Baron Hannis Drelev

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Goblin Squad Member. Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. **** Pathfinder Society GM. 111 posts. No reviews. No lists. 1 wishlist. 26 Organized Play characters.



Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Most of the guides and discussions that are easier to find for animal companion builds are either older and don't incorporate Ultimate Wilderness options, or they're focused more around damage output. My hope here is to get some discussion going for more ideas.

The idea is more along the lines of utility options and tactics for a companion rather than outright damage from the companion. Things like battlefield control/disruption, buffs or debuffs.

Some examples:
-Menacing enchantment on an Amulet of Mighty Fists: provides an additional +2 bonus to allies if a creature is flanked
-Disruptive Companion feat: A mini version of the Disruptive feat, plus makes it harder to Take 10, even with abilities that allow for it.
-Broken Wing/Wounded Paw Gambit teamwork feats: Creates attacks of opportunity
-Skirmisher tricks: For hunters or skirmisher rangers. A lot of options here.
-Vine Strike spell: Not PFS legal, but otherwise an option. Potential for the entangled condition.

While there are Combat Maneuver options, I'm looking outside of them as I've found they tend to lose steam for a companion after the early levels. The lower BAB progression doesn't seem keep up well with the increased HD/BAB and Strength progression of creatures.

Scarab Sages 4/5

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I didn't see any discussions regarding this, so I'm a bit confused and curious as to why the Spirit-Bonded armor enchantment from the Armor Master's Handbook is not legal in Society play. It has some specific limitations of what armor it can be applied to and most of the abilities a medium's spirit bonus gets used for don't seem like they're going to be boosted to problematic heights with it.

Is there something I'm missing with mediums that would cause this enchantment to become problematic? (Most of my research into medium has been for a specific idea, so I'm not familiar with all of the ins and outs that could go off the rails.) Is there something thematic about that doesn't fit what an ideal Pathfinder should be?

Scarab Sages 4/5

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Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've read through this and it's pretty straight-forward...except for the breakdown of circumstances given on page 16 with regard to area B. The second to last paragraph of the section B synopsis either doesn't match up with the map or descriptions given for each area or doesn't make much sense. (Putting a more detailed breakdown in the hidden section to avoid accidental spoilers.)

Spoilers:
Quote:
However, due to the forbiddance effect on area B5, the PCs cannot actually enter that room while on the Ethereal Plane. They can scout out that room while inside area B2, area B4, or the corridor between area B1 and B5, but they must be careful, as Muzthari might spot them thanks to her constant true seeing ability. If attempting to scout area B5, PCs should attempt Stealth checks opposed by the sahkil’s Perception. Muzthari takes a –5 penalty (in addition to any penalties due to distance) on this check, while she focuses much of her attention on Aram Zey’s soulstone. PCs attempting this check in area B2 or B4 gain a +5 bonus thanks to the doors between the rooms.

Intuitively, area B5 seems to be referencing what is actually area B6 and what is being referenced as area B4 should actually be area B3 on the map.

Is this correct as written, or is there a wording adjustment that needs to be made? While I am inclined to run it with intuitive interpretation, it would be good to get clarification.

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Liz Courts wrote:
  • Wear comfortable, broken-in shoes, and bring an extra pair. Your feet will thank you.
  • Bring extra socks.

I have not packed socks in four years.

I wear either slippers or I go barefoot.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

When using the Focused Force phrenic amplification of the psychic class, can more than one phrenic point be used to boost the damage die by an additional step? In essence, raising the damage die used for each point spent.

The last line from the initial phrenic amplification description:

"Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function." (I'm including this as it's the only thing I can find that gives any specifics on what must be expended on use, but it doesn't specify any limit of use.)

Focused Force: "When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way."

For example, can I use 3 phrenic points to raise my Magic Missile damage die from 1d4 to 1d10? Or is it limited to 1 point on use?

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Looking to crowd-source some ideas on interesting equipment for a support cleric beyond the typical Big 6 (Cloak of Resistance, Ring or Protection, caster stat boost item, etc). It doesn't appear that an updated build guide has been worked on since APG, so there hasn't been much help from those at this point.

Basics: Cleric of Nethys with the Memory (Knowledge sub) and Divine (Magic sub) domains, positive energy aligned.

Items other than Big 6 already accounted for: Quarterstaff of Entwined Serpents, metamagic rods, First Aid Gloves, wands, potions.

I've looked over the items listed in the Nethys section of Inner Sea Gods and most are not entirely applicable for various reasons. I'm a big fan of utility and versatility.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm currently looking for equipment ideas for a bodyguard character beyond the typical basics. (Must be PFS legal.)

