Vic Wertz wrote:
The problem with sleeves is this: If I have sleeves and you don't (or you have different sleeves), and I give you a card, it's fine as long as it's in your hand, but if you end up discarding it and then having to manipulate a random card from your discard pile, you'll need to unsleeve/resleeve it to match yours. Or if you end up recharging it, that's even worse, as it will be very obvious exactly where it is in your deck.
Bring extra sleeves. When a situation like above happens. Sleeve the card in one of your sleeves with a a piece of paper with the owning player's name on it.
At the end of the adventure give his card back.
Fair enough. My main concern is that I don't have pawns for the Clerics. I like to use my pawns to mark character locations in the card game. I've even gone so far as to use monster pawns when encountered at a location. ^_^
I use the pawns too. Are these clerics in any of the pawn sets?
I just got the PACG last Thursday and I play my first two scenioes on Sunday with two other frends. I love the game. We had a ball playing it.
So now I have a question about Seoni's Combat Checks.
For your combat check, you may discard a card to roll your Arcane die + 1d6 ...
When I was playing Seoni and I had a combat check, I did one of two things:
A) I rolled a Strenght: Melee: 1d4
B) I recharge a spell to have a combat check: 1d12 + 1d6, because of Seoni second ability.
So here are my questions:
1) Did I play this correctly?
2) One of the other player were playing Valeros. A couple time I added 1d4 because Valeros and Seoni were at the same location. Did I play that correctly, too?
3) I found Force Missle at a location. It seem weaker than Seoni's first power. So I recharge it to use Seoni's first power. So is there an advantage for Seoni to use Force Missle?
So I made a couple builds that I posted below. They are not finished but something to along the lines I was thinking about. I was hoping to get some help with the builds.
White Inquisitor build stat block:
Half-Elf Inquisitor 1
NG Medium Humanoid (elf, human)
Init +0; Senses low-light vision; Perception +8
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3); judgement of sacred healing 1
Fort +4, Ref +0, Will +4; +2 vs. enchantments
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Immune magic sleep; Resist elven immunities, judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
Speed 20 ft.
Special Attacks destructive smite +1 (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Divine Favor, Cure Light Wounds
0 (at will) Guidance, Read Magic, Light, Detect Magic
Str 17, Dex 11, Con 14, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Intimidating Prowess, Skill Focus (Intimidate)
Skills Acrobatics -4 (-8 jump), Climb -1, Diplomacy +5, Escape Artist -4, Fly -4, Intimidate +12, Perception +8, Profession (sailor) +6, Ride -4, Sense Motive +3, Spellcraft +4, Stealth -4, Swim +3 Modifiers monster lore
Languages Common, Elven
SQ domains (destruction), elf blood, judgement (1/day)
Other Gear Scale mail, 100 GP
Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Black Inquisitor build stat block:
Dwarf (Taldan) Inquisitor 1
CN Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1); judgement of sacred healing 1
Fort +3, Ref +3, Will +4; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
Speed 20 ft.
Special Attacks hatred, judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Shield of Faith, True Strike
0 (at will) Create Water, Daze (DC 12), Read Magic, Detect Magic
Str 15, Dex 16, Con 13, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Point Blank Shot
Traits Child of the Streets, Glory of Old
Skills Acrobatics +3 (-1 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +6, Diplomacy +3, Intimidate +3, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +7, Sleight of Hand +8, Stealth +9
Languages Common, Dwarven
SQ domains (heresy inquisition), greed, hardy, hide tracks, judgement (1/day), judgement of sacred escape, slow and steady, stability, stonecunning +2
Other Gear 150 GP
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.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.
Granted Powers: Often it is hard to tell heretics from the f
My daughter and I are thinking of creating two PFS characters. We have been talking about creating two Inquisitors of Nethys. One of our characters represents Nathys’ white side and the other the black side.
We talked about the white side being flashy character and the black side being a stealthy character.
We are thinking the white side Inquisitor using a two-handed weapon and Dazzling Display build.
I looked at Infiltrator archtype for the black side. I am not sure how useful Misdirection will be. Guileful Lore is better than a second Monster Lore. Forbidden Lore does not come into play for Nethys. I am not sure how well Necessary Lies may help in PFS.
I am looking for suggestion with the black side character and input on Infiltrator.
Also, how useful is the two Inquisitor changing there Teamwork feats doing combat?
In the last year my oldest daughter (she is 12) has become interested in role-playing. I invited some friends over and we have started playing Rise of the Runelords AP as a monthly game that includes my daughter. She is doing great. We have played about 6 sessions. I start with the beginner box rules for the first session and we have added rules until we are up to the core rules.
