sieylianna wrote:
I hope yopu are wrong. The arcane duelist get heavy armor proficiency so I hope the Magus get that too.If the spell list only includes 1st through 6th level spells the Magus will face the same problem the bard has. To few spells at too low levels. No way to cast metamagic spells like quicken spell.
kyrt-ryder wrote:
No, Dissinger is taking about that. Nero is taking about something else. Notice Nero says: "I'm not sure where the "You get new temp hit points every round" idea from"
Purple Dragon Knight wrote: [...] And for fighters... +2 BAB can mean extra attacks, and perhaps also allow for guilt-free use of the Power Attack feat. Do they get +2 BAB? I'm not sure. That's one of the questions I would like Paizo to answer. Calling it inspire "Greatness" just because you get some temp hit points is a bit strange.
English is not my native language. So my intention in this opening post is not to be Ironic, Sarcastic, Rude, etc. This is not a bard thread. It’s a thread about Inspire greatness. And I’m not saying, “Inspire greatness is too weak and this is really a big problem and I’m disappointed”. It's not a problem the bard can use inspire competence. I‘m saying, perhaps there is more to Inspire greatness than meets the eye and if not what was the designer’s thought? - First Inspire greatness seems to be pointless. Inspire Courage is much better so why use Inspire greatness?
James Jacobs wrote:
Thread and following debate can be found here James’ answer: ”It’s very much a tougher version of inspire competence”, seems to indicate it’s more than just +2 to attack and some temporary hit points. I have already got some answers from Dissinger in the thread above but they are not satisfactory. I’m hopping James, Jason or anyone from the Paizo staff will explain this to all of us who have an interest in Inspire greatness. I know we can house rule but this is not the issue here. So here are all my questions. Inspire greatness:
In order for you to understand why I’m asking all this here are some quotes from Dissinger and some reflections from me. Dissinger already gave me this answer on how IG works:
I know all this. This is not new to me but my point is:
- That leaves Blasphemy. IG can't be activated as an Immediate Action. This mean that if the bard wants to mitigate the effect of Blasphemy "it must be done ahead of time." This mean the bard must win the initiative (or know the party will meet a foe that might use Blasphemy and the bard must also know when and where the party will meet that foe). Even if the bard wins the initiative he must know that there is a risk the foe is going to cast Blasphemy. Otherwise the bard mus use IG in every encounter, "just in case".
The usefulness of IG seems to be just theoretical. Let's take a look at party I'm playing in.
Why would the bard use IG? The hit points is no big deal and IC is far better.
So I just want to know is there more to Inspire greatness than meets the eye? That is:
And: I’m not saying IG is too weak and it’s a problem. It’s not a problem, The bard can use IC.
Dissinger wrote:
1) No I did not say that. Read again. 2) How many Balors willyou meet at level 9 or 11? If you do meet them, you are dead anyway.Dissinger wrote: At level 9 daze and most of the spells you have mentioned does not effect you. At level 11 Inspire Courage is +3 and Inspire Greatness is still +2 and still only affects 1 person. And at level 11 you are either immune to all the spells you have mentioned or Distraction is a bettrer option (Hypnotic Pattern and Rainbow Pattern). Dissinger wrote:
Yes, That was one of my big points and you won't always know what you are up agains or what spells the caster has preperaed or which spell is is going to cast. Even if you did you must still win the initiativ. Playing out hypothetical situations does not convince me of the usefulness of Inspire Greatness. Especially if the situation is unlikely.Arguments like "if a + b + c + d + e +f then it can be useful", does not convince me. So if inspire greatness could be activated as an Immediate Action it would be a good, but it doesn't and the DH don't linger. Dissinger wrote:
? If facing a lot of small creatures giving +2HD to one person is not a good option. James pointed out that the great thing about the bonus HD is not the hit points. So my question was. What's the point with the 2HD? Dissinger wrote:
As I said before. Most of these spells are not a problem at level 9. At level 11 the only spell that matter is Blasphemy. Dissinger wrote:
Yes, that is one of my poits. Dissinger wrote:
No I won't. I'm talking about the PF Final.
