Ezren

Old-Man Magnu's page

191 posts. Alias of Grandlounge.



Grand Lodge

You will never know.


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A team of adventurers known locally as the Trunau Sleuths have recently made a name for themselves through many were known in the city before the events of the last week solving a murder has made them local heroes. Trunau is one of only a few human settlements in the otherwise orc-dominated land and is thus a dangerous place the locals know that living here means a hard life but are trained from birth to be ready for the worst. Kurst Grath, a militia member, charged the group to investigate the death of his brother, which had been deemed a suicide though the family had their doubts. Following the obvious yet prudent next step, the team went to the scene of the crime. The body had been removed to be prepared for the funeral, but evidence remained. They found a slip of paper hidden under the mattresses, a receipt for a new hopeknife from Morninghawk’s Fine Steel, ordered by Rodrik to replace the one he had lost.

Tracing the footsteps of the dead guard, the team went to Morninghawk’s and found that the knife was not Rodrik’s but was the design of Brinya Kelver’s. She was easy enough to track down as she was inconsolable and had locked herself in her room since the death. She revealed that she and Kurst were engaged and, as such, exchanged hope knives. He lost hers on his investigation, which he assured her was going to be the most significant thing he had ever done. When pressed, she admitted she knew nothing of the investigation and Krust said it was for her safety.

While deciding what to do next, the team was attacked by rabid wolves. Being somewhat familiar with the town's defences, they determined that the animals would have to have been snuck into town to bypass the guards and wall. At soon as they could, they passed the word on the leader of the militia, Krust’s father.

Investigating Krust’s contacts brought the group to Omast’s. A drunk but a long-time friend of Krust. Once sober, he told the team about Katrezra, whom he does not trust. He claimed Rodrik met with him shortly before his death, so he recommended the PCs find the man and question him, directing them to Trunau’s Sanctuary.

On the way, they were once again accosted, but this time by hired assassins, which they defeated but not without sustaining some injuries.

Katrezra was not at the Sanctuary and had been missing since the murder. You follow his trial asking people if they have seen him, and you come to realize that he has asked Sara to hide him, fearing for his own life because of his involvement with Rodrik and the murdered man’s investigation. Katrezra provides the journal that Rodrik was using to record his evidence. It suggests a clandestine group is assaulting the town. So, you venture to pick up where he left off and go to the plague house. There you encounter a dangerous half-orc who nearly killed several of your name Daktani. You spare his life it investigate him, and he tells you that there is a group of half-orcs that has infiltrated Trunau and that an orc raid on the town is planned for the near future. He does not know the details, or when the attack is supposed to take place—only that the half-orcs are looking for something in town first. Their leader Skreed never specified to Daktani, who correctly he was working for, always cryptically referring to his other partners as “the tribe.” Daktani has met with Skreed, but only while the man was in disguise, and since Skreed disguises himself as a human as well he could walk about Trunau, it would be virtually impossible to point out his boss. Daktani has his residence in Trunau where he met with Skreed, and as such, Daktani has no way of knowing the location of his boss or any of the other half-orc saboteurs.


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Save the world from Giants.

I would like the start this at level three so we have some games at different levels. It, like most APs, has a bit of a slow start. This will also allow you to be a group at the start of the game and give some variety to builds. I find you can do things starting at level three that are much harder when starting at level 1.

PFS legal Paizo Material (You can us Archives of Nethys to figure out what is legal). All non-PFS material can be requested please DM me the request.

20pt buy no score higher than 18 after racial adjustments (I don't like including this but it is pretty necessary for balance in this AP).
2 traits (no drawbacks)
3000GP
Full hp and level 1 roll or average round after that.

Feat tax rules apply to PCs but not summons, animal companions, eidolons etc.

Fighters are a 3 + int skill point class (they have the feats to take cunning which I allow to be taking multiple time for different skills)

I have a solid handle on optimization if you tell me you want to use a bad archetype I may offer feats, tweaks or allow the use of a slightly overlapping archetype to bring it into parity with other players.

My only real rule for balance is 'don't be a jerk' leave people space to succeed. As such if you do optimize beyond the rest of the group I will DM you and ask that you make some build choices to bring you in line with the rest of the group, though the specifics will be up to you. I trust my players to make the game fun for everybody.


Save the world from Giants.

I would like the start this at level three so we have some games at different levels. It, like most APs, has a bit of a slow start. This will also allow you to be a group at the start of the game and give some variety to builds. I find you can do things starting at level three that are much harder when starting at level 1.

PFS legal Paizo Material (You can us Archives of Nethys to figure out what is legal). All non-PFS material can be requested please DM me the request.

20pt buy no score higher than 18 after racial adjustments (I don't like including this but it is pretty necessary for balance in this AP).
2 traits (no drawbacks)
3000GP
Full hp and level 1 roll or average round after that.

