Kyra

Robbgobb's page

Organized Play Member. 143 posts (720 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters. 7 aliases.




I am just trying to figure something out about power armor. Since the weapon slots and armor upgrades are part of the armor, does that mean do not need proficiency shields or weapons?

I know some who would say it is like Iron Man and the man selects the targets and point in right direction where the computer does the shooting since not actually in hand and same with shields but I know others who would it doesn't matter that don't have direct control.

I think of it as all part of the power armor which is an enclosed system that a computer handles most of the stuff. Couple of sticks for moving and turning with buttons to hit for firing weapons. I also can see having to have the proficiencies as that gives bonuses to make things hit better and do more damage. It is just I find it hard to believe being in gargantuan power armor and proficiency with a weapon making a lot of difference as figure probably looking at a monitor and selecting target for the weapon to fire at and not really having control for the actual shot beyond selecting it.


I was looking for something different from the 100 credit rifle that was similar in price. I saw the needler range weapons and thought it sounded neat.

I read through all the sections mentioning doses but it does not say that one dose per shot. It talks that using a dose only works with the first successful attack with a melee weapon and that changing substances counts as reloading. It mentions under inhaled doses that one dose often takes up a 10 foot cube.

All this makes me think 1 dose per clip sounds right since the rulebook states
"This weapon or its ammunition can be filled with a drug, an injury
poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance."
under the Injection trait for weapons.

If it is one dose per dart then not worth the money at all because that is super expensive. It is still expensive but since only works for successful attacks then if really bad luck then might take 2 or 3 clips to inject someone once so real bargain where might get a few hits in one clip that would make it worth having done.

I am just visualizing an ampule that is slotted into the weapon near the magazine since it says changing substances is reloading the weapon so takes a move action.


Was playing a game with home group and the DM said that the necromancer had to pick his targets for attempting the save because it works like the sleep spell and you have to pick those.

From what I read on sleep, it is one that affects weakest first till everything saves or total HD run out.

I do not know why the DM ruled that way. I was not thinking about looking up the feat or the Sleep spell. It seems to me the DM might have had Sleep confused with another version's Sleep?


1 person marked this as FAQ candidate.

Does the Kestros count as a sling for sling feats and powers? Tried to link to prd but it would not work. It is a bronze weapon in Ultimate Combat.

Halflings treat the Kestros as a sling and it says in the description that it is a sling just of an odd shape. I tried to search but either having horrible luck or it is not out there. I have given up trying to go the logical steps and figure better to ask if can't search and find an answer.


Ok, I did a search and read what written. I am curious on what the clawblades function is for. They add to a natural attack but because the attack is now covered by a crafted item they now are no longer natural attacks for everything that works off natural attacks?

When I read the section, I just thought it was a way for a race to make natural attacks more effective since would be able to get enchantments. It changed weapon type from natural weapon to light slashing. So does this mean that I need different feats for it? Or does it mean that still works as natural attacks but different damage? Sort of like special ammunition works for ranged weapons?

Do the clawblades enhance the claws or replace the claws? Does this mean monks can use the claws but lose unless using the claws for single attacks when needing to overcome DR that it is worthless? What about a ranger that goes natural weapon combat style? The ranger puts on the clawblades and loses the benefits? So does this mean it is better to be a two weapon fighting build to really enjoy using clawblades?

I like the idea of the clawblades. They seem like really fun where they don't add much more than being able to add magic to natural weapons. I don't know how to build with them. It seems like they don't occupy the hand so does that mean abilities that require a free hand is allowed when the hand has clawblades? A set on each hand with different enchantments would allow a magus to switch which hand was used each round? Do you have to buy new sets if you take a feat which increases the damage the claws do?

I thought the only reason the weapon type change was to say that the damage was different. Does this mean that putting on clawblades mean you no longer get hurt by creatures that do damage if you hit it with a natural weapon or unarmed attack? I am just having issues with this all as what seems to be logical one step is wrong the next.