Dissinger wrote:
I don't think it is pretty straight forward. If an ally is affected by HD dependent effect, would the effect end if he/she got 2 more HD?I'll will start a new thread about it (when I'm up to it). But just a reflection. A) So if the bard wins the initiative AND B) If the bard, for some reason, think Inspire greatness would be good this time and starts are performing it AND C) you meet a foe that CAN Blasphemy AND and has prepared it AND D) Inspire greatness would make a difference. That is: you are not high enough level just not to care or you level is not so low that Inspire greatness would have no effect. AND E) The foe cast blasphemy Then it would be usefull to the one who get the bonus HD, probably not the bard himself so he would be Paralyzed unless he has a ring of freedom of movment (or the spell cast on him before the battle). If Inspire greatness could be activated as an Immediate Action I could see the point in it.
Dissinger wrote:
Sorry to say you are wrong. You are thinking 3.x. In Pathfinder it is: "Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty."Stealth is not vs. listen. It's vs. perception. So unless he is invisible it doesn't matter if you cast sculpt sound. Even if he is invisible there are som problems.
So the +20 reduction from moving is a combination of many factors. You might stepp in a puddle or break a twig or upset some birds or kick some gravel or whatecer. Sure the Paladin would sound like a rustling wind, but the gravel and twing on the gound won't. That is, the surroundings is still affected by the Paladin even if he has an Armor Check Penalty of 0, and sounds like a rustling wind AND is invisible.
Pernilla wrote:
Again. May we have an official answer? Please.
TriOmegaZero wrote:
This just isn't true. When I mean funny, I'm not talking jokes. I'm talking about roleplaying. A fighter with a drinking problem, a rogue with agoraphobia, a cleric that doesn't like to heal a stupid Brbarian that get fooled by the rogue all the time, all these characters can be hilarious. Some people do roleplaying just by rollplaying some do both.The concept that just charisma characters with social skills can roleplay is just not true. However, I you need to use diplomacy, bluff, etc. you need charisma and some skills in diplomacy. Agree. So if by roleplaying you mean a campaign that focus on social interaction with non playing characters and the need to use diplomacy, bluff etc. the bard, cleric and other charsima based classes have it easier.
Dissinger wrote:
Since the HD don't linger you have to ready an action all the time. Am I wrong? I just want to know.
Boggle wrote:
You’ve been given a lot of good (and bad) suggestions. In terms of effectiveness, as Zombieneighbours said: "Bards are very good at interacting with the social conflict rules(for what they are worth). They are in fact, very likely the best at doing so." Or as I would put it, one of the best classes at doing so. So a campaign with a lot of roleplaying would work fine with a Bard.Another example has not been mentioned as far as I can tell. Here the Bard would not only be a good choice but a great choice, in fact the best choice This is when you got a sorcerer in a group of five or more. Especially when the rest of the group focus on weapon damage, Fighter, combat Rogue, (combat) cleric, Sorcerer and Bard. Now, the rogue and cleric won’t boost their Int. The rogue will have max 13 int and the cleric 10. The cleric will have Char 13 or 14 and the rogue will have char 7 – 12. The fighter will have max 13 in and probably dump its char. If you play a sorcerer you don’t want to prepare spells, you pick fireball at level 6 and you probably just go for dex, con and charisma. The problem with Sorcerer: not many skill points, not many class skills, not many spells known. The Bard on the other hand has many skill points, many class skill, more spells known than the Sorcerer. Problem with Bard. Bad DC not any good damage dealing spells and not many attack spells. So a Bard should not pick slow but should pick haste, good hope etc. Lets look at this rocking combo. Since you have a bard in the group he can pick all the utility spells and the sorcerer can go for all spells with a DC. Bards can still pick stuff like Grease and Glitterdust since these two also serves as utility spells and he will also pick CLW and CMW. Bard has many skills so the sorcerer can settle for 10 int and just boost that charisma. At level 7 bard picks haste. At level 5 and 6 he use scrolls with haste. Sorcerer doesn’t have to pick haste at level 7 but should pick slow (or whatever). Until now the bard have boosted the group and helped out with some healing when the cleric chooses to go melee. At level 8 things change however. Bard built. There have been a lot of talk about the melee bard. I think that’s just stupid . The bard have light armor and need it’s dex. If the bard dumps it’s dex the cleric just will need to heal one more party member. Every time the bard heals himself another party member isn’t getting healed by the bard. Go archer. Str 12 – 14 (You may have to go melee sometimes and you want a mighty bow) Dex – high Con 12 or 14 Int 13 or 14 Wis 7 or 8 (don’t dump it too much) Char 15. (You want 16 at level 7 when you get your level 3 spells.) Point blank shot, precise shot, Deadly aim. Improved Initiative. If you multiclass, play Elf or spend a feat you can use a longbow, a might longbow. I would try to stay away from Extra Performance. At higher level you won’t need it. So you have a general idea. But at level 8 the fun begins. All this talk about buff but no talk of debuff. Dirge of Doom, No save! In our party we have just starting to use it and it is MEAN. So you want a high dex and Improved Initiative. You want to ha a high Initiative. Round 1.