Feat tax rules apply to PCs but not summons, animal companions, eidolons etc.

Fighters are a 3 + int skill point class (they have the feats to take cunning which I allow to be taking multiple time for different skills)

I have a solid handle on optimization if you tell me you want to use a bad archetype I may offer feats, tweaks or allow the use of a slightly overlapping archetype to bring it into parity with other players.

My only real rule for balance is 'don't be a jerk' leave people space to succeed. As such if you do optimize beyond the rest of the group I will DM you and ask that you make some build choices to bring you in line with the rest of the group, though the specifics will be up to you. I trust my players to make the game fun for everybody.


Looking for one additional player.

Build requirements.

-Level 3
-25 point buy
-PHB races only
-All class
-Archetypes are allowed
-Background skills activated
-2 Traits, One must be a campaign trait from the shattered Star players guide (which I recommend you read)

Group has a Wizard, Rogue, Fighter, and an Investigator.


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A place for solo watered activity.


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Ooc chat goes here.


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A shattered Star playthrough.

Grand Lodge

I'm still giving my first read through so I want to stress test an idea.

If I use an item, wand, to cast entangle first spell actions and the traits of that actions are, if those traits provoke reactions. Check my resonance. Then I have to look up the spell, the traits of the spell, actions required, the conditions the spell emparts, that condition references a second condition which I then have to look up.

Things I had to look up:

Traits: Plant, transmutation, manipulate, auditory, spell casting concetrate.

Actions: Somatic, verbal.

Conditions: Entangled, hampered

Grand Lodge

I have a 3rd level Bonded investigator that is working toward infusion so his eventual imp familiar can buff himself and get into the fight.

This is pretty general thread. Thoughts on the archtype, familiar's and their equipment, feats, basically anything. I'm looking for any fun thoughts for Bonded Investigator builds.

Grand Lodge

Hi all,

Feel free to have whatever ooc discussions you like here!

In your first post please include

PFS number:
Character Name:
Faction:
Day job check:
Regular or slow track:


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Few dare tread through the ancient groves of the Verduran Forest, and those who do settle in these woodlands tend to stay close to their communities. Mystery and danger rarely deter agents of the Pathfinder Society, however. When the semi-retired Pathfinder Falbin ventured from his home deep in the wood, he came across an unexpected pocket of flourishing growth and summer weather in the middle of the wintery forest. He fears that this disturbance is the work of a cabal of druids whose mayhem the Society ended six years ago. Have the druids returned to wreak havoc, or are other forces at play?

Post here and delete the post to activate your PFS character in the game.

Grand Lodge

If a urban bloodrager using a strength based rage, what benefit do they gain from amplified rage?

Grand Lodge

This came up in a game recently.

Do you need to push an animal companion to have it move to a space?

There is no trick for this, however lots of the tricks presume you can tell an animal to go to a specific location and perform a specific task such as build structure, defend, get help, guide, seek or watch.

How do you get an animal companion to take a position that is not covered by heel, defend, or come (which you only need to use if they would not be will go to those location) such as go over there.

Is this covered by Perform followed by stay?

Quote:
Perform (DC 15) The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.

Is it like come and heel which an animal may do naturally unless the request is dangerous?

Grand Lodge

I had a player use emergency force and want to use it to create their hemisphere as a vertical half sphere in front of them as opposed to dome over them. The idea is they can then walk out of the hemisphere.

I know pathfinder breaks down in 3d (is a cone from directly above you a circle. What happens to that same cone at 45 degrees). Thoughts would be greatly appreciated.

Grand Lodge

I just came accross this spell I was wondering if folks had used it, and what they thought.

See the spell here

Grand Lodge

1 person marked this as a favorite.

This is going to be a "try to make the best of a tough build" thread. I have, for a long time wanted to play an archer druid but the feat requirement and lack of proficency have dissuaded me.

So I ask the community "how would you build this?" All builds or tips are welcome. The more levels of druid the more I am likely to play it.

Grand Lodge

I was thinking about using the Art/Music Variant Channeling harm ability to give penalties to a lot of bard spells. This should include that thundercaller’s Thunder Call (Su).

Quote:
Art/Music: Heal—Creatures gain a channel bonus on Perform checks and on saving throws against illusions, sonic effects, and language-dependent effects for 1 minute. Harm—Creatures take a channel penalty on saving throws against illusions, sonic effects, and language-dependent effects for 1 minute.

Thoughts on the build for PFS. I was thinking Halfling (Cha > Con=Dex > Wis = Int > Str) with feats like extra channel, Flagbearer.

I would appreciate any thoughts on the build.

Grand Lodge

Can a skald benefit from this item. It's on a chronicle and I'm hoping to use it.

"A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces."

I read this as counting as a bardic performance belonging to a bard, but it may be to literal a reading.

Thanks.