My daughter wants to go to the convention with me this year. I thought we could do some Pathfinder Society sessions. We have talked about creating characters before the convention and that they know each other. My goal would be for her to have a great time playing and be successful in her faction mission.
Would it be good if both of our characters be of the same faction?
Are there classes more useful in Pathfinder Society play? (i.e. There never any fighters or Druid suck because they’re very little Wilderness adventures)
Are there classes that are more useful for specific faction mission more than other? (i.e. Rogues are useful for Sczarni’s mission)
Are there skills that are more useful for faction mission more than other? (i.e. Diplomacy is used a lot missions)
Are there skills that are more useful for specific faction mission more than other? (i.e. sneak is used in Sczarni’s mission a lot)
I am not sure if this is the correct forum. Please, move this thread if it is not in the correct forum.
I want to my players to do a ‘scavenger hunt’ for a good Fairy Queen or Noble. At each item the player will need to overcome some sort of trial/encounter/contest. The list of items I can think of is:
• A 4-Leaf Clover from a Leprechaun
So for example anyone who touched a mushroom from a Fairy Circle would need to make a Will Save or dance as if affected by Irresistible Dance spell for an hour.
My question is can you help me come up with ideas for the trial/encounter/contest?
First, I think you need to do what enjoyable for the group.
Here are some of the ideas I had for my group and the choice I made.
• Start the group at level 4 (suggested level for the The Skinsaw Murders). Have the old player play their old character, but let them ‘update’ them from the new source material since we played. Have the new player character new characters of the correct level. Come up with a reason why the other character left the group. Then old player and gm recap what has happen before to the new players.
• Have the players make new characters at 1st level. Then play modules to level up the characters to level 4. I was concern about the missing content of the AP and no ties to Sandpoint.
• Have the player make new character at 1st level and re-start the AP at the beginning. I was concern about players using player knowledge.
• Have the player make new character at 1st level and re-do part of the AP and part module. I did this option.
I did the last one for my group.
What I did:
I started out with Crypt of the Everflame (which I moved to start at Sandpoint and I changed the bandits to goblins) and the summer equinox. When the group got back they got offer jobs as town guards. We then did a jump to the Swallowtail Festival. I changed the Swallowtail Festival up from the first time. I brought in games and contests. This is where we are currently at in the campaign.
They are about to go on guard duty and will fight goblins in another part of town to end part 1. I am going to skip part two. I will do Desecrated Vault (new in AE), I am going do something for them to meet Aldern (I am not sure yet), trouble at the Rusty Dragon (new in AE), and Grim News from Mossword. Hemlock will then go south to Magnimar to ’see about securing additional soldiers’ leaving the party in charge. Then I will do Missing Bartender and Part three. (My old part skipped part three and did part four first). I plan on skipping part four, but send my new party off with captured people (Orik, Lyrie and Nualia) from my old campaign. In Magnimar the PCs will be asked to do Feast of Revenmoor.
If I were you I think I would just start the party out a level 7 or start at level 1 and have the party adventuring in Sandpoint and Mangimar. I think all of Pathfinder Sociecy Scenarios in season four is located in Varisia. Many at located in Mangimar and the area the Rise of the Runelords takes place.
I would look at this thread for ideas...
I started storing my Bestiary Box pawn in a 3-ring binder.
I have finish my medium pawn. I used BCW Pro 20-Pocket Tobacco Page. One medium pawn per pocket. The pawns short but they fit very well side to side. I will try and post a picture.
I used business cards holder for the large.
What do people use for the small pawns?
I talked to a friend last night and he suggested Archivist Bard.
@Animation, I had not thought of Myrmidarch Magus.
The Myrmidarch Magus is more combat focused than the bards.
The Archaeologist Bard is more rogue-ish. We will be playing the Rise of the Runelords and I think it would fit nicely in a role-playing aspect.
The Archivist Bard will be more of a bookworm and I could hear her say "I head this book and I know about..."
So I will bring all three to her and let her decide.
@Chris, Thanks for the feat list.
Would Arcane Strike work with the bow?
My old child wants to play Pathfinder for the first time. We have talk about characters ideas and she said she is interested in playing a combination of ‘Hermione Granger and Katniss Everdeen.’
So I was thinking of Bard Archaeologist that used a bow. If we get high level she could do an Arcane Archer.
Are there other ideas of getting a scholar archer?
Can people give me hints on good feats and for this build?
In no Order:
I also would like a dwarf heavy AP in Five Kings Mountains. Throne of Night might scratch this itch.
