Male Human Scribe/0
Take a moment to introduce yourself and what you want to play.
Stat array will be using elite 15, 14, 13, 12, 10, 8, before racials.
2 Traits, your choice whether you take a campaign trait.
Currently we have:
So you're really heavy on Melee, you have some Arcane, and you have a Ranger to give you some healing as well as a Paladin (maybe), which means you're going to probably need a crafter to make wands of CLW to stay alive, but hey I'm not going to tell you how to play haha.
Now, here's some of the fun parts. I run Kingmaker using the book as a guide, but adding my own flash. I plan on bringing back one of the NPCs that Brok and Kern are well aware of, but not have the same personality or name lol.
Ser Nikolai Haravesch - Nephew of the Lord Mayor of Restov. Your contact with Brevoy, the heir apparent to Restov, and the hand-selected leader of this expedition.
Nikolai will rarely adventure with you, he is logistics, strategy, mission handler, etc, as I thought it made more sense to have someone of some lineage be present rather than just giving you a lump sum and cutting you loose.
Each of you has been contacted by Ser Nikolai's agents and invited to join the expedition here in the Greenbelt. You're orders are to arrive at Oleg's Tradepost, no later than the 13th of Gozran, the start of Spring.
I will post the opening thread then you can join in, we will track days, the weather and the climate will change according to the month. I would like for you to track resources, you won't have to worry about food and water while you're at Oleg's (unless there's a siege lol) but while you're about, you'll need to provide, survival will help.
Have your character sheets ready by no later than Wednesday, I will let you rebuild the class if you're not happy once you hit second level, but after that, you'll have to train as normal.
So I've tried to run this before, but my son was born about the time we got going good and I disappeared, we tried to get it started back up but everyone lost the script. If you were a part of that group and you apply, you're in — but please create new characters.
For those who weren't, here's what I ask as a GM
Create 3 influential NPCs from your backstory. Along with 1 sentence on why they were important. I prefer one to be a source of conflict, one to be a friend/loved one and one to be anything of your choice - a mentor, a rival, a lover etc.
Give 3 moments of personal development for your character. A sentence or two as to how that shaped you. Perhaps a moment of loss, triumph, frustration, joy or sorrow.
Give me what motivates your character in a word: Ambition, Greed, Revenge, Wanderlust, etc. Then give me one sentence as to why that motivates your character.
Give me what class you want to play - If it's PFS legal, you can play it, except the new Occult stuff, sorry, I don't have time to learn those rules. What race you want to play. The relative age of your character, young adult, adult, middle aged, Old.
3 Sentences or less describing what your character looks like.
And last, where your character is from and what social status they're from.
At most I hope you don't have to write more than 15 sentences to apply. I know it's a pain to write these long drawn out backstories only not to get chosen. Try to write most of it, like you would write your in character posts, for example, when describing your rival, it could be inner monologue.
That's enough, it gives me some freedom to create and gives you freedom to shape your backstory as you play.
As for stated out character blocks, we'll do that once you get selected.
I'll take 4 maybe 5. If you don't get selected, I'm sorry. It's no reflection on you, I might have just had an easier time thinking of hooks for someone else.
I'll make my decision by Noon U.S. Central Time, Tuesday.
Male Human Scribe/0
A faded wooden sign with a line drawing that can only be assumed to represent an old camel, hangs by a single chain over ruined door of The Camel's Hump. From the outside the tavern you've been asked to meet at looks like it's been out of business for several decades and abandoned to the rats.
Once inside, the impression remains. Most tables are covered in dust, haunted by the husks of pewter mugs who's spirits have long since faded away. Yet, the tavern is not entirely abandoned. A tall blonde figure, dressed in full plate stands behind the bar. He's set out five cups in front of the only five stools in the entire bar that seem to be capable of bearing a load. He motions for you to take a seat.
"You're in luck, I just tapped my latest batch of Mendevian Cream Ale. I think it really turned out well." The armored man says with an eager smile. He takes a swing from a frosted mug himself and swallows hard. Before coughing, "Smooth."
Those who don't wish to offend and drink the brew, find it thick, high in alcohol and cold. Good, however, would not be a phrase you'd use to describe it.
He waits until those who are going to try it take a drink before continuing.
"Thanks for meeting me. The name's Liam L'Outre, I'm a Venture Captain without a lodge. You all can just call me Liam," He says with a smile. "Ever sense Osirion opened its borders, we've been waiting for an opportunity like this to explore one of their newly uncovered Pyramids, and as luck would happen, a new one has just been made available to us. The five of you will take a team of Camel's I've acquired for you, 90 miles southeast of here. The journey will take about 4 days and I recommend you travel at night, resting during the day, unless you're used to this infernal heat. Take a look around, map out the pyramid, secure anything that seems rare or of interest to the Society and catalog the rest. I won't tell you it will be easy, because every time one of my Venture Captains told me that when I was coming up, it turned out to be a suicide mission. But we don't expect much in the way of outside interference. I've arranged for a few of the local merchants to open their doors to you tonight so you can purchase any supplies you might think you'll need outside of food, water and camels, which have been provided. Once you've completed your inventory, report back to me for debriefing. So unless any of you have questions, I won't delay you any longer."
Is my Level 15 Fighter Venture Captain character, the modules don't have VCs, but I thought it would be fun to sneak him in. Hope you don't mind. Haha
So I have been reading over Believer's Boon and I'm a bit hung up on it.
Your deity rewards you for your faithfulness.
Prerequisite(s): Wis 13, alignment must be within one step of your deity's.
Benefit: Choose one domain granted by your deity. Once per day, you can use all 1st-level domain abilities granted to clerics of that domain. You gain access to this one ability only, not the higher-level domain ability, domain spells, or additional class skills that the domain might grant, or any bonus feats that are listed under its granted powers. Your effective cleric level in regard to this ability is 1st level.
Special: You can take this feat twice. When you take it a second time, you choose another domain granted by your deity.
If you grossly violate the code of conduct required by your deity, your alignment shifts so that it is more than one step away from your deity's, or you no longer worship your deity, you lose access to this feat. You can regain it once you atone for your misdeeds to your deity (see the atonement spell).
So Domains such as Travel and Protection, provide permanent boosts to certain aspects of characters.
Travel Domain gives you an additional 10 feet to base speed.
Now Travel seems a little more clear cut, because that first level domain ability doesn't require you have access to the speed boost to work.
However, the Protection domain does.
As a standard action you can touch an ally and grant them the resistance bonus to saves for 1 minute, causing you to lose your resistance bonus to saves for that same minute.
Now, if I don't get the scaling resistance bonus from the domain power as part of the boon, the protection domain doesn't work with the feat.
My other question is, am I always a level 1 Cleric in regards to this power. So if I took War for example, would the rage bonus always just be +1?