Grand Lodge

Fluff:

Monk went to commune with nature. Over whelmed by the power of the forest his third eye chakra was forced open (mutant eye). He has lived in the woods for 80 years. His vocabulary has degraded (total # of words = 10 + # of scenarios). He has since been rescued and recruited to the PFS. Picture Dwarf Tarzan.

I wanted him to be a super wise, and super hardy dwarf. Impossible to get anything by, but not smart.

Obvious problems bad AC, sub par to hit, too much stat dumping.

Build (currently level 3):

16/10/15/8/19/5 (after racials)

levels UnMonk 1, Druid (Menhir Savant for caster level) X.

Traits
Mutant Eye, Glory of Old

Feats
1-Improved Unarmed (monk), Toughness (dwarf alternate racial trait), Stunning Fist (monk), Dodge (monk bonus), Boon Companion (may retrain)
3-Snake Style (+18 Sense Motive at level 3)
5-Nature Spell
7-Planar Wild Shape

Animal Companion - elephant name Ears

Bodyguard animal companion. Building toward In Harms Way.

I'm only level three. The character is fun but feels pretty weak. Shillelagh quarter staff flurry is my current battle plan. Wild shape will take over later.

I can't seem to decide what spells or equipment I should prioritize. Any help would be greatly appreciated.

Grand Lodge

If a class without these class features takes this feat do they just have a first level companion? Does it level? The familiars would still have some scaling HP BAB etc.

Maybe it scales because it is balanced by needing to pay money and having limited access to the animal?

Quote:

Benefit: You may select the creature summoned by your figurine of wondrous power as an animal companion or familiar, or as appropriate. The figurine has the standard abilities of a familiar or animal companion of its type, plus additional abilities related to its figurine type (see below). The main advantage of this is that if your familiar or companion is killed in creature form, it merely reverts to statue form and can be used again later. The following standard figurines are available as animal companions (C) or familiars (F).

Ebony Fly (C):
Golden Lions (C):
Ivory Goats (C):
Marble Elephant (C):
Serpentine Owl (C, F):
Silver Raven (C, F):

While the figurine is active, you and the active figurine gain all the normal benefits of having a companion creature; for example, a wizard with a silver raven familiar gains a +3 bonus on Appraise checks, the raven can speak one language, and so on. While the figure is inactive, you gain none of these benefits but are not otherwise hampered by its inert state (as if the creature were out of range but not dead). The usable duration of the companion figurine doubles; for example, an ebony fly is normally usable up to three times per week for up to 12 hours per use, but as a companion creature you may use it up to six times per week for up to 12 hours per use. The figurine is still a magic item and is subject to effects like antimagic field and dispel magic that affect magic items; it uses its caster level or your own, whichever is greater.

Grand Lodge

2 people marked this as FAQ candidate. 1 person marked this as a favorite.

Can some one explain this so me.

"If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first."

Does this mean at the end of each ally's turn they lose the con bonus after their turn? And the they lose the bonus to will saves when it's not there turn. If so this make the class so much weaker.

I hope I'm miss understanding this sentence.

Grand Lodge

My skald uses preform oratory and utilizes the spirit totem line of rage powers. To RP this I would like him to read transcriptions from the "Wall of Names", a wall to commemorate fallen pathfinders, the essence of those spirits protects the pathfinders still alive today.

To add to this I would like to use real fallen PCs. If anyone has a few moments to spare a quick blurb for any fallen pathfinder would be awesome.

Soand-So died protecting his allies while exploring the old dwarven runes of such and such. He will never be forgotten.

Grand Lodge

If I shadow evocation a fireball with an unconscious character in the blast do they automatically make there save? Can they be effected by the spell when they are down?

Thanks

Grand Lodge

These spells are really confusing to me.

1) can you see out of a cloud spell if you are on the edge?

I assume no though not confident

2) do clouds that have effects "stinking, etc" effect large creatures that have only one square in.

I assume yes

3) does being partially in provide concealment.

I assume no

I had a hard time finding clear answers though I may have been bad at searching

Thanks all

Grand Lodge

3 people marked this as FAQ candidate.

If a shaman's familiar takes an archetype like protector that gives up the familiars ability to deliver touch spells can it still do it with the Shaman's "Deliver Touch Spells (Su)" ability?

I did a quick check and it seems the shaman is the only caster to have this ability as part of its class and not just part of the familiar growth. This is also important because shamans have more powerful ability that allows them to deliver hexes even if they are not touching the familiar initially.

*edit* Title is Changed

Grand Lodge

Below I have my basic build. The plan is to use the shaman to fill holes is PFS groups. Debuff and Control are my primary goals, occasionally taking stone wandering spirit for early stone wall or life to heal but primarily using lore for better spells. I want to use spell storing Armor and Vibrant Purple Prism Ioun stones to carry spells over from past days. Increasing versatility and action economy.

