Search Posts
In preparation of my upcoming Strange Aeons game, I've been looking over some of the characters my players are interested in playing. A player of mine wants to play a Medium that channels the Legendary Lich spirit, re-fluffed as having been partially possessed in some way. The seance boon is especially interesting, but also worded rather oddly to me. The seance boon states that those affected gain a +4 bonus on damage rolls with necromancy spells. That doesn't seem like it's anything too overpowered, but then my player brought up spells such as Ray of Enfeeblement, or even Enervation. Is this vague +4 supposed to also apply to _ability_ damage done with necromantic spells as well? It's worded as if it's supposed to, but I don't see how fair that'd be. Thoughts?
Hey there! I've been applying GM credits for a while now to a character of mine, and I'm finally going to be fleshing out his sheet and playing him. So far, I'm thinking he'll be a dwarven fighter of some kind, but more importantly... I want to play a character with a whole lot of drinking feats and traits. The goal is to make a perpetually drunk character, that gains bonuses from being the magnificent drunkard he is. --- Know any ideas? Pathfinder Society Legal would be nice as well! So far the only thing I know for sure is Drunken Brawler.
Hey there. So, my local PFS game group is going to be finishing Iron Gods Book 2, and as I was looking over the Chronicle Sheets I'm going to give out when they complete it, I noticed a few things that caught me off guard. (In a good way!) First, new tech-themed archetypes. Yay! That's amazing! But... I do have a few questions that I'm hoping someone will ask. 1. The Cyber-Soldier is a wonderful fighter archetype that focuses entirely on combat with cybernetic appendages, getting a bonus to hit with his cybernetic arms. (I'm seeing a future Darth Vader themed Hellknight in the making...) However, nowhere in the archetype is the purchasing of a cybernetic mentioned. In Pathfinder Society, you can't just buy things off the Technology Guide. It needs to be on a chronicle. The first cybernetic arm mentioned on a chronicle appears in "The Choking Tower", which is Level 11-13, long after the cyber-soldier is relevant. Are cyber-soldiers really just supposed to go through eleven or more levels with bonuses that he can't even apply, thus making the entire archetype pointless? Or is a Cyber-Soldier allowed to purchase cybernetics, seeing as it's his entire archetype's schtick. 2. Ah, the Techslinger. Amazing archetype, I love it. It's well written and not especially overpowered. (Weaker than the Musket Master, in my opinion. But it's also way cooler, so the Techslinger has that going for him.) I have only one question about the Techslinger, but it's an important one. It's stated both in the Technology Guide, and on Archives of Nethys that the Techslinger "still starts play with the black powder blunderbuss, pistol, or rifle". Does that mean that the Techslinger gains access to a rifle? Or does that somehow mean musket? Knowing Pathfinder Society, it probably means musket only, but if it's not, I'd like to be sure. I'd love to get an official wording on all these! Thanks very much!
So, I recently DMed the first part of Fires of Creation, and I'm curious about how a few things work. On the chronicle sheet, there are several guns available for purchase. But, the Pathfinder Society version of the Gunsmithing feat bans all characters from purchasing a firearm unless they have the feat in the first place. Does that mean that guns on those sheets cannot be purchased at all?
Hey there all. After playing Pathfinder Society for about a year or two now, I've finally decided to try and actually build a character based around Boba Fett, the gunslinging bounty hunter everyone loves. There are several mods that I've played that grant players technological items, and one of which contains a Jet Pack, and several other very handy tech items. I intend to GM these to gain the iconic items that'll help me build the guy, but at the moment I'm not quite sure how exactly to build my Boba Fett themed character. (Plus, those mods were incredibly fun, and I enjoy GMing.) At the moment, I'm thinking a Gunslinger Musket Master, up to level 5 or so, before changing into something else. Anything after Level 5 of Gunslinger never really interested me, so a multiclass seems quite fitting. But I'm not sure what. I thought about Slayer, but I'm not sure how decent that multiclass would be. Any ideas, guys? Thanks!
So, I had an interesting idea that I'm not quite sure works, but the rules as written do not imply that the idea wouldn't work. It's a fairly cheesy idea, but for now it's just a hypothetical character idea. The way it would work would be that this character, a barbarian, would take two-handed fighting. This is the feat that allows you to wield two weapons in both hand at a penalty. Say that this barbarian is using a short sword in his primary hand, and holding a greataxe (a two-handed weapon) in his off-hand. The barbarian stabs with his short sword (the first part of a two-weapon fighting attack) before dropping the short sword as a free action. He uses another free action to grip the greataxe in both hands and swing (using up the second part of the two-handed fighting attack.) The penalty would be -4, -4, which the barbarian can accept, being a barbarian and all. --- As far as I know, nowhere by RAW does it state that you cannot do this. If I am wrong, however, please inform me! Thanks!
So, I was reading through the Unchained Summoner spell list today for a Pathfinder Society concept today, and discovered an interesting little combination. The second level spell "Summon Eidolon" seems to do just that, it summons your eidolon. Seeing as my character would be taking the Augment Summoning feat, I was wondering if there was an official ruling as to how the feat and spell worked together. If they do, in fact, work, as I believe they do, I was wondering if you could use the feat with a wand version of Summon Eidolon. If not, why? --- Thanks! |