Male Human Scribe/0
Take some time before I put up the first gameplay post this afternoon to introduce yourselves. Please include the PFS number, Faction and the name you'd like on your Chronicle as well (you can do it in a spoiler)
Tell everybody what you're playing and sort of get some tactics discussed.
The desert sands of Osirion conceal an untold number of ruins and tombs, lost to memory over the millennia-long span of the nation’s history. Even today, the fickle winds of sandstorms can reveal structures hitherto unknown for thousands of years, and seemingly untouched by time. Such unplundered tombs can be an archaeological windfall, but would-be explorers should exercise caution, for the pharaohs of old jealously guarded their possessions against intruders with traps, unliving guardians, and potent curses.
In the depths of the Osirian desert, a sandstorm has recently uncovered a mighty pyramid that was buried beneath the sand for ages. Lost for centuries, the pyramid has not yet revealed its secrets, but one crumbling papyrus scroll found in the Great Library of Tephu contains references to the tomb of an ancient Osirian king known only as the Pharaoh of Sphinxes. Word of the pyramid’s discovery has spread far and fast. Archaeologists, explorers, and tomb robbers from across the Inner Sea are gathering in Osirion’s taverns and inns to plan expeditions into the desert, each vying to be the first to plunder the tomb’s treasures.
I'm looking for 4 players to run through this module. Should be fun, there are traps, puzzles and monsters, a good old fashioned dungeon crawl.
So a quick heads up to what I have and what my fighter/ulfen guard does.
We use PFS rules/Additional Resources as our ruleset
Liam is Fighter 13/Ulfen Guard 1
AC is 37, Touch 21, FF 32
I have a mixed bag of potions of fly, scrolls of restoration etc.
So my thoughts were as follows:
Sell my +2 Full Plate and buy Mithral Plate of Speed for 10 rounds of Haste, but a -1 AC when not hasting. Net Cost 22,000 leaving me enough to enchant my sword or buy the ioun stone with a +1 Insight Bonus to AC and a few other fun things.
Buy the Silver Spindle Ioun Stone for 24k (I have an 11 Charisma) and attune it to Divine Favor (which is boosted to a +5 to Attack and Damage due to my Fate's Favored Trait. Leaving me a little over 20k left over.
Bump my Ring of Protection up to +5, buy the Ioun Stone for the +1 Insight Bonus, pushing my touch AC up to almost 25 and leaving me with a little over 5000g left.
Any other thoughts?
Male Human Scribe/0
Venture-Captain Sheila Heidmarch glances out a window as the last wisps of twilight fade over the Fenwall Mountains. Turning from the sight, she runs her hand along the rustic cabin’s wall and stands beside an occupied wooden bed before addressing you.
“This,” the venture captain says, gesturing to the man thrashing around violently, straining against the bonds that lash him securely to the bed, “is our colleague, Kalkamedes. Every night for several weeks now, he has fallen into a deep slumber and tried to sleepwalk right out of his cottage. If not restrained, he marches straight north, eventually falling off a cliff or into a bog as if trying to get himself killed in an attempt to reach an unknown goal.”
As though he were expressing disagreement, the man tied to the bed suddenly begins pumping his limbs even harder, the violent spasms threatening to smash the bed into splinters.
“There are those who have recently criticized the Pathfinders for our indifference to the plight of our fellow field agents. It’s time to show that’s not true. I want you to help Kalkamedes, whether he wants it or not. Several of our best spell casters have attempted an extensive list of magical cures, but whatever sleepwalking curse or effect he’s under tenaciously resists our efforts. All we can do is keep him safe.” Heidmarch pats him with a degree of professional affection, and Kalkamedes rewards her by trying to swat her with his head.
[b“Kalkamedes’s friends are at their wits’ end, so we are going to attempt the only thing that we have not tried: we’re going to let him go tonight. That’s where you come in. I want you to follow him and keep him safe and in one piece. Let him get to wherever his addled brain thinks he needs to go so badly. Maybe, just maybe, if he gets there, you can find a way to help him. Maybe you can determine who or what did this to him and find a way to undo it.”[/b] Heidmarch pulls out a serrated knife. “Now before I cut him free, does anyone have any questions or last minute preparations?”
Male Human Scribe/0
Go ahead and introduce yourselves.
A little about how I GM php.
I roll initiatives for everyone, if there's a hidden trap or door, and you're character has skills that let you get perception checks on hidden things let me know now, and I'll roll those in secret.
As for initiatives. If you have critters, they act on your turn, if I have 4 baddies with the same initiative score, I roll once and just group them, that way I can act as a unite and then let you guys act (It's a little unfair in my favor, but I've never had a table wipe, so I understand my advantage and don't take full advantage of it :D).
This game is part of the Official Pathfinder Society PbP Game Day. For more information please visit: http://PbPGameday.com
With PBP Game Day 2 Starting in just under a month I'm doing some recruitment for "The Night March of Kalkamedes"
A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.
It's a highly regarded and fun to play Scenario for Levels 1-5 with fun combats, smart puzzles and some intriguing Roleplaying opportunities.
I'm going to accept the first 5 players who post interest in playing.
Looking forward to it, hope you are too!
Male Human Scribe/0
With a flash of light and a stomach-churning shift, the cool, saline air of Absalom collapses into the stifling, wet heat of the Garundi coast. Within moments, sweat begins to ooze from your pores as the fetid stink of the local climate envelopes you like a damp blanket.
The scroll in Aram Zey’s hands crumbles into dust, its magic spent. The Pathfinder Society’s Master of Spells removes his hat and begins fanning himself. “All right Pathfinders, welcome to the blistering hole that is the Mwangi Expanse. Any of you who bother to keep up with your Chronicles know that the Society has an archaelogical expedition working in the Terwa Uplands, about 80 miles northwest of our position. Of course, I doubt if more than half of you read anything but dirty poetry, so allow me to sum up: the Azlant Ridge site shouldn’t be there. There are no known Azlanti sights in the Mwangi Expanse, but here we are. It may be the best-preserved evidence that the Azlanti at least visited the Mwangi Expanse. A servant of Angazhan called Ruthazek the Silverback King claims the site, too. His troops have laid siege to it and our people are starving, dying from disease, and running low on ammunition and personnel, which is where you come in.”
Zey points north through the treeline, to where a ragtag city of boardwalks and wooden buildings straddles a swampy, red river delta. “Your first stop is Bloodcove.” He chokes out the word as if it insulted his mother. “The Azlant Ridge site needs supplies, and Bloodcove is the nearest trade port. They need 2 tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally. We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago. Make contact with him to carry everything north. Also, look for a man named Senzer somewhere in town. He was an alchemist funneling potions and information to our team in the Uplands, but he went silent a month ago. You need to find out why and get that stream of potions flowing again."
