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1 post. Organized Play character for Neriathale.




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I'm playing book 2 of Hell's Rebels at the moment and our party (all designed around the "this is an espionage-y game" suggestions in the player's guide) are:

Ratfolk sacred slayer inquisitor of Milani (me)
Kitsune Swashigator (replacement character of our best optimiser)
Human Stalker Vigilante.

All level 6 at the moment.

The Vigilante is struggling with the game because, although it feels as if Vigilante is the ideal character for the plot, there seem to be some huge flaws in the class and how it fits in with the rest of the party. Specifically, we can't figure out how to make the dual identity thing work. Having a different identity seems irrelevant if you are always hanging around with the rest of the party unless we also learn super disguise skills (which negated his big thing), and he seems to have the worst luck when it comes to being in the wrog persona for what we are doing at any given time.

He's our friend, we want the game to be fun, so has anyone got any advice from experience about how to make a vigilante work as part of a party? Not neccesarily asking for build advice so much as equipment, tactics, tricks and so on that the other two PCs can do to support him.


I may be being dumb by relying on what HeroLab tells me here, but I can’t find an errata to confirm this one.

Can a Sacred Fist, who hasn’t (and can’t, before anyone suggests it) multiclass monk, and has no flurry-related feats use their sacred flurry with any weapon other than unarmed? I’m specifically looking at shuriken, after running into one too many monsters that damage you when you hit them :(.


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I'm trying to biuild what I think of as a fairly classic fantasy trope character, and having problems seeing what class I am looking for. (With the caveat that I am not that good at looking at the higher level builds, so some of the problems may be sorted later on, and I haven't realised it.)

So, elf, lightly armoured and fast moving. Good at sneaking through the undergrowth and popping out to shoot people, then disappearing again. Good in natural surroundings, less comfortable around cities.

In previous games I've played this as ranger, 3.5 scout, Inquisitor and cleric.

Version 1 is a ranger, but the feats default to crossbow and TWF, and given that the volley property doesn't work well with the size of most battlemats, it feels like longbows are really sub-par.

Version 2 is a rogue, which works a bit better, but suffers from the volley issue. She looks OK with a shortbow, but that's not quite the flavour I am after. On the plus side you get all the skills and then some more.

Version 3 is a fighter, who can sort the dreaded volley issue, eventually, but has has lots of class abilities related to heavy armour, which run counter to the the swift & sneaky concept.


Divine Ward, Protection cleric domain ability says
Reaction - trigger: an ally in range takes damage
Redirect damage no more than twice your level to you. You take the damage instead of your triggering ally.

OK, so if I am level 1 and my ally takes 3 damage, knocking him over, can I redirect 2 of that damage to me and he only takes 1, or do I stand there helpless because the whole hit is more than twice my level?


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The alignment restrictions for clerics of Gorum seem weird to me. CN or CE only.

Yes, he's the god of War and about smashing things, but there's also bits in his anathema about not being underhand and not killing prisoners out of hand. That comes across as more CG than CE (and there's information in the PF1 Planar Handbook that supports thatlore) but I'd prefer seeing all three alignments as options.

1/5

I played a game at he weekend where I was on slow track and the party only gained one Fame. The ref put 0.5 on my sheet, but neither of us was sure if that was correct - should it have rounded down to 0?

The Season 9 guide says:

Similarly, a Pathfinder using the slow advancement track may only earn a maximum of 1 Prestige Point for completing both mission objectives: 1/2 for completing the primary mission objective and 1/2 for completing the secondary mission objective.

However, given there is no mechanic for spending 1/2 pp I am not sure how to interpret that.


I have a concept for a 'replacement' character in a campaign, but I am not sure how to make it work.

The original character is a scholarly caster type with lots of knowledge skills. They die tragically at around Level 5-6.

The second character is someone haunted by the ghost of the first character, which gives them a reason for joining the party. This new person has knowledge skills, which are, or can be fluffed as, the ghost's knowledge, but is also somewhat combat capable.

I started by looking at Spiritualist, but the phantom seems to be a combat beast, with no option for making a skill monkey variant. My second thought was a haunted oracle, maybe with a bard dip to get knowledge skills.

Anyone else have any ideas?


I'd like some general advice here from anyone who has been in a similar situation, and has better ref-fu than I do.

I am running Skull and Shackles; currently the party are at level 11 and one of them has taken leadership as feat. I am not totally against the concept of leadership per se, and in the context of the campaign him having his own group of loyal pirates fits just fine.

However, in one recent encounter he picked up a large magic weapon from a cyclops and wants to hire a large cohort to use it.

I am not sure if a large creature as an ally would be overpowered. The large template adds +1 to the CR of a monster, but my gut feeling is that if they are on the same side as the PCs then reach etc. may be worth more than 1 level. There aren't any Large PC races (NB: we don't own or use 3rd party material) that I am aware of so I don't have anything to look at as an example of character level adjustment for size.

Does anyone have any experience of large PCs or cohorts and how they affect things?

1/5

I want to check this as I am relying on Hero Lab a bit for the nuances in the wording of some traits.

My concept is a kitsune swashbuckler who was adopted by Varisians and trained as a Kapenia dancer.

Varisian tattoo is regional and fits, so that's trait 1

I want some way to make (perform) dance a class skill. Adopted is the obvious way to go, but then what? I can see four human traits that grant perform skills:

Aspiring bard (Taldan)
Operatic (Chelaxian)
Voice of Velvet (Vudrani)
Tatooed Focus (Varisian)

According to HL, the first three are legal with adopted, the fourth (which I want to take) isn't. Looking at the actual sourcebook, Humans of Golarion says "These traits can be taken by anyone of the listed ethnicity", and Inner Sea Races says "Your character must be of the specified ethnicity".

So, what's the logic (if any) here, and is Tatooed Focus legal or not?

1/5

Hi - I have been reading this up in the forums and am still a bit confused.

I want to add spells to my familiar. If I understand correctly, I need to:

1. Pay an NPC witch for the favour (but how much - the same as a wizard lvl squared x 10 x 1.5 or less because there is no transcription cost).
2. Make a spellcraft check (can this be handwaved with a take 10)?
3. Have a GM sign it off as learned on my most recent chronicle sheet - does it have to be the GM who refs my next game or any passing GM? (I only play PFS at conventions, so don't have a regular GM which would make life easier.)


Hi - I need some advice.

Currently running Fever Sea.

In order to explain why there are merchant ships south of the Shackles I showed my party the map of the world's oceans and explained that there were trade routes from Tian round the south of Garund, and fledgling trade routes to Arcadia.

My party now want to go to Tian. Or Arcadia. Or the great gnome empire of South Garund... In fact anywhere but the Shackles.

They visited Tidewater Rock and decided it was boring, and they couldn't see the point of taking it.

So, any suggestion how to keep the party interested in the AP rather than the bits of the world that aren't written yet? They like being pirates, but there doesn't seem to be anything keeping them near the Shackles, rather than pirating their way around the world.


We've recently moved from 3.5 to Pathfinder, and my only regret is that some of my favourite utility items from the 3.5 item compendium don't seem to have an equivalent in PF.

So, does anyone have an equivalent for either a belt of hidden pouches (lots of mini bags of holding) or a Ring of arming (swaps between armour and ordinary clothing as a move action).

Alternatively how would they be costed, as PF items seem to be more expensive than 3.5 ones in most cases.