to the other and that it would in fact require the full cost.
Please, share your thoughts? Any circumstances where this has happened before and was ruled? It would really help me out.
I literally just got done with a 4 hour sitting to get the first of two Gozreh tattoos.
My current Monk/Cleric has two holy symbols of Gozreh tattooed on his arms and I'm pretty much infatuated with Gozreh, the concept is really cool and I like all the flavor.
I'm matching my Monk/Cleric by getting the same two tattoos that I describe him as having: On his left inner forearm is Gozreh's female water form, and on his right inner forearm is the male cloud/storm form.
Anyone have any other Pathfinder related tattoos? I imagine there should be some pretty good Goblin ones. :P
A friend and I ran the first part of the Reign of Winter Adventure Path a few months ago and still have the two characters who ran it, and they both happen to be level 4 now which I believe is the requirement for the 2nd book.
Is there anyone that owns the 2nd book who would like to run the two of us along with whoever else on Roll20 sometime?
If we don’t get any volunteers for charity, we’d be willing to buy the PDF for someone if they would be interested in running us.
Requirements: Roll20 VTT with Google Hangouts voice. (It’s what we’re used to and is just easiest for us instead of adjusting to a new setting.)
Comment in here or shoot me a message if you’re interested!
Korvosan Sewers | | Abandoned Vault
The crisp chill of the Arcadian Ocean can be clearly felt as it sweeps across the fetid waters of Riddleport Harbor and onto the city streets, and the briny air inspires recent memories. Only a few days ago, back in Magnimar, Venture-Captain Sheila Heidmarch detailed the covert mission from behind the oaken desk in her office. “Lissala is the Thassilonian goddess of runes, fate, and obedience,” she explained. “Her followers are wicked and secretive, but they can be bought for the right price. The Aspis Consortium offered that price. In exchange for creating a back door into the Hao Jin Tapestry—a museum demiplane that we Pathfinders thought was entirely our own—the Aspis Consortium promised a river of wealth to the secretive cult. The Pathfinder Society ejected the Aspis Consortium from the Hao Jin Tapestry and the Consortium defaulted on its contract with the cult of Lissala. As you might expect from followers of a goddess of duty, the Lissalans are irate at the Aspis Consortium for defaulting. Tensions between the two groups are at their breaking point, and I need you to finish the job."
“Vidrin Jenk is a silver agent in the Aspis Consortium, newly arrived in Riddleport and anxious to prove his worth to the organization. The Aspis Consortium recently purchased the Barracuda Cartage company, and Jenk operates out of the offices there. Jenk plans to patch up relations with the cult of Lissala, which is well hidden somewhere in Riddleport. To help him, Jenk requisitioned a group of Aspis Consortium specialists—all bronze agents led by a mysterious troubleshooter named Thestil Shadowtongue.”
At this point, Venture-Captain Heidmarch slid several bronze badges across the desk, some flecked with blood. “Those specialists didn't make it to Riddleport. I want you to pretend to be the Aspis Consortium agents Jenk requested. Do as he asks, but only to keep suspicion off of you until you find out where the cult of Lissala is hiding. Once you know that, I need you to do two things. First, sabotage the Lissalan safe house as completely as possible. Second, throw the blame for the sabotage onto the Aspis Consortium."
“How you complete these tasks I leave to your discretion, but I want you to keep murder to a minimum. One of the Lissalan cultists is feeding us information, and I don’t want to risk you killing this valuable source. Furthermore, we want the Lissalans to remain alive so they can turn their full ire against the Aspis Consortium. Once you’ve accomplished these two mission objectives, return here.”
Heidmarch smiles broadly. “Welcome to the Aspis Consortium. Any questions before you leave for Riddleport?”
TL;DR: The Aspis Consortium and the Lissalans, both enemies of the Pathfinder Society, worked together and failed, and now the Aspis Consortium owes the Lissalans a ton of money. Vidrin Jenk is an Aspis Consortium who is in Riddleport to try and fix the relations with the Lissalans. He was supposed to get new agents but the Society seems to have killed them and given you their badges. You are to infiltrate, and the two mission objectives are above, so read that part.
Korvosan Sewers | | Abandoned Vault
Each one of you receives a letter from the Pathfinder Society, an assignment located at the Varisia Pathfinder Lodge at Heidmarch Manor in the city of Magnimar. You all arrive and gather at the front gate until the group is... large enough to be called a group, and are finally let inside and greeted by Venture Captain Sheila Heidmarch.
“Welcome to Varisia, welcome to the city of Magnimar, welcome to the Pathfinder Lodge of Heidmarch Manor, but most importantly, welcome to my home.” She greets you in her low, breathy voice, finishing with a warm smile.
“Varisia is a land of ancient wonders and exciting possibilities,” she continues, “and I’ve found it most helpful to keep a team of Pathfinders on call at the lodge at all times, should anything of interest to the Society come up unexpectedly. This assignment is only temporary. We’ll rotate in a new team to take your places in a few weeks, but rest assured, there’s plenty of potential for you to make a name for yourselves as Pathfinders here."
