Half-Orc

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Liberty's Edge

I have a question regarding the Boneshaker spell from Horror Adventures.

The text on the spell is as follows;

By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead.

A living creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels you have.

In addition, you can move the target 5 feet. This movement doesn’t provoke attacks of opportunity. A successful saving throw halves the damage and negates the movement.

An undead creature takes no damage. Instead, you manipulate the undead, forcing it to take an immediate action to either move up to its speed (provoking attacks of opportunity as normal) or make a single attack against a creature of your choice in its reach. Either of these is the most basic version of the action the creature can take (it doesn’t activate any special abilities that it could apply to the movement or attack, such as grab). A successful saving throw negates this effect. A mindless undead creature doesn’t receive a save against this effect.

My question is, would this spell affect a living creature which has no skeleton? (worm, non-dead incorporeal, etc)

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Player Name: N Mayoral
Character Name: Molten Blackfang
PFS ID#: 202728-4
Faction: Scarab Sages

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Obviously not Enchanter Tim, copy paste problem.

Player: N Mayoral

N Mayoral wrote:

Would like to join

Player: Enchanter Tim
Character: Molten Blackfang
PFS# 202728-6
Faction: Scarab Sages

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Would like to join

Player: Enchanter Tim
Character: Molten Blackfang
PFS# 202728-6
Faction: Scarab Sages

Liberty's Edge 1/5

Just found out that both of the new modules that we're recently sanctioned for Pathfinder Society play are not available to be reported as played sessions.

If someone from Paizo reads this please take a look into it. Thanks.

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A bard would run great with that party. Inspire courage would be good for everyone in the party.

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How is a bard supposed to start the Symphony of the Elysian Heart masterpiece? Is he supposed to be able to play a keyboard or wind instrument (as these are the masterpiece prerequisites) to start the masterpiece?

For example, let's say my bard gets grappled. If I wanted to start the masterpiece in order to get freedom of movement to cancel the grapple, would I need to play an instrument for doing so or could I activate it just by singing?

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My question is PFS wise. I am playing a Skald with a 1 level dip in bloodrager. He has a Greensting Scorpion Familiar and has also access to level 5 wizard spells using spell kenning. Could I cast Monstrous Physique III on my familar with share spells and have him shape change into a huge monstrous humanoid, a Thriae Queen for example? Would he retain the teamwork feats gained by being a valet familiar in this new form?

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Check out Negril in Jamaica. Beautiful beaches, reggae, lots of fun and they speak english. Completely discard Kingston, nothing to do there, and it's a dangerous city.

Liberty's Edge 1/5

Have:

Expedition Manager
Loci Spirit Ritual
Suli Boon

Want:
Aasimar Boon

Liberty's Edge 1/5

1 person marked this as a favorite.

Hi all,

I am going to be running first part of Plunder & Peril soon, but I only have 4 players playing it.

Was this module written for four players? If not, how could I change it for my players?

Thanks

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Played 2nd part of Plunder & Peril about 2 months ago. Oceanid came, we grappled her, we pinned her, we tied her. Done. So easy.

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Text on this rage power says:

Once per round while raging, the barbarian can attempt a dirty trick combat maneuver in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the target takes an amount of damage equal to the barbarian's Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed

Questions:

1) If the savage dirty trick is done in place of a melee attack, how does the roll to see if it is succesful work? Do I add my STR bonus to the roll or my CMB bonus? Do I add any bonuses the normal attack would have to the roll (weapon enhancement bonuses, penalties for secondary attacks, penalties for power attack, etc)?

2) How is damage for a savage dirty trick calculated? It does only my STR bonus as damage? Or do other bonuses that the normal attack would have to damage also get added (weapon enhancement bonuses, power attack bonuses, inspire courage bonuses, damage effects from weapon special abilities like flaming or corrosive)?

Thanks

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MadScientistWorking wrote:
Aparicion wrote:
Can I get a furious amulet of mighty fists for my PFS character for 4000gp or does it have to be +1 already before I can place a furious enchant on it? Thanks
Amulet of Mighty Fists don't need a +1 to gain enchantments according to the rules so yes.

Nice. And I guess next question will be a no. Can they also be adamantine?

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Can I get a furious amulet of mighty fists for my PFS character for 4000gp or does it have to be +1 already before I can place a furious enchant on it? Thanks

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Hi all. I am playing a Skald and was looking at adding superstition as one of the rage powers granted by my raging song. If I add that rage power to the song, does it mean I can't cast spells like Allegro or Blistering Invective on myself when I begin raging? Thanks

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1 person marked this as a favorite.

Hi all. Just played a 3-5 module with a 4th level pregen and was wondering if I could apply the chronicle to my character as soon as it hits level 3 or do I have to wait till level 4 before I can apply it. Thanks.

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PolydactylPolymath wrote:
I would either take it at 1 (and take Amplified Rage as your first level feat) or at 5 (taking Skald's Vigor at 1 and Amplified Rage at 5). You either want Amplified Rage online ASAP (which would be level 2), or 2nd level spells ASAP (for Heroism). It also makes sense to get your familiar on a feat level, taking Amplified Rage at the same time.

But even if I take it at 1, and get amplified rage, i am not gonna be able to share rage powers with my familiar to activate the feat until I get to skald 3, and that's not gonna be till I hit level 4. Or is just being under the effect of inspired rage considered as raging? Cause it would make sense if it does to take that bloodrager at 1.

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PolydactylPolymath wrote:
You can save a feat by swapping out your 1st level Bloodline ability for a bloodline familiar (as per Familiar Folio).

Thanks for the advice. Didn't know that rule, u just saved me a feat.

I'm thinking that since I don't need the valet familiar until I can give him rage powers, it is not worth taking the bloodrager level till lvl 4.

One doubt I am having is if choosing "Shaman's Apprentice" over "Intimidating" as a racial abilitie. What are the benefits of the endurance feat? Doesn't look that good.

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I am looking to build a Skald for PFS play and was looking for some advice on the way to progress with it.

My initial idea for the first 5 levels would be

Race: Half-Orc

STR:18
DEX: 12
CON:14
INT: 12
WIS: 7
CHA: 14

Traits: Fate’s Favored & Community-Minded

Racial Traits: City-Raised, Orc Blood, Sacred Tatoo, Shamans Apprentice and Skilled

Level 1: Bloodrager with Aberrant bloodline
Feat: Aberrant Tumor (Greensting Scorpion familiar for the +4 initiative, with the Valet Familiar archetype to share teamwork feats)

Level 2: Skald (Fate’s Champion archetype)
Extra PFS feat: Extra Performance

Level 3: Skald
Feat: Amplified Rage

Level 4: Skald
Rage Power: Lesser Spirit Totem
Ability point: +1 DEX

Level 5: Skald
Feat: Skald’s Vigor

Any ideas on how could I improve the build? Thanks