Our bard has 18 Charisma. Using Dirge of Doom spells like Glitterdust even Grease works well. The ogre is blind and/ or has dropped his weapon.
houstonderek wrote:
LOL
James Jacobs wrote:
"Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points." What does this mean? Does it mean +2 to BAB and saves and +2 to caster level, etc?Answer please :-)
Dissinger wrote:
Just as Remove Paralysis and Restoration are not buff spells nore are Featherfall and Remove Fear. I could have added the whole lits of cleric spells and all domainspells. The list would have been longer.I was just showing a cleric is a good buffer. Having a buff competition is just silly. Who is the best buffer. I say the cleric. She can cast more buffs per day. But You may not agree and that's fine. I just pointing out it's not obvious the bard is the best buffer. Dissinger wrote:
These spell are not in my book. Dissinger wrote:
Agree.
Dissinger wrote:
Yes you are right. They are jack of all trades. But having a Bard in the Party does not always equal no need to have a rogue. Rogues are more dex based and have sneak attack and disable device. I would say a ranger or monk would do the rogues job better than the bard. They usually have a higher dex than the bard and they are more focused on combat. But yes, both classes, Rogue and Bard, have a lot of skills. So the opposite is equal true: 'Also as a skill monkey you don't need to have a Bard in the party if something occurs where a skill might be useful.' Especially since a Party without a bard usually have a cleric, wizard and tank. All these classes have knowledge skills and other skills.I think their is a general misconception that you must max a skill and have a high attribute to go with it to be able to use a skill. That might be true when using disable device, but not true when using sense motive, diplomacy, climb, knowledge skills, etc. Dissinger wrote:
No I'm not missing your point, but I think you are missing my point. I'm not sure the bard is the best buff class if we are talking about spells. Clerics got prot from evil, Shield of Faith, bless, prayer, resist energy, bull's str, Eagle’s Splendor, Bear’s Endurance, magic weapon, greater magic weapon, Shield Other, Protection from Energy, Magic Vestment, Magic Circle against Evil, Water Breathing, Freedom of Movement, Spell Resistance, True Seeing, Death Ward, Heroes’ Feast, Bull’s Strength, Mass, Holy Aura. I can go on.Then when things go wrong they got all healing spells and all damage dealing spells and spells like Remove Paralysis, Restoration, etc. If we talk about domain spells and domain powers we have Inspiring Word, holy sword and Dimensional Hop as powers. There are more. Spells: detect thoughts, fly, invisibility, dimension door, etc. You are right, the bard is the only class with the bard spell list. But a cleric and a Sorcerer/Wizard will do just fine. In fact a cleric and a Rogue with UMD will do fine too. I've seen it myself.
No class have Bardic performance, true (a cleric with the Nobility domain comes close), but they got other stuff going for them.
Dissinger wrote: Countering my counter argument with "well everyone is a unique snowflake" hardly discredits the point I'm trying to prove. I hope by clarifying my viewpoint you understand what I'm trying to accomplish. Well I'm just a little tired of people saying the bard is unique. If I read you wrong, my apology. The Bard is uniqe and I like him. Not all do. In games upp to level 8 or 9 he is nice.Some of the arguments I've read hasn't impressed me much. If you look for a back up healer go for Druid or Paladin. There actually people who say the Paladin is a better healer than the cleric. And at lower levels the healing a bard can do, can just as easely be accomplished useing a wand. And the argument, "what if?", just doesn't do anything to me. What if the cleric is dead and we are locked in a room and the rogue has broken both is hands and the wizard is Feebleminded and we need to get out of a the locked room and the fighter has 7 negativ levels. Yes what if.
Kaisoku wrote:
Perhaps. But a balanced group with skilled players will do well too. It's more of a question if the players are stupid or not. Kaisoku wrote:
I have heard this argument before. This arguments sounds as if it comes from a Rollplayer. You don't need a charisma character to roleplay. You only need it if you want to Rollplay the Roleplay. I've seen friends play charisma characters and never roleplay. They just want their Cleric to cast flame strike or their Paladin to hit as hard as he can. And I'v seen characters with a low char played in a hilarious manner. Rollplaying is not all about charisma and skills unless you have boring players and a conservative DM. Honestly you can't play a funny character if you are not funny.Hilarious charceters are usually played by hilarious people (or by people who at least put their soul into the game and are some what funny or try their best to be).