The breakdown:

Tactician Figher 5/Student of War 2
Notable feats: Bodyguard, Saving Shield, Step Up, Combat Reflexes, Combat Expertise
Traits: Helpful

Basic bodyguard equipment already on hand:
Benevolent armor enchantment
Sword and board
Reach weapon
Cloak of Resistance, Ring of Prot, etc (the general basics for most characters)

Items being considered:
Gamin, The Misforged/Reforged
Scabbard of Vigor

The character concept is more utility-based and defensive, not really looking for damage front-loading. Yes, I'm aware this concept is "unpopular". I have plenty of other damage dealing characters and it gets boring.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I had a chance to playtest a Slayer at level 4 through a small segment of Dragon’s Demand. I had been playing a Dwarf Rogue with a Strength (16) build and it was a relatively simple conversion that was mostly a seamless transition as far as party composition might have been concerned.

Feats stay the same for both:

Improved Initiative (Level 1 Feat)
Weapon Training – Weapon Focus: Battle Axe (Level 2 trick)
Power Attack (Level 3 Feat)
Furious Focus (Level 4 tick)

Key differences, listed as Level 4 Slayer vs Rogue:

Base Attack: +4 vs +3
Saves: +4 Fort/+4 Ref/+1 Will vs +1 Fort/+4 Ref/+1 Will
Hit Die: D10 vs D8
Damage Output: Favored Target +1, Sneak Attack +1D6 vs Sneak Attack +2D6
Utility: Track vs Evasion, Trapfinding, Trap Sense, Uncanny Dodge
Skills: 4/level vs 8/level

Party composition: Master Summoner 4, Cloistered Cleric 4, Two-handed Fighter 2/Rogue 2

I’m going to keep some of the details on the specifics of the events a bit vague to avoid spoilers for those who haven’t played Dragon’s Demand, instead just relating the feel of how the events played out.

First event – Auction: This event as a whole was relatively uneventful, but worth mention for the potential skill application aspect. The only skills that would have really come into play would have been Diplomacy or Intimidate. The Fighter had been built for Dazzling Display and had a significant investment into Intimidate, so the lack of it as a Slayer was a non-factor. However, the Rogue version would have at least had the option since Intimidate was dropped due to the lower skill points for the Slayer if there had been no other party members with better means.

Second event – Flying things combat: We had failed to identify what these were, so it didn’t really get revealed, but they were humanoids with wings that flew in and attacked the gathering. The biggest frustration of this encounter, at least at the beginning, was the move-action to activate Favored Target. There was difficult terrain and initially the closest enemies were two move increments away, so I didn’t have the luxury of doing a single move, Target, and attack. Once I move into attack range, the Summoner cast Haste and I had the options to either full attack with two attacks, or move action to Target and then a single attack. I went with the two attacks, since two hits had a greater potential than +1 attack and damage. As more attackers came in, the Summoner created flanking partners which provided Sneak Attack opportunities. At that point the targets could be killed or knocked out with one hit, so the Favored Target wasn’t even necessary.
Attacks made against me had an effect that required a Fortitude save, which the increased Slayer base bonus helped with a little.
While in the end it turned out to be unneeded, it was still a little frustrating that the Favored Target was removed from the equation due to the move-action activation.

Event 3 – Red Drake: This encounter opened up with the target in the air, so I had an opportunity to activate Favored Target and get some crossbow shots off (I started getting some horrible rolls at this point, so none of them actually hit) before it landed. Its first attack was a breath weapon in which I failed the Reflex save against (continuing with the theme of horrible rolls), and was a little thankful for the few extra Hit Points due to the D10 Hit Die since Evasion wouldn’t have done anything for me on the failed save. After that it finally landed, the Fighter moved in to melee and the Summoner put up flanking buddies. I was the last to close in to melee and thanks to another round of poor rolls, the Fighter and summons had its attention. I was finally able to get some hits in during the last couple of rounds for some decent contribution.

Overall, from a combat standpoint, there seems little difference between the Slayer and Rogue at this level. The biggest factor was the Base Attack Bonus and how it affects Power Attack or Deadly Aim (which I actually didn’t remember to factor until we were done with the session and leveling up to 5th level).

Comparatively from a mechanics standpoint between Slayer and Rogue, the Slayer feels very clunky with the move-action requirement to activate the Favored Enemy and feels as though it may get more so at higher levels once multiple attacks per round are factored in. The Guide archetype for Ranger has a similar ability activated as a swift action for twice the bonus as the Slayer, but with only a limited number of uses per day.

Utility application didn’t come into play, but it still felt very pinched and spread thin when trying to budget 4 skill points across a number of skills for what feels like it’s supposed to be more than just a primary attacker class.