The Old Venture Captain pauses, to wipe the sweat from his ancient, furrowed brow.
“Don’t think this will be a simple trip to the market. Bloodcove is a pit founded by pirates and run by criminals—scum with no sense of achievement or appreciation for arcane advancement. Even worse, it’s a stronghold of the Aspis Consortium, which loves nothing more than perverting and profiting from Pathfinder discoveries like Azlant Ridge. Keep your heads down and do nothing to attract suspicion; perhaps adopt a disguise. Normally I don’t give a damn if you heroic types kick in doors, make asses of yourselves, and die, but more than your lives rests on your shoulders now. If you fail and the Azlant Ridge site receives no backup, it will surely fall.”
Aram hands over a coin pouch. “As I said, we arranged payment for your caravan some time ago. This should cover the cost of supplies. If you dip into your own resources and manage to survive, the Society will attempt to reimburse you. Once you deal with that business, head northwest.” He presents a sealed scrollcase and an ornate, golden key on a leather thong. “Guard these with your lives. The key’s exact purpose eludes me, but the symbol it bears is repeated on a doorway at Azlant Ridge. The scrollcase contains a map to the dig site. My magics secure the case, though, and it will explode violently if opened within five miles of Bloodcove.
Hi, I'm looking to GM this two part series for PBP. You don't have to sign up for both to play, if you want to play one and not the other thats fine. But I will be giving priority to those who want to play both.
About the Scenarios
2-02 Before the Dawn: Rescue at Azlant Ridge
The two modules combined are a great mix of Stealth and Infiltration with Combat and Base Defense that tells a fun story and introduces some cool monsters and artifacts.
If you're interested leave a comment with the character and the level. Once I have 4 at the same tier, I'll notify you and we'll get going.
So I've got a Level 12 Fighter who was my first character ever and my build is obviously marked by the fact I was trying everything out. Fortunately, I've been lucky and smart with my play and I've survived without dying to Level 12. Current Build is below.
Various gear and items has elevated my Attacks to:
And my AC and Saves to
I've been contemplating going stronger on defense and eliminating my critical feats, making the following Retrains (with GM permission) to
My thought is, I'm not dealing out that many Crits and my crit damage isn't really leaping to killshot range (Maxed Out I'm only going to deal 58 damage plus Sickened.
But with the shield feats, I'll neutralize the Many Shot attack Ranged fighters use on their first attack and deflect the scorching ray, Ray of Enfeeblements and Disintegrations that get thrown my way. My shield has the Impervious enhancement and +2 enchantment. which would help with absorbing damage from caster's rays.
Male Human Scribe/0
Toilday, 1 Pharast, 4710
Oleg was almost giddy. He was standing next to Jory Sellemius, nephew of the Lord Mayor of Restov, looking toward the northern horizon. He had stood silently for nearly 30 minutes with the young lordling, waiting for the arrival of a contingent of scouts from Brevoy, chartered to map the Stolen Lands and police banditry.
"We're gonna to be rich you know," He said confidently to Jory.
"I already am," The lordling responded dismissively.
But Oleg didn't seem to notice Jory's disdain. He rubbed his thick, calloused hands together greedily.
"Imagine, a safe trade route straight from Brevoy to the Inner Sea. With Oleg's Emporium at it's heart. A grand bazar, tradesmen, and more coin than I could count."
"So six gold pieces?" Jory said just loud enough that Oleg could hear him. But he didn't care, this was his ticket to the top and he wasn't going to let some snob from Restov bring him down.
The one-sided conversation about future riches continued on for almost another half-hour before Jory raised his hand to silence the provincial. He raised his lithe hand and pointed toward a dot on the horizon.
Oleg fell silent as the riders approached. The note had said four would be coming, but he counted five. Svetlana would be cross that one of the guests would have to wait to have their quarters prepared. His train of thought was broken as Jory began climbing down the ladder from the tower.
"Where ya goin'" Oleg asked. Jory ignored him as he made his way to the main gate. He struggled with the bar on the double gate, until Oleg caught up and seemingly lifted it in one try.
"You sure it's them?" Oleg asked.
"Yes, I received a missive last night that they would be joined by a fifth rider."
Oleg cocked his head at that statement, there had been no messenger or raven. Was this Lordling a Wizard as well?
Jory, however, paid no attention to Oleg's strange look, he simply began walking out to meet the riders.
"Maybe this rabble will last longer than a week." He muttered to himself.
Be it so known that the bearer of this charter has been charged by the Swordlords of Restov, acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt.
Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Oleg’s Trading Post. The carrier of this charter should also strive against banditry and other unlawful behavior to be encountered.
The punishment for unrepentant banditry remains, as always, execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Noleski Surtova, current Regent of the Dragonscale Throne.
I'm P33J and I'm looking for 4 dedicated posters to tame the Lordless Lands known as the Greenbelt.
I'm looking for people that can post 1/day or more. Who understand that if they are going to be unable to post, they should leave a note and won't be mad if they don't post for more than 2 days in a row, they'll be booted.
In terms of Characters, a party of four who can work together, but each have their own ambition. I don't care if you're an optimizer or if you're a character player, so long as you can role play as well as roll play.
The challenges will be tough, I'm going to rewrite some of the scenarios, and will pull absolutely no punches.
To keep checks from getting in the way, I'll ask players to post a Perception Check and a Sense Motive Check with every post, I'll ask for diplomacy rolls only after you speak (as I give bonuses for smart RP). And we will track resources, because Wizards still need items to cast spells and fighters still need to eat.
Classes: Any Core Class, Base Class or Class from the ACG Playtest guide, except Gunslinger and Summoner (sorry I just don't want to deal with those). Archetypes subject to approval.
Races: Human, Dwarf, Elf, Half-Elf, Half-Orc, Gnome and Halfling
Legal Resources: If its in the Paizo SRD it's legal, if not it's not. This includes Story Feats.
2 Traits: Kingmaker campaign, PFS and Paizo SRD are legal.
Backstory: I'll ask for this if you are accepted. That way I can build hooks of it secretly.
Let Me know if you've played before, how far you got in. This won't disqualify you, I just want to know how much to twist if I take a vet over a rookie.
Some pointers to get picked.
Don't ask me if you can use something I said isn't allowed. If you're genuinely confused, no problem, send me a pm and we'll figure it out together, but I'm going to auto reject anyone who puts a Goblin Gunslinger or an Aasimar Synthesist in the recruitment thread.
Only apply once.
Be brief with your description, save the prose for the actual RP.
Be polite, don't comment on others submissions, unless it's to compliment them. You criticize someone's build, you're out.
Submissions are Open from now until Jan 1st or until 4 people post submissions so marvelous, I can't help but select them and start immediately, lol.