Dissinger wrote:
So what you are saying is the bard is an unique class. True. But all classes are unique. Dissinger wrote:
No one has all the spells the bard does on their spell list? The same can be said of the Cleric and druid, and no class has all the spells the Wizard/Sorcerer have on their spell list. The Bard hasn't, the cleric hasn't, the druid hasn't, the Paladin hasn't.All classes are unique and all spell casting clases are unique in their way. As for spells, a Mystic Theurge would have more spells, more powerful spells and a more versatile spell list than the Bard. Sure a Mystic Theurge is not a bard, but then again a Bard is not a Mystic Theurge. But do not doubt, I like the Bard. I guess most people on this thread does. That's why we have a bard class.
James Jacobs wrote:
Thank you for all the answers. I agree soothing performance is more exciting than Song of Freedom. I'm just a little curious why both songs weren't kept. James Jacobs wrote:
Exiting. I can hardly wait. There are of course more feats that we bard lovers want. Here are some proposals.+1 to Inspire competence. I think the bard need a boost after level 9. James Jacobs wrote: Inspire greatness is a way for a bard to boost HD, which does a lot more than just boost hit points. It's very much a tougher version of inspire competence, but geared toward defense as well as offense, and not one that's as much a "Help EVERYONE" power as it is to help a few allies. Agree it's not about healing. That's why I have a problem with it. Boosting HD is someting you do preventiv. Otherwise your stuck waiting to use it, a bit like couterspell, which is no good. IMHO. That's why I'm a little surprised the HD didn't linger.James Jacobs wrote:
That is good. I have read the rules wrong. Thank you for the clarification. So far the our Bard has done well. The rounds per day is brilliant and she has not run out of rounds at later levls. Activating is as a move action is a blessing.
Again and again people say. what if we have no cleric, what if the rogue broke his finger, what if the fighter is down.
Krigare wrote:
I don't agree with some of the things you say. A cleric can't nuke and a bard can?Clerics got holy smite, flame strike, harm, slay living, Holy word, Fire storm, etc. And the bard? Wizard can't heal. Right. But you don't play bard to be the group healer. Also wizards have both wish and limited wish. Sure they can heal.
Purple Dragon Knight wrote:
Would you explain this to me please. I don't understand this spell. I also don't get this. It says "Saving Throw Will negates (object)". does this mean it can't be used on a enemy spell caster, or does it mean the caster won't get a save?Some repeat that the Bard is the only class that can do a bit of everything and that makes it a good class.
Boggle wrote: lot of stuff I basically agree with most of the stuff you say. The Bard just isn't good enough. But up to mid levels it's OK if you use a lot of scrolls/wands and if you don't boost your char to high. Yes, you need high char if you want a good DC. That shows that attack spells is not the road to go. I say it's a designer flaw. Frightening Tune, Charm monster, Gliterdust, Shadow Evocation, etc. all need a good DC and to get a good a DC you need a high charisma.As for the whole buff class concept. It is boring to most people. Why did they make the cleric so powerful in 3.0? The 1:st ed cleric was just too boring. Good for the group but boring to play. I think the bard as a buffer lacks some buff spells and utility spells and it would benefit from more spells know and some more spells per day. IMHO. That said, the Paizo Bard is far better than the 3.x Bard. But why have a bard class? Well some people like it and the class been around for a long time.
James Jacobs wrote: Best reason I can think of: Because the Editor-in-Chief's favorite class is the bard. :-) May the Editor-in-Chief grant us some feedback on We have no arcane caster in our group. Our PC Bard is fine, but she is dependent on scrolls and wands since she only has three 3:d level spells. This drains the group economically. In a big fight Haste and good hope is usually cast. Leaving the bard with one 3:d level spell for the rest of the day. During our last session she started with Good hope + perform, then haste + perform. Minutes later we meet the boss. Good hope was still in effect. First spell used in new fight was dispel magic since she had to help an ally. Then she was out of 3:d level spells. First and second level spells are not that great. Grease is usfull and so is Glitterdust, but the last is less powerful after the nerf. A good nerf IMHO.
Again, the rounds per day mechanics is just great.