I don't know how to prioritize combat actions. Should I be hexing first and saving the spells, dropping a big spell and support it with hexes, evil eye saves first then hitting with misfortune followed by a spell, just slumber as my first action every fight. Shaman are known less for there power and more for there adaptability. Does any one out there have experience with them or witches even to help me use him effectively.

I will also take any build critique especially equipment and spell selection suggestions, because aside from the big six and what I have listed I don't have many thematic or practical ideas, and three spell list is a lot to manage.

Thanks all!

Tak - Half ORC - Shaman
Stats:
STR 7 / DEX 12 / CON 12 / INT 14 / WIS 16(+2) / CHA 14
Starting HP: 16
Move Speed: 25 Starting AC: 18
Traits: Fate’s Favored, Reactionary
Racial Trait’s: Sacred tattoo, Darkvision, Shamans Apprentice’s
Main Spirit: Heavens
Feats:
L1: Tribal Scars: Raptorscale
L3: Extra Hex: Chant
L5: Extra Hex: Slumber or Heaven’s leap
L7: Accursed Hex
L9: ? (Improved Familiar)
L11: Divine Interference
Hex:
L2: Evil Eye
L4: Misfortune
L8: Heaven’s Leap
L10: Lure of the Heavens
Gear:
Building up to Jigasa or crown of swords, spell storing armor (breast plate) and buckler, pearls of power, ioun stones for: skills, initiative, ac, saves and to boost int to 6 (don’t need higher for PFS). Spell storing seems extra useful with wandering spirit/wandering hex to pick spells from Arcane Enlightenment on off days.
I was thinking of improved familiar Fearie Dragon for a Stardust + Obscuring Mist (wand) combo. At level nine this is a minus 3 to attack plus concealment for the party (though this might be late). With reach or ranged weapons this could be pretty decent debuff to add to the mix the benefit being no save no SR.

Spells from Favored Class bonus
L1: Liberating command, ? (Shield of Faith)
L2: Grace, Soundburst
L3: Prayer, Chain of Perdition
L4: Blessing of Fervor, ?
L5: ?
Spells on armor/buckler: Fridged Touch, Force Punch, Bestow Curse.
Arcane Enlightenment:
Control conjuration web, pits, black tentacles, summons etc.

Grand Lodge

I want to avoid the build that seems to be most common on the message boards. So any feed back on this build would be awesome. I'm looking for feat advice, skill point allocation, rage powers archetypes basically anything is change able at this point. I may have over looked some good options because I have not built a character like this before. I did consider the bard but I like fine tuning the raging song and I like the flavor

This is a melee Skald that is decent with knowledge and support.

Dual Talented Human Skald Fated Champion

Str 15+2 (+1 LVL)
Dex 14+2
Con 14
INT 12
Wis 7 (+1 LVL8)
Cha 14

Traits: Savant (+2 perform (oratory)) and Historian +1 to Bardic Knowledge checks.

Skills
Max perform oratory for versatile performance
Max perception because perception
Once each knowledge has a one skill point focus on the monster knowledges.

Feats
1) Skald's Vigor (I don't know if this is good advice would be awesome)
1) Extra Performance (PFS)
3) Power Attack (going to two hand)
5) Battle Cry (support)
7) Arcane Strike (damage is good but Skalds have good swift action spells)
9) Extra Rage Power (increased DR or lesser fiend totem (natural attack helps threaten better with a reach weapon)
11) Discordant Voice

Other options would include Skill focus: perform (oratory), Additional traits, or other extra rage powers if good ones are suggested.

Rage powers (tried to keep them broadly useful)
3) Superstition pre-req and a good save boost
6) Witch Hunter Damage
9) Spell Sunder I like this but it might be to difficult to pull of reliably- I also don't know if one person can do this or if each person can do it once.

LVL 1 Spells
Saving Finale
Heighten awerness
Feather Fall
Timely inspiration

LVL 2 Spells
Allegro
Mirror Image
Glitterdust
Heroism
Gallant Inspiration

LVL 3
Arcane Concordance
Haste
Good Hope
Dispel Magic

Equipment
Magic Lucerne Hammer +1 Furious
Magic Greatsword
Magic Breast plate
10 Copies of Adventurer's Chronicles (Got to be a library)
Tome of Epic
Adaptive long bow to interrupt casters
Other stuff - though the above items are the build essentials

Grand Lodge

1 person marked this as FAQ candidate.

Do fuse grenades have a charge build in, like a grenade, or do they need to be lit with a tindertwig/spark?

The two scenarios would be move to draw, move to light, Standard to throw. The attack takes a round and a half plus gold.

or

Move draw tindertwig, move draw grenade, move to light tindertwig, move to light grenade, turn 3 throw as standard plus gold. This seems crazy.

Any clarification would be awesome.