Samuel Hutton's page

Organized Play Member. 12 posts. No reviews. No lists. No wishlists. 16 Organized Play characters. 1 alias.


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Liberty's Edge 3/5

trollbill wrote:
Samuel Hutton wrote:
One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)
Never saw it as all that useful as it only works with rounds per level potions. About the only one it looks that useful for is haste and since you lose the potion whether you use it or not, that gets expensive.

Yes but activating as a swift action? How many mêlée fighters or ranged for that matter have that option.

Liberty's Edge 3/5

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One item I have yet to see mentioned... Sipping Jacket!! Never leave Absalom without it:)

Liberty's Edge 3/5

Hello and welcome! From Springfield Mo.

Liberty's Edge

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?

Liberty's Edge

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.

Liberty's Edge

I like the above idea of skill for classes that does more tailoring to taste of class play. I enjoy the flavor of many of the classes and reading the post regarding them.
Does anyone else think of the final fantasy 3 monk where it comes to the brawler?!?

Liberty's Edge

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.

Liberty's Edge

dunebugg wrote:

I will be rebuilding my Cleric (Seperatist) of Sarenrae as a Shaman for our WotR campaign.

Some initial observations on the class:
- I really like the flavour + theme through the class
- I was surprised it was 3/4 BAB and medium armor
- I was surprised it used the Cleric spell list given the theme of the class (figured it might have been druid or witch)
- In a cursory glance over all the classes, it looks like this and Warpriest are the only two classes that have built-in MAD (Warpriest to a lesser extent). Wisdom and Charisma are both important for their class abilities to function properly/well. I understand that if you want to build a warrior cleric or oracle you will need 2-3 strong stats, but this requires the extra stat on top of them. I would prefer if some of the class abilities scaled off of level (like others within the class, and it looks like a majority of the other classes in the ACG) do. Will playtest before coming to a full conclusion

Some initial thoughts while rebuilding my character (currently a level 2 human):
- the Shaman is likely easier to be compared directly to the cleric in terms of power, because they use the same spellcasting, armor proficiencies, HD, BAB (and because the cleric is core)
- the ability to choose your Spirit Magic on the fly is really
interesting, but isn't really a big thing until level 4 when you get Wandering Spirit (compared to cleric: stronger ability)
- Wandering Spirit and Wandering Hex are wonderful class features. I love them. They are incredibly versatile, and can help a character from getting stale. I feel like on a whole each spirit is stronger than a domain
- I was also (pleasantly) surprised that they got 4 skills/level, even with a small skill list

I can see this being an incredibly deadly, versatile spellcaster with the Lore Spirit, getting access to the wizard/sorc list. But I'm super excited to see what I can do with it, throwing it right into melee.

It feels powerful in comparison to the cleric. But it's a wonderful class.

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.

Liberty's Edge

Ravingdork wrote:

Wow. A 4th-level aberrant bloodrager with enlarge person and a reach weapon has a reach of 30 feet.

05 Natural reach
05 Enlarge person
05 Abnormal reach
x2 Reach weapon
==
30 Foot reach

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.

Liberty's Edge 3/5

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.

Liberty's Edge 3/5

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

Liberty's Edge 3/5

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.

Race

Lore Oracle lvl 4 [ HP 35/35 | AC 20 T 14 FF 16 | CMD 15 | F +4 R +6 W +5 | Init +0 Per +1]

Age

20

Alignment

NG

Deity

Iomedae

Languages

Common, Celestial

About Morvius Charthagnion III

PFS # 35561-4
STR 18, DEX 7(18), CON 14, INT 12, WIS 10, CHA 18
Angel Blooded Aasimar (Human - Scion of Humanity trait)
Male
Medium Size
Oracle, Lore Mystery lvl 4

COMBAT STATS
BaB +3
Init +0; Senses Perception 1, Darkvision 60 ft.
CMB +7 (+3BaB +4strength)
CMD 15 (+3BaB +4strength -2dexterity +10)
Favored class Oracle (+4HP at lvl 4)

DEFENSE
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Cha)
Resistences Acid 5, Cold 5, Electricity 5
HP 35/35 (4d8+8)(+4 Favored Class)
Fort +4 (+4 vs disease)
Ref +6
Will +5

OFFENSE
Speed 30 ft, 20 ft Armored
Melee +1 Glaive +8 (d10+7/x3)
Melee Alchemical Silver Mwk Heavy Mace +8 (1d8+6/x2)
Melee Cold Iron Mwk Morningstar +8 (1d8+6/x2)
Melee Cestus +7 (1d4+4/19-20x2)
Melee Dagger +7 (1d4+4/19-20x2)
Ranged Sling +1 (1d4+4/x2), range 50ft.
Space 5 ft; Reach 5 ft

TRAITS
Reactionary: +2 initiative checks
Bully: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

FEATS
Intimidating Prowess
Power Attack

SKILLS
Appraise 5 (3+1rank+1int)
Diplomacy 4 (3+1rank+4cha-4curse)
Intimidate 16 (3+4rank+4cha+4str+1trait)
Heal 7 (3+2rank+0wis+2racial)
Knowledge Arcana 5 (3+1rank+1int)
Knowledge Dungeoneering 5 (3+1rank+1int)
Knowledge Engineering 5 (3+1rank+1int)
Knowledge Geography 5 (3+1rank+1int)
Knowledge History 5 (3+1rank+1int)
Knowledge Local 5 (3+1rank+1int)
Knowledge Nature 5 (3+1rank+1int)
Knowledge Nobility 5 (3+1rank+1int)
Knowledge Planes 7 (3+1rank+1int+2racial)
Knowledge Religion 5 (3+1rank+1int)
Perception 1 (0+1+0)
Sense Motive 4 (3+1rank+0wisl)
Spellcraft 5 (3+1rank+1int)

SPELLS:

Know

Orisons:

Stabilize
Detect Magic
Read Magic
Light
Guidence
Resistance

1st LVL:

Cure Light Wounds
Command
Divine Favor
Identify

2nd LVL:
Tongues
Communal Protection from Evil

Spells per Day

1st lvl: 7/7
2nd lvl: 4/4

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
Total equipment weight: lbs
Equipment carried on his body: lbs
Equipment carried on backpack: lbs

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:
identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).

REVELATIONS:
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

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.