So as a summary:

1. Were clawblades meant to enhance a natural attack or change it a crafted weapon attack?

2. What feats are legal to use with clawblades? Does one take natural weapon feats or other feats because the natural weapon feats don't work.?

3. Are the hands considered to be empty?

4. I do not understand why putting metal on claws suddenly means I have to fight as using 2 weapon fighting over getting my 2 claws. What did the blades do the paws?


I was making sure that I understand everything. I am thinking that an alchemist needs some Str to help hit with bombs as they are thrown weapons and Dex is not needed (for attacking) except for feat qualifications. I know Dex has other uses but seems like it is tough to fit everything in so trying to make sure.


I am looking for help to build a Pathfinder Society play Sea Witch.

Thinking will be a human. I generally don't dump stats and so looking at 16(+2) Int with 14 Dex and 14 in another stat (Con maybe?) with 10s for last 3.

Familiars don't offer a lot that I would consider. I like the Blue-Ringed Octopus as would be interesting to keep alive. Then it would either be the turtle or parrot.

Not sure about what feats or traits would be best for me as thinking more of a sailor type. Thinking that at first level would be getting spells like Comprehend Languages and Cure Light Wounds and try and use a light crossbow most times. Might not be the best idea.

I am needing help more because I have concept in my head that I can't do so am going with the restrictions to try and have some fun without being too much a burden on my companions.


I am looking for help about fine tuning the character since is for PFS. I did have another thread about but now have a more solid concept. I have taken that advice and looking for any suggestions on how to make this work best. It is one where I know that I am making it more difficult in some ways but I figure that it will also help me learn using magic characters.

Story: Born in Irrisen to one of the Queen's sons. Mother was able to get help to escape to Taldor where her husband's (deceased) brother worked as a mercenary. Was fascinated with magic, ancient lore and items, and my history from early in life. Pathfinder Society offers a way to help find out more about all of this.

Race: Human
Class: Sorcerer
Bloodline: Marid (ability to change energy descriptor to cold)
Archetype: Seeker

Stats: Str-10 Con-12 Dex-14 Int-13 Wis-10 Cha-18
Appreciate any ideas for stats including level bumps except prefer no negatives

Traits: Precocious Spellcaster (Detect Magic, Burning Hands or Ear-piercing Scream), Tomb Raider (Perception)

Feats: Irrisen IceMage (This is what the character is based on) and not sure about rest. There is Skill Focus (Perception) which helps with finding traps or leads to Eldritch Heritage. Then there is others like Spell Focus, Toughness, Improved Initiative, and I don't know what else. Not sure about Feats as I progress though would like Rime Spell.

0 level spells: Detect Magic, Read Magic, Acid Splash, Disrupt Undead

1st level spells: Burning Hands, Ear Piercing Scream (was told that Sonic is energy type and it doesn't stop at 5th level for damage) I could see the need to change to Color Spray and would pick to switch Burning Hands.

Not sure about how to progress through the levels. I know that can switch out lower level spells as gain new levels. Same as with Feats.

I am looking at it and at the moment if I am understanding it right then I would be casting Ear Piercing Scream (Cold) at 2d6 and Burning Hands (Cold) at 2d4 at first level unless Sonic is not an energy type.

Skills: Disable Device +7, Perception +4/+5 (+7/+8 with Skill Focus), Knowledge Arcana +5, Perform Oratory +5

Tempted to go 10 Con and 14 Int for the skill point. I am not sure. If I thought did not need Dex then might pull points from there. I appreciate any help.


I am curious about a build for Pathfinder Society with a Sorcerer. Edited in that meant that I was looking for something ice based if possible end edit. I am not looking for the biggest and baddest build. I do not want to have any negative stats. Want something different than normal with a roleplay aspect to it. Was thinking Elemental or Marid bloodline.

I appreciate any advice. Glad to have found the chance to play where I am as 4th edition did not work for me but spells and feats are still something I am learning.

Thank you,
Robb