If you don't get selected, don't take it personally, I can only handle 4 and your character may have even been better, I just latched on to something about one of the other applicants.
To test the War Priest Level 1, we used 3 pregens - The Rogue, the Wizard and the Ranger and played the opening battle to Rise of the Runelords slightly modified.
War Priest Build was as follows:
War Priest of Gorum
Skills: Diplomacy +7, Heal +6, Know Religion +5, Perception +7, Sense Motive +7
20 Point Buy
(This could have probably been optimized with the selection of Toughness in place of Fast Learner, a use of Tribal Scars or some other health or AC boosting feat, to reduce first level fragility, that said, the build was designed to be ultimately useful in PFS and/or this AP and needed the skill points and the skill focus feat for the diplomacy boost)
AC 15, Touch 10, FF 15
Attempt 1: We set up an ambush with the goblins, 4 CR 1/3 goblins and 1 Goblin WarChanter.
This proved disastrous. All of the PCs failed perception check, Goblins got a surprise round off and dropped the Rogue with a lucky crit in the surprise round. The low AC of the War Priest, lead to issues as the War Chanter upped his companions BAB with Inspire Courage, leading to the War Priest going down in Round 1, before he could even take an action. With the only healer down, and essentially, their main frontliner, the party withdrew.
Thoughts: An optimized Level 1 Fighter or Barbarian could have just as easily failed this encounter with a hot roll from the GM and some poor perceptions and initiatives. That said, the lack of Hit Points was a serious concern for a semi-frontliner class, and the fact that 3 Goblin Attacks, were not only successful (the goblins could hit on 10s) but also able to drop the War Priest in 1 round, before he could even act, was disconcerting.
Attempt 2: We regrouped and reran the scenario of the ambush. This time the party made their perception checks and was able to avoid the ambush.
In this encounter the War Priest showed flashes of brilliance, while also demonstrating some dangerous flaws for a Semi-Frontliner. The build of this War Priest allowed him to act relatively quickly, due to a higher initiative than most frontliners (Improved Initiative) this was important, as the Player used the Blessing of War to up his own AC by 1 and begin to close on his quarry (we played under the assumption that a War Priest counts as his own ally, this may or may not be correct) The boost in AC allowed the War Priest to survive the second volley from the Goblins, before the War Chanter could start his inspire courage, taking only about 3 damage total (dropping him to 8hp in round 1).
The Wizard was able to severely injure one of the Goblin Archers in round 1 using the hand of the apprentice to nearly drop it. The rogue closed on the wounded Goblin and finished it off before Round 1 was over while the Ranger took potshots and closed so he could switch to his battle axe.
Round 2 opened with a pair of arrows plunking our War Priest (AC now at 16 thanks to Blessing), lowering his HP to 4 (thanks to some low Damage rolls) The War Priest sensing the danger the Inspiring War Chanter was causing, switched his Blessing Bonus as a free action to +1 AB and charged through the Goblin Archers (poor planning by the GM to leave a charge lane, but hey they're Goblins). During his charge, he used a swift action to activate his Strength Blessing, upping his charging BAB to +8, he connected and dealt 2d6+7 damage which rolled as 13 nearly dropping the Warchanter in one hit.
Sensing blood in the water the rouge also moved through the goblin Archers with impunity and finished off the Goblin Warchanter before it could act in the second round (a good thing as it would have had a +7 to its attack, with a 5 foot step and most likely would have dropped the War Priest with AC of just 14 (due to charge)
With the War Chanter down, the ranger and Wizard moved in and helped clean up the rest of the mess. The War Priest needed to burn his prepared Divine Favor to cast Cure Light on himself, but the rest of the party was relatively unscathed.
Thoughts: Designed as a Melee damage dealer, the War Priest suffers from Glass Cannon Syndrome at level 1, I don't see this as a huge problem if the War Priest can survive to levels where it can afford Heavy Armor or uses its Sacred Armor class ability, but until then, there's going to be a lot of worrying at levels 1-3 due to a lack of AC and HP if the War Priest wants to be anything other than a beat stick (I.E. have social skills or skill ranks in anything other than Know Religion and Heal).
Gorum and Iomedae, seem to be ideal for the War Priests Melee focus, due to their weapon choices and Blessings (Strength and War for Gorum, War and Glory for Iomedae, but again, this counts on the War Priest counting as his or her own Ally)
Two encounters does not a full play test make, and we will be attempting a run through of the same encounter with the War Priest as a Support/Buffer (complete with blessing and ability skill change), though right now, I must recommend anyone wanting to play as a War Priest spend one of their first level feats on Toughness or Tribal Scars.
Table of Contents (in no particular order lol):
Cities of Kess: The major urban centers and seats of power for each low-King of Kess.
Citizens of Kess: The Races and cultures of the Unified Kingdom of Kess.
Allies of Kess: Neighboring nations who have friendly, mutually beneficial relationships with Kess.
Enemies of Kess: Nations ambitiously looking to disrupt the Kessian Hegemony, conquer Kessian Territory or subjugate the 13 Thrones.
Kessian Economy: Kess's regional economies, ports, position as Bread Basket of the Marchenhaft, mining settlements and craftsman guilds.
The Players: NPCs of great importance
The Gods: The lawfully worshiped Gods and not so lawfully worshipped Gods of Kess
Homebrew Rules: Allowable Classes, Class Rebuilds and New and Reworked Feats.
Male Human Scribe/0
The letter that arrives bears Venture-Captain Heidmarch’s seal, and seems to contain an enclosure.
Greetings, Pathfinders! I have new information for you about our agents’ discoveries regarding the cult of Lissala. When the Ten learned of the cult’s active existence, they sent a team to infiltrate a cell in the industrial town of Palin’s Cove. During that mission we learned that the cult intends to bring back the ancient Thassilonian Runelord Krune to rule Varisia. Pathfinder agents next encountered Lissalans here in the City of Strangers and discovered that the cultists aim to return the runelord by using refuge tokens that he created for his followers to reach his hidden location. Our Pathfinders also uncovered the location of an ancient Lissalan shrine, documented to hold a cache of these refuge tokens. The enclosed map shows the location where the shrine is said to be—the fastest way there is from Kaer Maga west into the Wyvern Mountains.
Find the shrine and recover the refuge tokens so that we may use them to access Krune’s lair, thus preventing the Lissalans from raising their runelord. Don’t attempt to use the tokens yet—we also need to uncover the proper command words. And hurry, please! A group bearing the Sihedron—Lissala’s holy rune—was seen leaving the city two days ago. They must seek the shrine as well.
Should you have additional questions about your mission, seek out a trusted informant in the Downmarket District, a textile merchant named Allira Vandane. She will aid you as much as she can.
May Desna smile upon you, Pathfinders.
