Orvignato

Saturos's page

Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



Grand Lodge

Just a quick one here.

I would like to know if the Sword against Injustice ability is a standard action which includes the attack, or takes a standard action to activate and then "gets used" when the attack is given.

Sword Against Injustice (Su)

As a standard action he may announce he is bringing divine judgment upon a target who is accused of a crime, lie, or other affront to justice; the crusader makes a melee attack with his sword against the target as part of this judgment. If the target is innocent of what he is accused, the attack stops just short of striking him, as if hitting an invisible wall; if the target is guilty, the attack automatically hits with a flash of white light.

Cheers guys

Grand Lodge

The base creature looses all feats when it becomes a normal skeleton.

The skeletal champion is a template you add to a living creature and while it uses some stats of the skeleton when it comes to feats all the skeletal champions stat block says is that it gains improved initiative as a bonus feat.

Does that mean a skeletal champion keep all the feats of the base creature?

Grand Lodge

Lets say the BBEG has DR 15 bludgeoning / 10 Good

Do you need to overcome both DRs or not?

Will a Holy Longsword be affected by the DR 15 bludgeoning and vice-versa will a Plain old mace be affected by the DR 10 good?

Grand Lodge

As long as you stick to the prerequisites IN the feat(s), i right in thinking they stack?

Example : level 1 Human Fighter, Short Sword, Str 13 / Dex 16
Feats : Weapon Finesse / Piranha Strike / Power Attack

No PS or PA - Shortsword+4, 1D6+1
With PS+PA - Shortsword+2, 1D6+5

LEVEL 2 - take the Furious Focus feat
No PS, PA or FF - Shortsword+5, 1D6+1
With PS+PA+FF - Shortsword+4, 1D6+5

Grand Lodge

Hi guys,

So i played PFS for the first time at CrispyCon a few weeks back and I really really enjoyed myself !!

I've played 5 scenarios so i believe that puts me one away from leveling to level 3. I'm hopefully heading to Conception at the end of January to play again but I'm wondering what my 3rd level feat should be. My character, Reon is listed below.

Reon, Human, Grande Lodge

F / PP = 10

Dual-Cursed Metal Oracle, Level 2

HP 19
AC 18 (Armor +5, Shield 2, Dex 1) - Touch 11 - Flatfooted 15
Init +1
Spd 30ft

STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 7 (-2)
WIS 10 (+0)
CHA 17 (+3)

Fort +2 (+2 Con)
Ref +2 ( Dex, reactive trait)
Will +3 (+3 base save)

BAB +1
CMB +4
CMD 15

-Skills-

Skill points per level: 3 = 4(oracle) -2(int) +1(human)

+8 Diplomacy
+4 Heal
+4 Profession
+4 Use Magic Device

-Spells-

0 - Detect Magic, Read Magic, Light, Create Water, Mage Hand, Ghost Sound, Mending
1 - Cure Light Wounds, Protection from Evil, Obscuring Mist, Ill Omen

-Curses-

Dual Cursed Archtype

A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels
The Oracle is denied the skills granted to her by her mystery.
These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on.
In addition, the cursed oracle may select the following revelations in place of a mystery revelation = Misfortune, Fortune.

Haunted (will level as i progress)

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

Legalistic (never improve, so what you read is what I have)

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

-Revelations-

Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.

Misfortune(Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

-Feats-
Level 1 - Extra Revelation - Armor Mastery
Human Bonus - Extra Revelation - Skill At Arms

-Traits-

Deft Dodger (Combat)
+1 dex

Lessons of Chaldira (Religious Trait)
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

-Armour / Weapons-

Scalemail
Heavy Wooden Shield

Morning Star +4, 1D8+3, x2, B/P
Battle Axe +4, 1D8+3, x3, S
Trident +4, 1D8+3, x2, P, 10ft range, Brace
(3) Short Spear +4, 1D6+3, x2, P, 20ft range
(3) Throwing Axe +4, 1D6+3, x2, S, 10ft range
(3) Light Hammer +4, 1D4+3, x2, B, 20ft range
(+3 str) Comp Longbow +2, 1D8+3, x3, 110ft range

If your wondering about the thrown weapons, after buying my equipment i didn't have enough for a decent ranged weapon (the bow came after my 1st or 2nd scenario) so i bought thrown weapons to compliment my Str bonus. My first round of combat usually involved throwing my trident and then drawing a more suitable weapon.