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Draft#7 of my Pathfinder Society Level-7 "Sum Sum Noir the Half-Elf"
I'm running this up the flagpole to get a final 'sanity' check. Your thoughts, please? [MY NOTATIONS IN SQUARE BRACKETS for Stat Blocks] After getting a lot of input, this is what I came up with. "Commander Red Lioness - the Eidolon" when on the normal plane
Commander does have a saddle, but currently lacks the Mount evolution - intentionally.
So, this is Draft #7 of my 7th Level Battle Eidolon and Control Summoner. I've got the Initiative Feat and Trait flagged for VL review, to see if I can back
I did get Haste and Black Tentacles due to grabbing Epanded Arcana, and
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Spoiler:
Male Half-Elf Summoner 7
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Traits:
Skills:
Racial Modifiers: +2 Perception /////////////////////////////////////////////////////////////// --------------------
Spoiler: Quadruped NG Medium outsider Init +9; Senses darkvision 60 ft.; Perception +9 --------------------
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Feats: Additional Traits [revamp to fix init issue & Summoner only Loyalty across lifetimes in traits]
Traits: Loyalty across lifetimes [Invalid Selection, this trait is for SUMMONERS - as Eidolon not typically take traits]
Skills Acrobatics +8 (+12 jump),
Combat Gear:
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Her front legs contain powerful claws, while her arms
5 feet long, and standing 4 feet high, with a red fur and cinamon skin
"Commander Red Lioness - the Eidolon" when on the normal plane is the team
I have just got the XP to make Level 7. So, I'm wondering... (this character is PATHFINDER SOCIETY, so I want to keep him (them?) PFS Legal) A) How does my build look thus far from people with eyes and experience more excellent than mine? B) If I'm keeping on the current path, what adjustments should I make in my existing Evolutions, and what should I take at Level 7? C) I have the idea of using my Eidolon as a mount some times (when I enlarge-person on him via share spells since he is an outsider), however I've been told that only I would get to attack (with a Lance or some such), or the Eidolon gets his attacks (on Pounce (or full round attack), it is Bite/Claw + Claw/Gore), but not both. Can someone straighten me out on this regarding RAW? (Additionally, since my Summoner isn't really a melee person, putting him in the thick of melee on the back of Red-Lion may be less than wise?) D) I have been giving some consideration to switching to a Biped form. I got the wind knocked out of my sails last night facing against DR10 / Good-Silver which Red Lion could do nearly-nothing against. At least with a Biped, I could have pulled out weapons of correct alignment/material. I had the evolution MAGIC, but apparently that didn't cut the mustard (or the bad guy!) General Info: My Half-Elf is named "Summon-Noir" (like those movies Noir, see?)
To Date: I've been focusing on the " Pouncer (Cat Form) " from "[3.P] The Summoner's Handbook: A Guide to the Pathfinder Summoner". Here are my stat blocks as they exist: Summon-Noir the Half-Elf
Summon-Noir Stat Block:
NG Medium humanoid (elf, human) Init +1; Senses bond senses, low-light vision; Perception +5 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 45 (6d8+12) Fort +5, Ref +4, Will +7; +2 vs. enchantments Defensive Abilities shield ally; Immune sleep; Resist shield ally -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4/19-20) and lance +0 (1d8/×3) and longspear +4 (1d8/×3) and quarterstaff +4 (1d6) Ranged light crossbow +5 (1d8/19-20) Spell-Like Abilities (CL 6th; concentration +10) 7/day—summon monster Summoner Spells Known (CL 6th; concentration +10): 2nd (4/day)—bull's strength, lesser restore eidolon (DC 16), see invisibility, slow (DC 16) 1st (5/day)—enlarge person (DC 15), lesser rejuvenate eidolon, life conduit, mage armor 0 (at will)—daze (DC 14), detect magic, guidance, light, mage hand, read magic -------------------- Statistics -------------------- Str 10, Dex 13, Con 14, Int 13, Wis 12, Cha 18 Base Atk +4; CMB +4; CMD 15 Feats Extra Evolution, Extra Evolution, Resilient Eidolon, Skill Focus (Use Magic Device) Traits ease of faith, greater link Skills Diplomacy +14, Handle Animal +9, Heal +2, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +5, Ride +5, Spellcraft +6, Use Magic Device +16; Racial Modifiers +2 Perception Languages Catfolk, Common, Elven SQ eidolon link, elf blood, life link, maker's call, share spells with eidolon Combat Gear cold iron crossbow bolts (50), snapleaf, wand of cure light wounds, wand of cure moderate wounds; Other Gear mithral chain shirt, dagger, lance, light crossbow, longspear, quarterstaff, bracers of armor +1, cloak of resistance +1, handy haversack, wayfinder, artisan's tools, noble's outfit, summoner's kit, 9,443 gp -------------------- Special Abilities -------------------- Bond Senses (6 rounds/day) (Ex) As a standard action, you can share Eidolon's senses while on same plane. Caravan (1 @ 5 lbs) (Diplomacy) Can use the chosen skill to make Day Job rolls. Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Greater Link The link between you and your eidolon is stronger than most. Your eidolon’s current and maximum hit point totals are not reduced by 50% until you are separated by 110 feet or more. Your eidolon’s current and maximum hit point totals are not reduced b Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door. Resilient Eidolon When you are knocked unconscious, fall asleep, or are killed, your eidolon remains with you Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells. Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach. Summon Monster III (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). --------------------
--------------------------------------------------------------------------- ----- Red Lion - EIDOLON
Red Lion Stat Block:
NG Medium outsider Init +9; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 24, touch 14, flat-footed 21 (+3 Dex, +10 natural, +1 deflection) hp 32 (+5) Fort +5, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects) Defensive Abilities evasion -------------------- Offense -------------------- Speed 40 ft., climb 40 ft. Melee bite +8 (1d6+3) and 2 claws +8 (1d6+3) and gore +8 (1d6+3) -------------------- Statistics -------------------- Str 17, Dex 16, Con 13, Int 7, Wis 10, Cha 11 Base Atk +5; CMB +8; CMD 22 (26 vs. trip) Feats Additional Traits, Improved Initiative, Iron Will Traits loyalty across lifetimes, reactionary Skills Acrobatics +8 (+12 jump), Climb +12, Escape Artist +7, Intimidate +8, Knowledge (planes) +2, Perception +8, Sense Motive +4, Stealth +7, Use Magic Device +6 Languages Common SQ devotion, magic attacks, pounce Other Gear ring of protection +1, summoner's kit -------------------- Special Abilities -------------------- Climbing (40 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white vision only). Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments. Evasion (Ex) No damage on successful reflex save. Loyalty across Lifetimes Eidolon treats Constitution score as 2 higher when dying. Magic Attacks (Ex) Your natural attacks are magic. Pounce (Ex) You can make a full attack after a charge. Trip (Ex) You can make a trip attempt on a successful attack. -------------------- The Red Lion Eidolon represents fire, fear, and fortitude. The Eidolon is a fantastical "Red Lion", who is a quadruped with a saddle-like depression between his shoulder blades, which functions as a saddle if Summon-Noir is Reduced or Red-Lion is Enlarged. Thank you in advance for any insight you can share!
My wife and I will be playing this exact build on our two characters. She is very new to RPG's in general. So, the goal is a kick-butt monk that is effective, fun, yet easy to play. I was directed here for the best advice. Thanks in advance! ------------------- Here is the build: Name: Mojo-Mojo
Dwarf Monk 2 LN Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+1 shield, +2 Dex, +1 dodge, +2 untyped) hp 19 (2d8+6) Fort +5, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants), evasion -------------------- Offense -------------------- Speed 20 ft. Melee masterwork cold iron temple sword +5 (1d8+3/19-20) and unarmed strike +4 (1d6+3) Ranged shuriken +3 (1d2+3) Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, stunning fist (2/day, DC 13) -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 8 Base Atk +1; CMB +4 (+6 grapple); CMD 19 (23 vs. bull rush, 21 vs. grapple, 23 vs. trip) Feats: Dodge, Improved Grapple, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist Traits: observant, reactionary Skills: Acrobatics +6 (+2 jump), Climb +7, Knowledge (dungeoneering) +0, Knowledge (religion) +3, Perception +8 (+10 to notice unusual stonework) Languages: Common, Dwarven SQ ac bonus, stunning fist (stun), unarmed strike Other Gear masterwork cold iron temple sword, shuriken (50), wayfinder, 1,225 gp -------------------- Special Abilities -------------------- AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Dwarf-Monk, Re-Building before Level 2 - Looking for comments good/bad/ugly My wife and I are playing exactly the same build, so before we sit for the first game as Level 2's, I want to see if this is a "good" build, or if I'm missing something HORRENDOUS, or just get some additional ideas. Character Block Output here:
