Sansin Grigton's page

No posts. Organized Play character for Dragongold3.




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Several spells granted from the bloodlines require a deity but the class seems to go out of its way to say that you don't need one to cast your spells. So is this an oversight?

Is there some excerpt that I missed that says what to do when an atheistic angelic sorcerer tries to cast spiritual weapon?


So some of the local players here in Boise have decided to come up with "lust" domain characters. It's led to some interesting gameplay and I got "challenged" to make one of my own. Now a separate person asked what the mystic theurge was for since it took so long to get into and I couldn't give them a adequate answer so I decided to kill 2 birds with one stone, but think that I'll need some help refining the implementation...
Race: Human

Classes:
1 Oracle (1)
2 Sorcerer (1)
3 Oracle (2)
4 Sorcerer (2)
5 Oracle (3)
6 Sorcerer (3)
7 Oracle (4)
8 Sorcerer (4)
9 Mystic Theurge (1), Sorcerer Spellcasting, Oracle Spellcasting
10 Mystic Theurge (2)
11 Mystic Theurge (3)
12 Mystic Theurge (4)
Specials:
1 Revelation 1: Sidestep Secret. Mystery: Lore. Curse: Haunted.
2 Sorcerer Bloodlines: Possessed.
3 Extra Revelation: Lore Keeper.
4
5 Revelation 2: Think On It.
6
7
8
9
10
11 Select Mage's Tattoo School: Enchantment.
12
Feats:
1 Noble Scion of War; Eclectic
2
3 Extra Revelation
4
5 Arcane Armor Training
6
7 Spell Focus: Enchantment
8
9 Greater Spell Focus: Enchantment
10
11 Mage's Tattoo
12


I was leveling up my Cartomancer witch with the Harrower Prestige class to level 7 and noticed that hero labs wasn't letting me add the free spells to my spell deck. thinking that it was a glitch i decided to look at the RAW from the inner sea world guide that my friend lets me use, to make sure I had proof for the bug report. To my surprise I found that the Harrower only gives spells per day, not caster level and definitely not the free spells per day...

I'm Hoping that this is not the right interpretation of this.

3/5 Venture-Agent, Idaho—Boise

I recently had a player do a Pregen at a 7-11 game, and he wants to play a character that is fated to die... is it legal to still play till that sheet is applied?


Is there a chance that we could have a legal sign language for society play at the start? The PFS messageboards have at quick look at lest 4 threads and one petition asking for this.


Ok, so say i make a TF with the Giant-Blooded Trait(1/2 oversize penalties). does the math look like:
BAB+STR+Enchantment(-Oversize-"2-handed")/2
OR
BAB+STR+Enchantment-(Oversize/2)-"2-handed"?

Also could you by RAW use a Huge one-handed weapon as an equivalent to a large two-handed weapon?(Yes I'm looking at you Amiri with that bastard sword...)

3/5 Venture-Agent, Idaho—Boise

Ok, so lets start at the beginning eh? started a character for the playtest, got the boon to keep playing it between the end of the playtest until the release of the book. Now I'm looking at a level 8 Kineticist with only 17 PP to spend and the additional resource page is saying that to update the character I need to retrain into the class.

Now I may be missing something but is this character now worthless because I don't have the Huge amount of PP to spend? The math that I'm seeing is 8 class levels * 5pp(assuming that the Playtest has synergy with the Book Class if not that would be 7PP)


This is the idea, a gnome "Mounted Paladin" of Apsu. This would of course be riding a dragon, but that isn't an option in PFS so I thought use the summoner to "summon" a dragon to ride as part of his faith...

The problem I'm having is with the Mount evolution. As a "paladin" of a LG god (albeit a dragon one), the Daemon, Demon, Devil, or Protean subtypes are just not acceptable. And while I could try to swing a "elemental" as a dragon, the N is about as different an ideal as the others...

Now I had enough to on the character that i didn't need to use the unchained book. But having looked through it I so want to use it in PFS. Is there any way that I could use an Unchained Summoner to do this?

Sovereign Court

When I first was reading threw the play test book, I had an idea of a halfling slave that gazed to much at the stars, because of the Discipline of Abomination. Looking at this discipline left me thinking of a blaster sorcerer...
While playing the psychic in this scenario I was left a little disappointed. The dark half was used quickly and was in general not very useful due to the lack of rounds and damage that I could deal. The knacks available were not useful for the majority of the game(besides detect magic). With out the round by round stuff that sorcerer's and Wizard's can do there was just a feeling that, after his 1st level spells were used, he just wasn't a abomination tainted magic user...

Options that could make the dark half feel better to play would be possibly increasing the save dc to +2, increasing the number of rounds to 4+Charisma, allowing the use of the phrenic amplifications, and make it so that there is a communication barrier(thinking of the Tongues Oracle Curse).