She takes a brief pause to look at each one of you. “I’ve arranged for you to stay in Bakrakhan House, one of our guest cottages, for the duration of your stay here. It’s currently unoccupied, so you’ll have the place to yourselves. You’re on duty starting tomorrow morning, so take some time to settle in, wrap up any unfinished business you have in the city today, and should the Society have need of you, I’ll contact you directly."
“Ebrylis, if you could show them the way, please,” Sheila says as she turns and departs. A half-elf guardsman steps forward. “This way, please,” Ebrylis says. “Bakrakhan House is the last house on the end. I’m sure you’ll want to unpack, set up your bunks, and so on. Dinner’s at sunset in the manor’s dining room. Look for me at the gate if you need anything else. I’ll leave you to it.” With that, Ebrylis strolls back down the path.
So I looked for older threads and all there was mention of was "is this PFS legal" which I answer with:
How I describe the white-haired tengu witch, is a white feathered tengu that has a beard which he attacks with; much like your typical old kung fu master.
Now my actual question is this:
Do I get 4 attacks at level 1? (In a full attack of course.)
I enjoyed playing a Tengu Ranger who beasted out with his claw/claw/bite natural attacks, but I never thought of having claw/claw/bite/beard since the white-haired witch's beard is also a primary natural attack.
Is there some sort of restriction written somewhere that limits a character's number of primal natural attacks? (I remember reading one for Monsters limiting them to 3 at level 1)
(Edit: New question: Can a level 1 white-haired witch/level 2 barbarian with lesser fiend totem have 5 attacks at level 3?)
So I like to make random stupid builds and currently I'm working on a level 2 Hunter/Fighter with 22 Strength that likes to Bull Rush things.
Improved Bull Rush
Basically when I make a Bull Rush attempt, I get a Swift Action attack with my Spiked Armor. As long as the Combat Maneuver Check beats their CMD by 5, I also add another Str bonus damage on top of it, so 6 damage if I miss, 1d6+12 if I hit.
Now, my questions are:
Question #1: How do you price Armor Spikes when you are making them magical?
I know you add 50 gold and 10 pounds to the armor, so are you supposed to just assume they're 50 gold and do the math for calculating magical weapons that way? Also an attached question; can you transfer the spikes between armor? I read this in another forum and the author described it as "unscrewing" the spikes from the armor or having them removed by the armorsmith and reattached to the new armor. Hell, the armor could even be Mithril while the armor spikes are a +1 Adamantine. At least that's how I see it, so please correct me if I'm wrong.
Question #2: Can I pick Armor Spikes as a choice for the Heirloom Weapon trait?
Armor Spikes are considered a light weapon and the feat Spiked Destroyer even says you need proficiency with them, so I'd think it's a viable choice. Another attached question; Does this mean I can choose Armor Spikes and Bull Rush and get the +2 bonus? Technically you're not doing an actual attack during the bull rush attempt so I don't know if you're using the weapon, but considering I plan to take Spiked Destroyer I figure it makes sense.
Like I said, I'm just toying around with the idea so let me know if there are any obvious holes in it and I'll reconsider the idea. So far it's looking like pretty fun though.
So I'm looking at a Gun Tank I made a few months ago, back when Tieflings were legal, and he has the Adopted trait, picking up the Tiefling Race Trait Suicidal.
I guess what I'm asking is, is this still legal? I'm guessing not, but I'm hoping there's some vague rule where Adopted allows you to pick up a range of legal Pathfinder races or something. :P
So last night my level 4 Lore Oracle/Lore Spirit Guide, had a We Be Goblins Too Chronicle sheet attached to him, and got himself the option of picking up an....
Spoiler'd for people who don't want to know:
Originally, I wanted my Oracle to hit level 7, get +5 BAB, and go the prestige class Living Monolith, just for fun and flavor.
However, after talking with the friends that ran WBG2 with me, I figured out a fun alternative!
Pick up 1 level of Barbarian with Mad Dog Archetype.
Not only is my Oracle better at fighting now, especially for when he becomes a Living Monolith (I love that stone they get in the forehead, swift action Enlarge Person) he also has a fun Owlbear pet!
I guess for discussion: Have you ever had a Chronicle sheet that DRAMATICALLY changed your character? Make sure to use spoiler tags for people who don't want to see future chronicle rewards.
Korvosan Sewers | | Abandoned Vault
A Pathfinder Society Scenario designed for level 1-2.
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.
Written by Kyle Baird.
Hey all! I just found out about the playtest last week, since I took a break from PFS when my Monk's fortune took a dive and had to spend his savings to get resurrected. I just started up a Medium and I've got one game down, so I get to keep him, but that 3 game boon is REAL nice and I'd really like to try and get 2 more games in by the cutoff, next Tuesday.
If anyone has a Warhorn they want to link, or a Roll20 group, and are looking for more members, go ahead and post it here or send me a link in a message. :)
First off, I want to just say that if this type of thing is not allowed, and/or frowned upon in Pathfinder Society, then please let me know and I will remove the thread immediately. :)
WHY: So I ran the Emerald Spire Superdungeon the other day, the first 1-2 levels area, and got killed by the last goblin alive. (For those that care, Rapid Shot, 20, confirms with 18, 19 on the second attack, all hits, I'm a sorcerer, I die.)