I would like to see AP in Taldor and Qadira dealing with hostilities.
I really like the idea of a AP in Absalom City.
A Dragon Campaign. I would like good dragons help and/or giving information in the campaign not just an Evil Dragons as adversaries. Maybe the AP could delve into Dragon politics/culture.
Also any AP in Osirion, Numeria or Geb would interest me.
I have GM everything from 2 players to 10.
One Player is in charge of loot. I have prepared list and I give it to that person.
Any NPC get delegated out to a player for combat and sometime for role-playing.
2) Beef up the monsters
Boost monsters HP. Most of the pre-written monsters have high average for HPs. I just increase their HPS to max.
I also like to add Templates. Advanced and Fiendish are a couple of my favorites.
It has been said add more monster per encounter.
Add class levels also helps.
I hope this helps. I will think about it some more tonight after I get home.
I am guessing that Kevin Siembieda does not think they are bad mechanics.
I love the background story Palladium Fantasy world, but I have not played it for over 15 years now...
I like the idea to put some skill into Profession Barrister
Our party has in to so far:
Inquisitor/Infiltrator (domain Trickery)
We have two maybe of a Summoner and a Rogue.
I have been mostly playing with Evil, fire and Trickery domains.
Here the feats I was thinking about...
Arlandor feats look like this
Which he looks like he is suggesting to go melee cleric. If that the case I think I should also grab Power Attack and Greater Channel Smite.
I wish there was a better mace then heavy mace.
I am going to play a cleric in Way of the Wicked campaign from Fire Mountain Games. The campaign starts at level 1 and goes to level 20.
I have not played a cleric since 3.0 D&D.
The campaign and the GM is pushing for a Lawful Evil Cleric of Asmodeus, which I am OK with it.
Asmodeus's domain are:
Asmodeus's Favored Weapon is a Mace (1d8 Crit: 20/x2).
So what type of cleric works best for Asmodeus and why?
I also would like a dwarf heavy AP. I was also thinking of the Five Kings Mountains.
I just read this idea and I like it too.
I found your tutorial last night. Have you try printing to adhesive photo paper?
I agree with Nullpunkt.
The one thing I might add is you could give the character a vision from Sarenrae telling him that she is not happy with his action. She could also remind him that her Paladins redeem the ignorant with words and actions and only redeem by the sword and fire as a last resort.
If you have Faiths of Purity it has a good section on Paladin Code for the good gods. You might have the player read the Sarenrae codes.
I ran it with a group of 4 and it took less then 3 hours. We had a lot of role playing in the beginning. You should be able to finish in in 3.5 hours.
I ran it as written, using PF Bestiary stats, without any problems, for a 4 person party of 20pt build PCs.
I also ran it as written using PAthfinder rules and Bestiary stats without any problems. I had a 6 character party. We also created the character using purchase method and the High Fantasy 20 points.
I have a question both dealing with natural weapons and the number of attacks.
I am GMing a group. They are 3rd level. I have a new player wanting to join. He wants to play a centaur PC. He has chosen a ranger class and Natural Weapon as a combat style. . He character is planning on using a long sword and a shield in his hands. We were why he was taking Natural Weapon combat style and we have a disagreement with number attacks.
He thinks he can do a full attack with the sword and both hooves. If he wants to use his hooves he need two-weapon fighting. What do you think?
In a lot of sources about goblins it says goblins can create cobbled item and in Goblins of Golarion it has rules on how they work. It sounds like the goblins can craft anything out of ‘garbage’ like weapon armor, cloths, back packs and any equipment.
So, I have a couple players playing goblin PCs. How should I handle the crafting of the cobbled items? Should I have them put skill point into craft(cobbling) or create a feat for crafting cobbling items?
I ask a similar question last week. Your situation is different because you players took charge of the tribe.
My first suggestion would to look at the kingmaker ruler. And even that first adventure (Stolen Land) could easy be change to your campaign.
Someone suggested Master of the Fallen Fortress for me. I think this would work for you too. An earthquake has just opened a seal tower. Your PCs should want to investigate. They should not want to send other goblins to investigate just in case those goblins with power magic stuff and take over the tribe.
You can make the prisoner in the adventure to be a goblin or hobgoblin that will help them conquer another tribe.
You could also run the reverse Burnt Offering from Adventure path #1. Where you PCs gather up the local tribe and raid Sandpoint.
I looked at the Fallen Fortress and it look great. I am going to used it.
It also has a Giant spider. I mean Lotslegs eats goblin babies many.
I am also considering running Rise of the Runelords with a few of the party being goblins.