Name:09-Mojo-Mojo Dwarf Monk 2 LN Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 16, touch 15, flat-footed 13 (+1 shield, +2 Dex, +1 dodge, +2 untyped) hp 19 (2d8+6) Fort +5, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion -------------------- Offense -------------------- Speed 20 ft. Melee masterwork cold iron temple sword +5 (1d8+3/19-20) and unarmed strike +4 (1d6+3) Ranged shuriken +3 (1d2+3) Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, stunning fist (2/day, DC 13) -------------------- Statistics -------------------- Str 17, Dex 14, Con 14, Int 8, Wis 14, Cha 8 Base Atk +1; CMB +4 (+6 grapple); CMD 19 (23 vs. bull rush, 21 vs. grapple, 23 vs. trip) Feats Dodge, Improved Grapple, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist Traits observant, reactionary Skills Acrobatics +6 (+2 jump), Climb +7, Knowledge (dungeoneering) +0, Knowledge (religion) +3, Perception +8 (+10 to notice unusual stonework) Languages Common, Dwarven SQ ac bonus, stunning fist (stun), unarmed strike Other Gear masterwork cold iron temple sword, shuriken (50), wayfinder, 1,225 gp -------------------- Special Abilities -------------------- AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full rd action. Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free Stunning Fist (2/day) (DC 13) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. Wayfinder (empty) Thanks in advance for your time. (also, if this was the wrong forum for posting this, please redirect me so I can fix!)
[Roll20_G+]PF Mod Murder's Mark - SAT, May 24, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu
[Roll20_G+]PF Mod Crypt of the Everflame (levels 1-2) - SAT, MAY 17, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu
[Roll20_G+]PFS Intro 1 First Steps—Part I In Service to Lore - SAT, MAY 10, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu
[Roll20_G+]PFS 5-08 The Confirmation (levels 1-2) - SAT, MAY 3, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu
[Roll20_G+]PFS-We Be Goblins - SAT, APR 26, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu
[Roll20_G+]PFS-Master of the Fallen Fortress - SAT, APR 19, 2014 @ 08_00 AM PST (GMT - 8_00) Pathfinder Society Online game using Roll20.net as the VTT (Virtual Table Top program) and Google+ Hangout for Voice Chat. Event sign up is ONLY by WARHORN at http://warhorn.net/events/scosu-pfs/
correct information when you joined Warhorn.net, the timezone will automatically adjust)
Thank you! GM-Scosu
[Roll20_G+]PFS-Master of the Fallen Fortress-1 pm, Pacific 2014-03-21 Friday Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is via WARHORN at:
Player Name:
GM-Scosu P.S.= - If you have Warhorn sign on problems, let me know !
[Roll20_G+] PFS-We Be Goblins-8 am Pacific 2014-03-21 Friday Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is via WARHORN - at the following link: https://warhorn.net/events/scosu-pfs/schedule/2014/03/21#session-22794 Player Name:
Thank you! GM-Scosu P.S.= - If you have Warhorn sign on problems, let me know !
[Roll20_G+]PFS: The Confirmation, Short Notice - Today Tuesday March 18 12:30 PM Pacific I've got one new person to run through the confirmation, if you want to join up -
Player Name:
[Roll20_G+] Zero Level Character Trilogy (1 of 3 - We Be Goblins - PREGENERATED GOBLINS) - Sunday 2014-03-16 @ 10_45 PM PST (UTC/GMT -7 hours)
Pathfinder Society Online games using Roll20.net and Google+ Hangout for Voice Chat. I am running these three back-to-back-to-back so that you can take a NEW character all the way to Level 2 ! Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) The "We Be Goblins" uses Paizo-Pregenerated Goblin Characters, but the Chronicle sheet will be applied to your character. (Exception, if your Goblin dies/gains a condition, etc you DO NOT carry the negatives onto your character.
Player Name:
How many sessions have you PLAYED on ROll20.net? How many sessions have you GM'd on Roll20.net? Have you played this/these scenario before at all? Thank you! GM-Scosu
2014-02-18 [Roll20_G+] Master of the Fallen Fortress - 2014-02-18 Tuesday @ 6:30 PM Pacific Time Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) A dungeon-based adventure for 1st-level characters. The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress? Master of the Fallen Fortress is a dungeon-based adventure for 1st-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also serves as an introduction to Pathfinder Society Organized Play (Paizo's constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within. This adventure is set outside the great city of Absalom in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world. It also contains a preview of the six new iconic characters from the Pathfinder Roleplaying Game Advanced Player’s Guide, available August 2010. Written by Rob McCreary. This special 16-page Pathfinder Module was initially made available for Free RPG Day on June 19, 2010.