After reading the Chronicle sheet and staring at the words DEAD across the top, I want nothing more than to conquer that foul place!
The Idea:I have a couple friends who enjoy playing with me here and there and I figured the Superdungeon would be a fun way to all create level 1s and go through the entire dungeon (hopefully) and all come out with some decently decked out Society-legal characters. I'm the most experienced and I'm not ready to GM, so we don't have anyone in our group ready to take on that roll. I would consider asking around for someone interested but I enjoy a bit of dedication and I think a fun incentive is an easy way to get a dedicated GM who wants us to succeed and have fun.
THE BAIT: I'm still calculating a fair way to do it, but the idea is to offer the GM their own copy of the Superdungeon. The GM will have the option of either the Print edition or the PDF, whichever they'd like. Personally, I don't think the Superdungeon alone is worth the 16 runs that the GM would be running so I'm figuring... Superdungeon for the first 6 levels, and if we make it that far, I will add more PDFs/Prints for further dungeons. This goes on TOP of the fact that you will also be receiving credit for all of this.
The Players: So far I believe I have myself and two others interested. We are all above the age of 25 so we have a bit of maturity to our ideas and shenanigans. We don't do things that will intentionally get us screwed but at the same time we do enjoy partying and will have our moments of fun. If any players have read this far and seem interested in the idea, I may have openings for dedicated mature players if I don't fill up the roster. If you are around our age group and will definitely CREATE/MAKE time to run this dungeon, hopefully every week, then send me a message with a little bit about you and your type of personality, plus what kind of character you will be interested in rolling, and I will send you a reply.
Method of Play: So I've only pretty much played on Roll20 and Google Hangouts, so that would be the preferred method of us going about this online. However, I'm also interested in the idea of Play by Post so if a GM prefers that, don't hesitate to ask and let me know, and I'll consider it also.
Conclusion: To sum things up, I need an experienced GM who wants to run a group of Pathfinders through the entire Emerald Spire. I will pay for the book, you will own it, and if we all do good and make it past the 6th adventure, I'll toss in some more PDFs/Prints of whichever modules or handbooks you're craving to keep you on board and see how far we can get.
My contact info is email@example.com and I hope to hear from some interested GMs. :)
I just wanted to clarify my understanding of the Dervish Dancer archetype for Bards, specifically the Battle Dance ability.
I was pretty sure I had a firm idea of how the skill works, but after doing some research I'm finding that a lot of people have their own thoughts on how Battle Dance works with Bardic Performance.
At no point does it say that it replaces Bardic Performance. It does state that it cannot be used with other performance abilities. That being said, you can't use a dance and Bardic Performance at the same time, but you do still have Bardic Performance as an option. You can either be a normal bard and use your Bardic Performance rounds to buff your party, or you can Battle Dance and use them for yourself.
Some people have brought up why you would Battle Dance instead of using Bardic Performance, if that's the case. The reason is because of the buffs you gain while using Battle Dance. Sure you can Inspire Courage the party and it would be an overall bigger benefit; but you can also use it on yourself and gain the extra 10 feet of movement from Fleet, as well as Dance of Fury/Battle Fury at the higher levels. Also it's a turn quicker when it comes to getting into the fight, since it's a move action.
Long story short...
Dervish Dancers get:
Am I wrong?
Something I've stumbled across about tattoos. So I have a fascination with them in real life, so when I heard I could have a tattoo parlor for my already tatted Monk, I just had to have it. On top of it allowing me to get a +1 to Craft (Tattoo), (which would be great if I was a tattooed Sorcerer and not a Profession - Tattoo Artist Monk since I've got that Wisdom) it also gives me a 10% discount on magical tattoos.
Here are my questions:
1. Is this restricted to only the magical tattoos that are in the Inner Sea Magic book under the section the tattoo parlor references to? If not, is the restriction only to a "magical tattoos" category such as ones found in the Magical Marketplace book? (I bring that up because Additional Resources says serpentine tattoo is not allowed, so looking into Magical Marketplace there are some tattoos in there.)
2. Can I, between adventures, find someone in a major town who is able to Craft (Inscribe Magical Tattoo), and have them craft a wondrous item in the form of a slotless tattoo in that "slot"? Basically, upon reading about Inscribe Magical Tattoo, this means that every character now has an entire extra set of magical item slots that we could call their "Tattoo Equipment", right?
To sum it all up; After reading about Inscribe Magical Tattoo, I feel that any character can go into a major city; find a tattoo artist; and get another magical item tattooed on to their body. (Example: I currently have Bracers of Armor +1, but I could also pay double the cost of Armbands of the Brawler to get them tatted on underneath so I could have both bonuses. Easily affordable for me at level 3, too.) The bonus from the tattoo parlor means instead of double the cost, I'd get a 10% discount attached on it for having connections with the right tattoo artists.
Did a bit of online looking around for this but as always, didn't find a definitive answer.