As you make your way to Vandrane's shop, you begin to recognize other pathfinders also converging on your location. Heidmarch's strange ways of selecting teams continues...
I'm looking for a spell that would allow a character to become Incorporeal, but not ethereal. The idea is our frontline fighter has a Ghost Touch sword and we thought it would be a fun trick to turn him incorporeal and use his ghosttouch weapon to attack corporeal creatures (though I'm not sure if he'd need a ghost touch weapon to do this) while basically being immune to the creatures non-magical natural weapons.
Is there a spell that would do this?
I want to build a PFS character who tackles opponents and slams them to the ground before pinning and finishing them.
I understand my character will most likely die once I get to higher tier, but hey Goldberg's career in wrestling didn't last long either.
20 point buy, and class, two traits up to level 12.
I'll post my pathetic attempt later to day.
Feathered wings sprout from your back.
Prerequisites: Angelic Blood, aasimar, character level 10th.
Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.
Now if I were building an Aasimar fighter, would my armor training eliminate the 20 feet (poor maneuverability) and could I put ranks in Fly starting at Level 1 like a Wizard, since I can reasonable expect to be able to fly at a certain level?
Also, would I qualify for Flyby Attack?
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Just RAW is all I'm concerned about.
Thanks in advance.
Male Human Scribe/0
The frontier town of Bellis stands within the quiet shade of the Verduran Forest, nestled along the western banks of the slow-moving Sellen River. Flower gardens color every homestead, painting a vibrant scene under the summer sun. Common folk go about their business, tilling the land, tying off keelboats, and hobnobbing over cups of mead. In the distance, a dog barks, children laugh, and the bees hum while gathering pollen.
Well-loved and retired Pathfinder Veteran, Elyin Ursage, is getting married in the Village of Bellis. To show their respect to the former comrade, the Pathfinders have have sent six of their most respected active members, to serve as a Honor Guard for the ceremonies and to present a generous gift to the newlyweds.
The small town is abuzz with excitement. Streamers float through the street, food roasts and wine flows.
You're quickly recognized as outsiders, but given a warm welcome.
"Pathfinders right," A young Gnome male excitedly greets you. "Of course you are! Very good, very good. So nice to have visitors in the village, and Pathfinders to boot! Oh what a boon this wedding is going to be for business! Oh, I'm so sorry. My name is Mertis, Mertis Cobblestocking! What a pleasure! What a pleasure! Let me take this opportunity to invite you into the Three Mead Taverns. We have many styles of mead, all delicious! And for Pathfinders, the first round is on me!"
Male Human Scribe/0
Just take a few posts to introduce yourself, tell us what your character does and give me an idea of what your posting schedule can be like.
I will try to keep things moving, I try to avoid GMPCing you, but will in events of prolonged absences or when you've got encounter all but finished (I.E. you're a hit away from winning sort of thing).
I use GM fiat to your advantage, never to mine, i.e. you took a creative approach to the encounter and the encounter was written with only a railroad solution.
I'll start my map prep soon and have the first post up before tomorrow after noon.
If we end up with 7, that's fine, the scenario can handle it.
My name's P33J and this is my PBP lodge.
I'd be willing to GM any of the above Modules or Scenarios
If you want to play, you need to be able to post at least 2x per 24 hours and absences, outside of emergencies, I would appreciate a days notice.
If you'd like to play, please include your Character, Class/Level and which scenario you'd like to play in your response. Pregens are welcome to play.
Once I have a four for one of the above, I will make a game thread and leave 2 more spots open for 24 hours before starting the game.
If I get 6 for the table, I'll close recruitment immediately and start the game thread with instructions for the players.
If you dont' get in, there's nothing personal, PFS for me is always first come first served.
Male Human Scribe/0
Mid-Morning, 1st of Rova
The sun is warm for this early fall day and it shines brightly over the immaculately groomed practice yard. As you practice your archery, Romulus, works over the remains of a lamb shank the cooks saved over for him from last night's meal.
The only sounds disturbing the grounds of this deceptively idyllic manor in the heart of Magnimar, is the twang of your bowstrings as you bullseye target after target. That and the occasional yawn of your large wolf. For a moment, you forget you're in the heart of one of the largest settlements on the Storval Plateau, it feels more like a peaceful countryside estate.
But the peace is just an illusion, an illusion that crumbles quickly with the cracking voice of Sheila Heidmarch's young page.
"'Cuse me Mr. Fletch, sir, the mistress requests your presence in the Western Library."
The boy is impeccably groomed, and bears a sharp resemblance to Venture Captain Heidmarch, most likely a nephew or younger cousin, fostering with her for a summer. Yet despite his clear lineage and fine attire, he appears nervous in the presence of a storied Veteran Pathfinder. Still, he holds his ground waiting for you to follow.
A final twang of your bow buries a broadhead in the middle of the cloth dummies head. A kill shot, the boy's jaw falls slightly agape at your prowess, before he quickly remembers his place and snaps it shut. As you and Romulus approach, he turns sharply on his heels and leads you through the wealth grounds of the estate, through the West Wing of the Great Hall and into the Western Library. There flanked by massive oaken bookshelves filled with old leather-wrapped tomes stands Sheila Heidmarch and a tall, strong featured woman in massive Mithral Armor. Sheila nods to her page, dismissing him without a word, then turns to you and motions to a seat.
"Please, sit while we wait for the others to arrive."
The mess hall is far from empty, though it's not quite so full as you'd like. Still, your fellow Pathfinders are enthralled by your performance as you recite bawdy Ulfen tavern songs, recall classic fumbles of your companions from previous encounters and poke fun at the various Venture Captains you've served with.
"And that's when I told old Ambrus, 'You know you can use Prestidigitation for something other than mustache grooming!'"
The mess hall roars with laughter, as you roast the well-known, mustachioed Captain of Absalom. But the laughter cuts short, when Sheila Heidmarch's lieutenant enters through the West Doors.
"Quigly Cobblepots, come with me. Lady Heidmarch would have a word with you."
A murmur goes over the crowd when you restort.
"Just a word? I guess Lord Heidmarch's back in town."
And the crowd roars, while a grimace washes over the face of the now perturbed Pathfinder.
"Now, if you please, she is waiting in the Western Library."
Your walk is short and silent as the lieutenant brings you into the great Western Library where you see a Large Wolf, a well armed man, Lady Heidmarch and a tall, strong woman in Mithral Plate.
"Have a seat next to Fletch, Quigly." She says pointing to the only other male in the room. "The rest will be here shortly."
The eastern sun shines through the stained glass windows of Heidmarch Shrine. This Ecumenical place of worship has small altars to each of the Gods, with one stained glass window dedicated to a famous miracle or intervention of each of the Gods.