I love this guy. He was great at everything but chase scenes, which he failed so badly at (-3 or 5 on all str, dex based skills).

No matter what group i was in he could comfortable fit any role. I think his "big thing" though was Misfortune. It's usually a witch ability but because im a Dual-Cursed Oracle I get to mess around with it and its so powerful.
I would wait until all the enemies at made their attacks (to estimate their +'s to attack rolls) and then shout off at the GM when a die rolled to high and i knew there was a good chance an ally or I would get hit.
The fact it's every creature 1/day is brilliant!
I even used it on a few allies to re-roll Will/Fort saving throws.

I also threw out a couple Ill Omen spells (listed below) which gave the monster affected the option: Move or (potentially) Suck.

School enchantment (compulsion) [curse, mind-affecting]; Level witch 1
CASTING
Casting Time 1 standard action
Components V, S, M (hair from a black cat)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes
DESCRIPTION
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

After all this though im still wondering on which Feat to take at third level..

I know that my revelation at level 3 is going to be Dance of the Blades (spd+10 ft and extra yummies at level 7 and beyond) and I know what I want to do when I have the money too, find some masterwork mithril heavy armor (which becomes medium and through my Armor Mastery Revelation allows me to move at my full speed (40ft), ditch the shield and run around with a tasty selection of two handed weapon.

But its just the feat selection... Any help please?

Also as a side question.

Would it be worth picking up Quicken Spell at level 11 for Ill Omen?
It would cast as a level 5 spell but for a free action the opponent now has to role 3 D20s and take the worst result for 11 rounds.
Or each round as a move action they can negate 1 of the re-rolls, so it's still 2 D20's and taking the worst result + they're potentially unable to move out of an an awkward situation for 11 rounds.

Thanks for reading and for any advice you guys have! :)

Grand Lodge

Hey guys,

So i've just finished my first ever PFS event (CrispyCon) and have come back with a still living and breathing Oracle (now level 2). Yay!

When I created him I chose the Silver Crusade Faction, but at the first day of the event, before I sat down to play my first adventure, I changed my Faction to The Grand Lodge.

I understand that your allowed to make multiple changes to any level 1 character before he reaches level 2 as long as its noted on your chronicle sheet.
So I told my Gm and he said it was okay and we just noted it on my chronicle sheet at the end of the adventure (Faction Change - SC to GL).

Today I logged in here to check my account has been updated with the event, which it has but my Character is still said to be associated with the Silver Crusade (which should be Grand Lodge) and apparently only has 2 F/PP instead of 10 (5 adventures over the course of the weekend, all fully completed, none spent)

How do i get this changed or does it not matter as long as its on my personal chronicles sheets that are kept with my character and taken to events?

Thanks for the feedback,

Joe

Grand Lodge

Hey guys, I'm building a cleric for my friends up coming game. You alwways see the same types of cleric so i wanted to mix it up a little and make something different.

I've pretty much got him all sorted but im still 1 feat down and wondering how im going to deal damage.

25 point buy,

Human Cleric (N)

Channels negative energy BUT can convert any prepared spell into Healing spells

Domains - Death / Travel

10 Str
15 Dex
7 Con
12 Int
17 Wis
17 Cha

Feats = Selective Channeling / ?????

Trait (only 1) = Freed Slave (+1 on fort saves)

Equipment :
Chain Shirt / Buckler / Morning Star / Sickle / Dagger / Light Crossbow (10 bolts)

At 3rd level I'm taking the Versatile Channel Feat so i can use my Channel ability to heal (as a cleric 2 levels lower)

Originally the idea was to make a Channel Damage Cleric, which i can do 6 times per day at the moment. So at 5th level and above i take Extra Channeling / Improved Channeling feats etc

However, i know that if i channel in every encounter i'll be out of uses very quickly so i need away to deal damage besides channeling and spells.

I'm thinking Weapon Finesse.. (dex is +2) but there aren't many routes i can take with it...

Are their other options I'm not seeing?

Thanks guys