My question with 'beyond morality'... What would the effect of the paladin class ability 'smite evil' be determined against a creature with the 'beyond morality' mythic ability. In the same regards that would also affect any creature with a smite (alignment) ability. If there is a posting on this or a "rules as intended' can anyone point me to the link?
Just now seeing the changes during this first week after playtest. I like what is being proposed for the Arcanist as spellcasters are among my favorite classes. The changes to the other classes are exciting to hear about. That being said I love the pathfinder game and I know that you will use the feedback to give us the best bang for out bucks! I look forward to being impressed.
I will like to see maybe a power or class feature that will allow an arcane spell caster of any type to consume their own spells or items to metamagic spells with great potential. Maybe that is what is in mind for the future of the Arcanist. When I think of powerful wizards I certainly always think of modifications to exist spells. Maybe my idea of a wizard needs tweeking a bit.
dunebugg wrote:
A group of friends and I got together to do some class builds at level 8, we had equipped them with enough gp for a level 8 pc. It was mentioned that the shaman was a MAD class. That is that it would possibly outheal a straight cleric class but it would certainly typesetting the shaman. While on a 20 point buy that would be a narrow window to optimize a shaman character. The shaman build in this case had lifelink and i personally think that is a very nice ability to share with this class.
Ravingdork wrote:
Playtested a Bloodrager at level 8, with a group of friends in an arena type setting. We purely wanted to see the combat mechanics of certain classes in this release. Built him with 33,000gp in equipment. With this same build I was able to totally disrupt combat and dominate in a battle I totally loved playing with this same build. With the shield spell being on a magus spell list you can easily get a wand of shield and enjoy a shield bonus to your AC. That being said that was the only spell I got off and it was because it was in a wand. With arcane strike and power attack I hit it . I kill it type of thing. Enjoyed it.
Now our fourth game we are meeting on Sunday afternoons, in the Red Room supplied to us by our host Meta-games Unlimited. We are now introducing a new gamemaster Robert Eastburn and he is a vetern of Star Wars and will do great at it. Come join us if you are looking to play in. May 5th we are starting the Silent Tide and May 19th the Frost Fur Captives.
To all it may concern in the Springfield Missouri area. Meta Games in springfield has recently started pathfinder society play in their stores, and our first game is February 17th that is on a sunday, and since I am new to gamemastering Pathfinder Society Play I am starting with the module called First Steps: In Service to Lore. There are certainly more games to follow but I wanted to post a general invite to all who would like to play and to any interested in running Pathfinder Society Play games. Thanks all
My name is Samuel I am in the springfield missouri area, I am a experienced gamemaster and looking for stable players. I also know of a few venues in the springfield area that are willing to support pathfinder society play. The only thing is is that I dont what being a part of pathfinder society entails. What the rules are and what is normally required. I am pretty well grounded in the mechanics of pathfinder rules but have almost no clue as to the pathfinder game world, I would love a chance to play and meet new people. I can be contacted by my email address at setaprt04@yahoo.com. Thank you for your time.
About Morvius Charthagnion IIIPFS # 35561-4
COMBAT STATS
DEFENSE
OFFENSE
TRAITS
FEATS
SKILLS
SPELLS:
Know Orisons: Stabilize
1st LVL: Cure Light Wounds
2nd LVL:
Spells per Day 1st lvl: 7/7
EQUIPMENT:
+1 Glaive (S), 1d10dmg, crit x3, reach, boon prize, 1700gp, 10 lbs. Cold Iron Mwk Morningstar (B and P), 1d8 dmg, crit x2, 316 gp, 6 lbs. Alchemical Silver Mwk Heavy Mace (B), 1d8 dmg, crit x2, 402 gp, 8 lbs. Breastplate (6/3/-4), 200gp, 30 lbs. Light Wooden Shield (+1/—/–1), 3 gp, 5 lbs. Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs Sling (B), dmg 1d4+3, crit x2, range 50ft. Backpack, 2gp, 2 lbs Noble's outfit 75 gp Jewerly 100gp 2x Oils of Bless Weapon 2x50gp. Silver Holy Symbol of Iomedae, 25gp, 1 lbs. Bedroll, 0.01gp, 5 lbs Flint and Steel, 1gp, - lbs 49 Grappling Hook, 1gp, 4 lbs Belt Pouch, 1gp, 1/2 lbs Hemp Rope (50ft.), 1 gp, 10 lbs 68 Waterskin, 1gp, 4 lbs Explorer's Outfit, 8 lbs Spell component pouch, 5gp, 2 lbs 20x sling bullets 2 sp 5x Trail Rations, 0.15gp, 3 lbs Oil x3 Wand of Cure Light Wounds 45/50 charges Wand of Bless 49/50 charges Cloak of Resistence, $1000gp Money left: 1816
LORE MYSTERY:
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills. Bonus Spells:
REVELATIONS:
Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier. CURSE - Wasting:
You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition. RACIAL TRAITS:
Ability Score Racial Traits: Angel Blooded aasimars gain +2 Strength and +2 Charisma. Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: Aasimars have a base speed of 30 feet. Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Languages: Aasimars begin play speaking Common and Celestial ( not Morvius). Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Angle-Blooded Aasimar have a +2 racial bonus on Heal and Knowledge the Planes checks. Spell-Like Ability (Sp): Angel-Blooded aasimars can use Alterself once per day as a spell-like ability (caster level equal to the aasimar's class level). Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) BACKSTORY:
Morvius is the only heir to a minor noble house of Oppara. His aging parents had already given up on children when Magda Charthagnoin found herself with child. But the joy of the family did not last. Her pregnancy was a difficult one and the baby was born sick and premature. Watching the life of his son waste away with every breath a desperate Morvius Charthagnion II begged for help in the city's main temples and spent most of the family's fortune in donations. In the end it was a High Priestess of Iomedae that managed to operated a true miracle. Every night during a three years she would visit the Charthagnion's manor to ministrate her god's blessings upon young Morvius. While never truly becoming a healthy child he survived and as a side effect of his treatment developed a special connection with the Inheritor. Since his young age the noble displayed the ability to spontaneously cast divine magic and his body was forever changed by the celestial blessings. As the years went by, under the cleric's guidence, he was able to horn his abilities to the level of a regular priest. Gaunt and with premature gray hair Morvius frail frame hides a strong and capable young man. During childhood he was very shy and spent most of his free hours helping in his goddess's temple or surrounded by books, the heroes in the tomes would never make fun of his sickness like the other children. But now that he is a grown man and a graduated student he has other plans. Morvius joined the Pathfinder Society and make a name for himself and reclaim the Charthagnion's lost fortune, to the dismay of his parents. He states that his goal is to advertise the glory of the Inheritor to the people of Taldor but in truth the Society is a way for him to prove himself above his crippled body and cast away the ghosts of his childhood.
Boons:
Mendevian Weapon Training: Queen Galfrey of Mendev understands both that poorly equipped crusaders are of little use to the ongoing war against demonkind and that an inadequately trained crusader cannot make effective use of good equipment. As a result, those who dedicate themselves to the Fifth Crusade have access to training and equipment that might not otherwise be available. When you would be permitted a Day Job check, you may instead spend 4 Prestige Points to receive intensive training with a specific weapon or suit of armor. You receive a masterwork version of the weapon or armor, and you gain proficiency in that specific weapon or armor (but not others of its type). If you are already proficient with the selected armor or weapon, you instead gain a +2 bonus to CMD against disarm and sunder combat maneuvers targeting the chosen item. Choose the weapon or armor from the following list: breastplate, glaive, heavy shield, or longsword.
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