You kneel before the Shrine of Iomedae. The stained glass window overlooking it depicts her 4th Act. As you commune with your Goddess, you feel her blessings wash over you in the multi-hued light that breaks through the semi-translucent panes. As you finish your daily prayers and devotion, stand and sheath your sword. You notice a young girl waiting behind you. You recognize her as one of Lady Heidmarch's servants and nod to the girl, not wishing to interrupt her devotions.
But your acknowledgement proves to be the moment she was waiting for and it turns out that it was she, not you, who was wishing not to disturb daily worship.
"Ser Seelah," The girl says nervously. "M'lady beckons you to join her in the Western Library. She said it is most urgent."
And with that the girl curtseys and exits the shrine quickly.
Your trip through the grounds is uneventful. A few Veteran Pathfinders greet you with a wave or a nod. Some of the younger Pathfinders, watch in amazement as one of the most renowned Paladins in the Society passes before them.
Finally, you arrive at the great oak doors that lead into the library. Whispering a silent prayer for guidance, you push them open.
Sitting quietly are a pair of Pathfinders you've seen around the lodge before, recognizing them as fellow veterans, you nod to them and they return your greeting. Lady Sheila smiles and motions for you to also take a seat next to them. But as you approach, your eyes fall on a fourth figure. You sense her aura of Good even from this distance. You nod and she returns a knowing nod to you with a subtle smile.
Setting on your desk, next to a pile of scrolls and quills, is a new spell book you've recently acquired. As you pour over it's pages, absorbing the powerful words and incantations within, you feel a sudden need for fresh air. With a wave of your hand and a few words in a tongue few understand, the latches lift on your window and the windows slowly open.
A cool breeze washes over you, as you stand before the open window soaking the sun into your skin. It is a beautiful day in Maginmar, peaceful and quiet, a rare treasure these last few months.
As you pause, contemplating your good fortune. A raven appears on your window sill. You recognize the bird as the Familiar of Lady Heidmarch's personal Wizard. The corners of your lips start to turn down as you notice a small piece of parchment tied to the left leg of the Raven.
Untying the string, you remove the parchment. The bird squawks expectingly. You shake your head and toss the raven a piece of salted pork from your breakfast plate. It greedily eats it in one bite and flutters off.
The note is a simple summons to join Lady Heidmarch in the Western Library. A room you know well. It takes you little time to navigate the grounds and arrive at your destination. Though a few of the younger casters try to interrupt you trip to ask for clarification about a spell component or the proper somatic gestures for some minor incantation. You refer them all to Lady Heidmarch's Wizard and excuse yourself due to your haste to meet with the Venture Captain. You leave more than a few disappointed faces in your wake, but as always, the Society must come first.
As you enter the library, a tall, strong woman in Mithral eyes you over cautiously, before Lady Heidmarch greets you.
"Welcome, Norco, thank you for joining us. We are just waiting on a few more before beginning."
Droogami yawns and stretches her back as, you sit in the Garden, enjoying the colors of the Fall leaves. Your fellow Society Druids and Verdant Sorcerers have created an amazing topiary sanctuary.
As you study the flowers and watch the animals gather their resources for the long winter to come, a solitary figure breaks the solitude of your morning.
"Lini," The voice says with friendly authority. "I've been sent by Lady Heidmarch. She requests your presence at once in the Western Library."
A solidly built, Shoanti Barbarian stands arms folded with a great Earthbreaker strapped to his back.
"If you'll follow me," He says beckoning you to follow.
You make quite the pair passing through the grounds. The massive barbarian stands twice as tall as you and three times as wide. Though, your cat prevents any snarky comments from being thrown your way. Once you reach the Library, the Shoanti opens the door for you.
Waiting in the room are a quartet of Pathfinders sitting silently in front of Sheila Heidmarch, and an unnamed Paladin.
Sheila motions for you to take a seat.
"Thank you for coming Lini, I think we are all here or enough of us are to continue."
Sheila steps forward and looks over you all.
"Thank you for coming on such short notice, I'm not sure if you all know each other, if not there will be time for introductions after the briefing. This," She says turning toward her companion. "Is Ollysta Zadrian, Paladin of Sarenrae and trusted member of the Society. After I finish your briefing, she will answer any of your questions about the mission."
Ollysta nods and Sheila continues.
"Thousands of years ago, a group of insanely powerful wizard kings ruled Thassilon, a vast world-spanning empire. Many of the great monuments in Varisia, including the Irespan here in Magnimar and the Storval Stairs, are relics of this forgotten age. The wizard kings wielded powerful rune magic and declared themselves rune lords. The Thassilonian empire was destroyed by some immense cataclysmic event, but the runelords were prepared and entombed themselves in hidden, well protected chambers and put themselves into deep, magical sleep. Until recently, we thought the secret of the location of these chambers and methods of waking the runelords of Thassilon was forgotten. However, recent findings revealed that a powerful group of Lissalan cultists knows where Runelord Krune is sleeping and are working to waken him from his long sleep. Awakening a powerful and ambitious wizard like Krune would have a massive impact on Golarion the Decemvirate would prefer to avoid.”
As she finishes Ollysta steps forward. And Sheila continues
“Ollysta has been actively pursuing the activities of the cult. She just got a lead about a powerful branch of Lissalan cultists operating in Kaer Maga. We need you to track down the cultists and find out what they are planning and disrupt their operation in Kaer Maga. If you have any questions about your mission, she is the one to ask.”
Male Human Scribe/0
Just want you guys to take a few posts and introduce yourselves your character/Pregen and they're Strengths/Weaknesses, so you guys can get an idea for your tactics.
Norco, WerePox, Capricornus, Skorn, Fletch and Arizhel are all in if they want to play.
Once I get acknowledgements from all 6 players or 36 hours go by and I've got 4, I'll start gameplay.
I'm looking for a group of 4-6 PFS players who'd be interested in doing Feast of Sigils as a Play By Post.
This will be my first time GMing PBP, I've GMed quite a bit in our local PFS society, including several High Tier Games.
First come first serve, once I get at least 4 I'll set up the actual Game Thread.
I've looked through the forums for the answer to this question and while there are some distinct opinions, I've never seen a definitive solution. Perhaps this should be a FAQ. As someone who Judges Open Play PFS scenarios, I want to be sure I'm treating this right as some Fighter PCs (I have not yet, because I'd hadn't thought about it until the other day when I was rereading the traits) are using it to up their Touch AC.
First lets look at the rules in General:
Defender of the Society::
(per the Faction Guide)
Your time spent fighting and studying the greatest warriors of the society has taught you new defensive skills while wearing armor.
Benefit: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Ok, the first thing I want to note is the type of bonus: it is specifically a trait bonus. That means it stacks with any other bonus that is not a trait bonus.