INFO TO SEND ------------------------------ Player Name:
GM-Scosu
[Roll20_G+] In Service to Lore- SUN, FEB 16, 2014 @ 12_15 PM PST (GMT - 8_00) - Event 39493 Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) [it was by Warhorn earlier, but since this is same day - just e-mail me now] A Pathfinder Society Scenario designed for "1st level" characters. As long as you have yet to reach Level 2, you are OK to PLAY! In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge. This scenario IS replayable with a different character.
assigned to another character who has NOT completed this scenario. Player Name:
GM-Scosu
STILL 3 SLOTS AVAIL - waiting for at least 2 more RIGHT NOT so we have a legal table - Re: [Roll20 / G+] #5-08: The Confirmation (Tier 1-2) - Sat, Feb 15, 2014 @ ASAP PST email me (scosups) (@) (gmail) (.) (com) with this info - COME AND GET IT YOU PUG PEEPS! Player Name:
GM-Scosu
[Roll20 / G+] #5-08: The Confirmation (Tier 1-2) - Sat, Feb 15, 2014 @ 6:45pm PST Event -39498 Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by https://warhorn.net/events/scosu-pfs/schedule/2014/02 A Pathfinder Society Scenario designed for level 1-2. Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents. Written by Kyle Baird. Player Name:
How did you hear of this game? (e-mail from GM / Google Group / Paizo Group / Facebook (which group on FB) / other)? How many sessions have you PLAYED on ROll20.net? How many sessions have you GM'd on Roll20.net? Have you played this scenario before at all? Have you played this scenario before on THIS Character? (if so, that's typically not good...) Thank you! GM-Scosu
[Roll20_G+] The Confirmatinon - Wed, Feb 12, 2014 @ 12_45 pm PST ONLY 5 available slots Pathfinder Society Online game using Roll20.net and Google+ Hangout for Voice Chat. Event sign up is ONLY by e-mail to (scosupfs) (at) (gmail) (dot) (com) A Pathfinder Society Scenario designed for "1st-2nd level" characters. This is repeatable by Players using Level 1 characters. This scenario IS replayable with a different character.
Player Name:
How did you hear of this game? (e-mail from GM / Google Group / Paizo Group / Facebook (which group on FB) / other)? How many sessions have you PLAYED on ROll20.net? How many sessions have you GM'd on Roll20.net? Have you played this scenario before at all? Have you played this scenario before on THIS Character? (if so, that's typically not good...) Thank you! GM-Scosu
[Roll20 / G+] #5–08: The Confirmation (Tier 1-2) - Wed, Feb 5, 2014 @ 6:45pm PST (GMT - 8:00) [PRE-GEN Characters Preferred, but NOT Required] To sign up: E-MAIL DIRECTLY to "SCOSUPFS (at) gmail (dot) com" Second time GM for Pathfinder and first time GM on Roll20. PRE-GEN Characters Preferred, but NOT Required !! 7 Slots - PRE-GEN Characters Preferred, but NOT Required; I would like to see a table full of Pre-Generated go through this, for entertainment sake! (Even duplicate Pre-Generated Characters would be slick!)
Please Include: Player Name:
[Roll20_G+] #5–08: The Confirmation (Tier 1-2) - Mon, Feb 3, 2014 @ 7:30 pm PST (GMT - 8:00) Event Description:
(Include if you saw this on Paizo, Facebook, or Google Groups) Need: Your Name / Character Name / Character Level / Class / Race - thank you! 1. 2. 3. 4. 5. 6. Alt 1. Alt 2. Event Sign Up / RSVP via DIRECT E-MAIL ONLY to: scosuPFS (at) gmail (dot) com Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone.
[Roll20_G+] #5–08_ The Confirmation (Tier 1-2) - Sun, Feb 2, 2014 @ 5_45pm PST (GMT - 8_00) Event Description:
(Include if you saw this on Paizo, Facebook, or Google Groups) Need: Your Name / Character Name / Character Level / Class / Race - thank you! 1. 2. 3. 4. 5. 6. Alt 1. Alt 2. RSVP via DIRECT E-MAIL ONLY to: scosuPFS (at) gmail (dot) com Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents. |