Secondly, lets look at what it is a bonus to: Armor Class. This is specifically not an armor bonus and it is specifically a bump to Armor Class, not to the Armor Bonus.
Now let's take a look at Armor Class:
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It's the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:
10 + armor bonus + shield bonus + Dexterity modifier + other modifiers
Note that armor limits your Dexterity bonus, so if you're wearing armor, you might not be able to apply your whole Dexterity bonus to your AC (see Table: Armor and Shields).
Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change.
Other Modifiers: Many other factors modify your AC.
Enhancement Bonuses: Enhancement bonuses apply to your armor to increase the armor bonus it provides.
Deflection Bonus: Magical deflection effects ward off attacks and improve your AC.
Natural Armor: If your race has a tough hide, scales, or thick skin you receive a bonus to your AC.
Dodge Bonuses: Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Ok, so here we have Armor Class and Armor Bonus being two separate things. In fact, the Core Rulebook defines Armor Class to be made up of several types of bonus, and even lists a few of the potential modifiers outside of Armor, Dex and Shield: Enhancement, Deflection, Natural and Dodge.
Yet it doesn't list all of them, and we know from certain spells and wondrous items, that there are such things as Sacred, Profane, Morale and Luck Bonuses that apply to Armor Class.
So what about Touch Armor Class?
Again, lets go to the Core Rulebook
: Some attacks completely disregard armor, including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.
So we see that touch attacks per the core rulebook ignores, Armor Bonus, shield bonus or natural amor bonus. The language is clear, it does not say, "modifiers, such as..." or "modifiers like...." It specifically states the three type of Armor Class bonuses touch attacks ignore.
Now some might point out that it does include a list of modifiers it doesn't ignore, however, the list is preceded by the phrase "All other modifiers, such as..." making it clear that this is not the definitive list.
If it was the definitive list, this luck, morale and sacred/profane bonuses would not apply to Touch AC without a specific line in their rulebook entry about how these bonuses apply to Touch AC.
Therefore, RAW, a trait bonus to AC should apply to all forms of AC, Full, Touch and Flat, meaning that Defender of the Society should apply, RAW, to Touch and Flat. Also meaning that I should allow Fighters at my table to count it in their Touch AC calculations.
Now, that being said, I understand there is a huge difference between RAW and RAI. And I will concede the point immediately, that common sense seems to dictate that this wasn't intended to give Fighters a higher Touch Bonus (though I do not know the minds of the Devs, perhaps it was intended exactly as written and our preconceived notions of what a Fighter can and cannot do in Armor are what is inhibiting our interpretation of the rule). And if you wish not to allow this in your home game by all means, continue to do as you have always done. The intent of this thread is solely to interpret the rule as it should be enforced in Society Play.
So my Oath of Vengeance Paladin of Iomedae, August Droga, was chosen to lead our burgeoning Barony of Brightbloom to peace and prosperity.
My backstory is that I was sent as a young Paladin, from Lastwall, to help foster a fledgling Crusader State to help with the Hold and the Worldwound. My Oath of Vengeance is actually against the bandits and lawless elements of the Greenbelt which lead to my younger brother's death while on a recruiting mission to help fight fresh levies to fight in the Worldwound.
My character has a strong desire to eventually develop a Paladin, Knight and Inquisitor Academy to create a close, but safe resource for the forces of Light in Golarion.
Yet he's smart (14 intelligence) and has common sense (12 Wisdom, I had really good rolls) and understands that first he needs to establish an orderly and prosperous nation before he can accomplish his ultimate goals.
To that end, I'm seeking advice on how to establish order and stability and ultimately security so that I can focus my attentions else where (August might even be willing to give up the Throne to focus on training his crusader army)
Currently, we've founded our Capital on the ruins of the Staglord's Fort, we immediately built a castle, a tradesman, and 4 houses. Because of a long standing contract with Bokken and a place on our council, he has established a potion's factory (Magic Shop but only makes potions) for free.
Our Capital Buildings are Currently:
We've settled 3 other hexes, two of which are dedicated to Farming, the third is located on the Gold mine hex and I think it has a house on it, I don't have our kingdom sheet as the GM keeps that. The Kobold's have sovereignty within their own Hex, and a treaty to manage the Gold Mine for 20% of the take, Chief Sootscale is also the Councilor (our GM shifted the Kobold's to LN when we liberated them) to cement our alliance.
Once the mine is established our GM said we can expect at least 5-10BP a month income from it, we average about 5 currently. We have no army yet, but then again, our nation is only 4 months old.
Any advice on diversifying our Kingdom and strengthening it would be appreciated.
So I'm GMing a PFS game tonight and one of the PCs is a optimized grappler. The scenario has a bunch of high HP goons that serve as body guards to some pretty effective assassins, but against this guy, I'm afraid he'll just be leaping from assassin to assassin, choking them out and moving on (This guy is super optimized for grappling, I'm talking if he gets your goons in a grapple, they're dead in 1 turn, guy grappled a Kraken once... a Kraken.
So these bodyguard goons have the feat, in Harms' Way which says:
So could our goon, use Bodyguard to improve the Assassin's AC then when said grappler (I think his CMB is like 45 or something, it's ridiculous) goes for his grapple kill, could the goon take the assassin's place?
If this happens, the assassin actually has a pretty effective technique that could seriously mess up the grappler's day if he doesn't succeed his will save.
Yes, I understand it is a less than sub-optimal class, but this is for a heavy RP campaign, and I want to play a Half-Orc Barbarian who has a HUGE Messiah Complex and has some divine powers to back it up.
So for those of you, who are game to help Let's start with the basics.
I want him to be adequate in combat (a Half-Orc messiah, can't get whipped in physical combat by some puny pinky)
I want him to be an ok Divine Caster (I don't care if he can't dominate the battlefield, I just want him to be able to do some cool things)
Thoughts for my point buy
STR 16 (13+2+1); DEX 12 (not sold on this); CON 15 (this is a must, I want to use Raging Vitality); INT 8; WIS 10; CHA 14
This isn't set in stone and I'm happy to consider all options.
Revelation Options I've considered (convince me of something else if you want)
If you can help build me build a blueprint to 10 I'd greatly appreciate it
So I was playing around with an idea of a religious enforcer for an Orc Barbarian Tribe and as I was generating him, I got to thinking he might be a fun build to play in PFS as well.
Level 1: Invulnerable Rager Barbarian
Level 2: Gorum Inquisitor 1/ In. Rager Barb 1
Level 3: Inq. 2/Barb 1
Level 4: Inq. 3/Barb 1
Level 4 is where this build really takes flight.
With Solo Tactics I can use my teamwork feats without anyone else having them.
Now if I'm not missing anything I can basically enter a Sympathetic Rage anytime for free and get +6/+6 to my STR and CON Scores with Amplified for a total of 24/21 respectively.
And when I use my rage rounds go +8/+8
However, in my excitement I fear I might be reading the Solo Tactics power incorrectly, and I'll highlight the part that gives me pause.
Sympathetic Rage Feat:
Amplified Rage Feat
Now from reading this, I have an inkling that I may need to always be in a party with another Barbarian who is raging to get my access to my Solo Tactic teamwork feats.
This shouldn't be a huge problem as there are several barbarians who play in my local PFS game, but it does make my build somewhat dependent on my party makeup.
So, I've been working on my 9th level Melee fighter and looking for a feat that helps me bypass DR a bit (I've got everything but the alignment DR passed by gear, but I won't have enough gold for the Alignment DR for another level, due to some other purchases).
I stumbled across the feat "Clustered Shot" which lets you add up all of your damage against a target from a full ranged attack and apply against the opponent's DR at once. This seems like a really good feat for Archers, and I could easily take it (I have point blank shot, I switch hit to take care of flyers and immobile mosters with reach)
But I was wondering if anyone knows of a melee version of this feat (other than Penetrating Strike, which isn't available until 12)?
I know there are several threads about Racial Heritage and I've tried to go through them, but they all typically devolve into arguments about tangents to the rules the additional question is asking about.
So I'm going to post my question and see if I can get some clarification. I'm only concerned about RAW, not how you would judge it at home.
A player at a table I was judging a few weeks back, was building a new human character. They wanted to build a fighter, but have him be raised by dwarves. He had some build questions for flavor, as well as for optimization. I answered most of his questions, but didn't have a response a RAW response for him for this one:
PLAYER: "If I take Racial Heritage Dwarf, that means I can take Dwarven Racial Feats correct?"
ME: "Yes, you can take Dwarven Racial Feats."
PLAYER: "Ok, I want to take Steel Soul. It's a Dwarven Feat."
ME: "Shouldn't be a problem, let me look it up real quick." *Pulls up the APG on my iPad, notice that Steel Soul has a the Hardy Racial Trait as a prereq.* "I'm not sure you can take it, you don't have hardy as a racial trait."
PLAYER: "Well the Feat Racial Heritage says I qualify for all Dwarven Racial Feats."
ME: "I know, but i think prereq. rules take precedence here."
PLAYER: "Well that sucks."
So I tell him to not take the feat for the moment and let me ask, since it's a first level character he's got time to rebuild. But he's coming up on level 2 and needs to make his decision quickly.
So can he take Racial Feats that have Racial Traits as prereqs?
So a game I'm playing in, we've talked about homebrewing the fighter class to give it a little pick me up. We all like playing fighters from time to time, and we generally like the class, but we all find ourselves in those early teen levels wishing we had something a little "more."
So without further ado, I present to you "The Fighter" lol
Skill Points: 4
Class Skills: Knowledge (Local & Nobility), Perception, Linguistics.
Saves: Fort & Reflex.
1 & 4. Weapon Focus and Spec become class abilities rather than feats.
So I've received a boon that lets me choose one PFS legal item for free up to 3,000 gp. It does not work for upgrading existing items, so I have to make a purchase. Problem is, I'm a level 9 fighter who already has most of the items I need that cost under 3k gp.
So I started looking at Ioun stones, and one jumped out at me: The Cracked Vibrant Purple Prism Ioun Stone. It allows you to store up to 1 spell level in the stone as a ring of spell storing.
Rings of spell storing, RAW, allow you to cast multiple spells in a ring, until their combined spell level reaches the limit of the ring.
I've looked, though not super hard, for some errata or Additional Resources for PFS that state the stone can only use Level 1 spells, but RAW there are none.
So what is to stop a PFS player melee non-caster player such as myself from taking that stone (2k) and having my friend's Inquisitor cast Disrupt Undead, Resistance and Virtue into my stone 1000 times (Standard actions so that's 6 seconds per casting right), or 5 hours of casting 0-level spells into my stone.
Now anytime I face something undead from range, I use disrupt and can avoid closing in on those pesky shadows or wraiths.
Also, I now have 1000 minutes of +1 to all my saves
And just before a big fight breaks out, I tap into 10 uses of my Virtue for essentially 8 rounds of 10 Temporary HP (so let's absorb most of that first blow with no need for healing)
Now I know what's keeping me from doing it, the smell of gouda would be so overwhelming I wouldn't be allowed to sit at the table until I bathed, but RAW this is all legal isn't it?
Are the deities listed with Oath of Vengeance required deities or suggested deities?
I ask because I have a Dawnflower Dervish/Paladin build that I want to use for PFS and whether I build her as a Melee monster or a healer with some effective offense depends on whether a worshiper of Sarenrae can take an Oath of Vengeance (which I understand seems a little off as Sarenrae is written).
Thanks in advance.
I'm prepping to play a Kingmaker Campaign and I'm going to go Sword & Board Paladin (we have no tanks). I'm not really concerned about optimizing, I just don't to cripple the character based on my decisions and put the rest of the party in danger. Plus this is my very first Paladin and I'm interested in how I should build to get the most fun RPing and Fighting.
STATS as Rolled:
So my thoughts were as follows, but I'm willing to completely rebuild, we don't start playing for a week. The only requirement I have is that I can take 4 skill points per level
CLASS: Paladin (Willing to listen to Archetypes and potential multiclass dips)
Basically, I'll wield the Bastard Sword as a 2-Hander until I run into someone I need a little more AC against, quick draw the shield and go two-weapon fighting against them. I would take Power Attack at 3 and Double Slice at 5 (I figure furious focus is a waste since my BAB will be pretty high).
Am I hand-cuffing myself with feat requirements?
So over the last few weeks, we've all been voting for items that we think are SuperStar quality.
For the most part we follow The Laws of Sean. Avoid voting for SAIC and SAK items. Vote for items with unique activation components or novel charging components. And we all agree that format, grammar and reasonable costs are also important to being superstars.
But IMHO there is one thing many of the discussions leave out: Mass Demand.
For me, the one truly mark of a SuperStar item, the line between cool and Wondrous, is simple—is this something that more than 1 person in the party would want?
Now the problem is that this leads to our SIAC and SAK items, so you need smart theming and novel design to plus it up. But at the end of the day, I voted for items that I could see my Fighter, my Cleric, and my Sorcerer all arguing over.
Now don't get me wrong, we've seen plenty of cool items that really are just for Clerics or really just for Wizards and we've seen some items that make the Barbarian wet his loin cloth. But the things in my mind that are the coolest are the ones that reward just about anyone that puts them on, ingests them or sprinkles them over their toes.
But I'm interested in what you guys think, do you want an item that's "Holy Crap, That's Awesome." Just for one class or type of character or do you want a "Oooh, that's pretty cool" for your whole party?