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Liberty's Edge

Hi there! I am having some trouble buying some PDFs. I tried ordering them last night and I put in the credit card security code and then I got the circle for loading and then… nothing. So I tried hitting continue again and again and again and it never changed the page. I then went back to the ordering screen and it said that my transaction was denied. So I tried it again with my credit card, then with my debit card on file, and still nothing. Could someone help me with this issue?

And also I would like to cancel my Starfinder Society subscription if possible.

Thank you!

Liberty's Edge

Here is the text for the feat:

Your deceptions confound even the most powerful mortal divinations. Detection, revelation, and scrying effects pass right over you, your possessions, and your auras, detecting nothing unless the detecting effect has a counteract level of 10 or higher. For example, detect magic would still detect other magic in the area but not any magic on you, true seeing wouldn't reveal you, locate or scrying wouldn't find you, and so on.

My question is that if I have an item that gives me 4th level Invisibility and the caster has 6th level True Seeing and I walk up to them, not sneaking, can they still see with with the True Seeing? I know they could seek for me but what about just seeing me.

What about level 20 and higher monsters with True Seeing? Does their True Seeing always heighten to 10th level making the feat useless?

Side Question:
If I was just sneaking could True Seeing see me regardless of the feat? Or does it only apply to illusions and transmutation spells?

Thank you for any help!

Scarab Sages

We are closing in on the end of book 1. My human vigilante (Enforcer archetype) died and because I did not have a back up character on me and that I didn't want to make a new character at the time, the GM said the Arch-Baron rezed me but now I owe him the gold cost for the rez, and interest will accumulate until I pay it off. Once we are done with this book, I as a player will have a choice.

My GM says I can either continue with my vigilante, or I can make a new character. I have a character concept in mind, but I want to choose a character that will have the most relevancy to the story. I was going to make my vigilante an Order of the Gate Hellknight, or I was going to make a halfling inquisitor of Norgober with the vengeance inquisition. He has only read books one and two, and doesn't know exactly how much impact being a hellknight or a halfling will be. So I wanted to see what you guys think!

We only have three players including myself, so we are leveling a little bit faster. The other two characters are

A drow lore oracle with an archetype that lets him choose some wizard spells
A human bloodrager - I do not know the bloodline - Sidenote, I want to kill this character. Not because I hate the player, but the character is a jerk and steals from me. And I fully endorse this. This is an evil campaign afterall. But stealing does have consequences.

My vigilante enforcer was a whip build and I was going to do Order of the Gate Hellknight who summons devils using the Hellknight abilities. The bloodrager is chaotic so I would try and smite her eventually.

The new character I would make would be a Halfling Inquisitor of Norgober, with two levels in Unchained Rogue to get Trapsense and Evasion. He would use a short sword and longbow. I don't know if I would focus more on the short sword or longbow yet. I would use the vengeance ability for "accidents" to happen as much as possible but not in a way to disrupt the campaign. I would also be open to the duergar race for this character.

Any help would be appreciated! Thank you!

Scarab Sages 2/5 5/5

When I make a character for Pathfinder or Starfinder society, I normally play that character through all of the scenarios for one whole season. So I have a Pathfinder season 1 character, a season 2 character, etc etc. But I have noticed with the change in how many levels one can play certain scenarios (1-4 tier instead of 1-5 tier) my Starfinder Season 1 character is almost too high of a level to play the rest of the season 1s.

Is their any word on then slow progression will be allowed? I don't see any info on the Starfinder Society Guide and all chronicle sheets I see only have normal progression on them.

Liberty's Edge

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Hello! I am making a Crimson Chymist / Vivisectionist for an AP and I was wondering if I can get some general build advice. Right now we are level two and my character looks like this

Class: Alchemist (Crimson Chymist / Vivisectionist)
Links:

http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alc hemist-archetypes/crimson-chymist-alchemist-archetype/

http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alc hemist-archetypes/vivisectionist/

Race: Changling

Ability Scores (20 Point Buy):
STR: 14
DEX: 15
CON: 12
INT: 16
WIS: 12
CHA: 9

Alchemist Discovery:
Feral Mutagen

Feats:
Brew Potion
Mother's Gift (Claws)
Throw Anything

Traits:
Bruising Intellect
Pragmatic Activator

My end goal is to pick up the extra natural attacks the Crimson Chymist can get at level 6 and make 5 natural attacks a round, potentially all with sneak attack damage. I am also looking to go weapon finesse and get an Agile Amulet of Mighty Fists so my dex mutagen can be much more useful. I was thinking of Piranha Strike but I would much rather hit than get that extra damage because the sneak attack die will do better than the bonus damage.

Here is what I am thinking for future levels

Level 3 - Extra Discovery: Extend Potion
Level 4 - Blood Sight
Level 5 - Weapon Finesse
Level 6 - Arms of Achaekek
Level 7 - ?

I was wondering what you guys think of the character at the moment and how I could improve. Right now she mostly uses her claws for damage.

Scarab Sages

I am looking to make an optimized Star Shaman Mystic, as the post title implies. My definiation of optimized is that I utilize the Star Shaman's connections and connection skills to their max, along with the spells. So going off of that, I am thinking I need to be a wisdom/dex character. I am already set on taking the Ace Pilot theme unless anyone has an arguement for something else. I can't figure out what race would be the best though.

Liberty's Edge

I was wondering can a Druid wild form into a huge beast under the polymorph effect, then change into a whirlwind as a Storm Kindler? I can't find any info saying if they can or can't. I see that most people assume that since it doesn't say they can't do it, then it is legal. If so, that means the Druid is the ultimate storm Kindler. If they can't, then I'll need to see if a warpriest or a Empryal Sorcerer with VMC in Monk is better. Thanks in advance for the help.

Liberty's Edge

I made a thread about a year ago about choosing Sacred Fist for Storm Kindler so that I can get the increase in attack die for the Storm Kindler's whirlwind. But I have been doing some more research and some people are saying that the regular Warpriest can be better for unarmed attacks. Can anyone give some input into this?

One option I have seen is to multiclass into Unchained Monk, but I don't know if I want to multiclass more than I have too.

Another reason I don't think it would be good to go regular warpriest is that since I have to worship Gozreh I won't get Improved Unarmed Attacks for free. So I have to spend a feat for it. And I would like to be an Undine so I don't have an extra feat. But I am willing to switch to Human if people think it will be a more optimized Storm Kindler. I just thought the Undine's bonuses to swim would be beneficial to a Storm Kindler.

Also thoughts on feats besides the mandatory Storm-Lashed? The only one I can think of using right now is power attack but I've read some people suggest pummeling style or Dragon style.

Also a side note - Is there anyway to get the same effects of Enlarge Person on an outsider? I am just wondering so that once I do get whirlwind if it is possible that I can increase my size and get increased Strength. Or should I avoid that? Or should I just use the mostly human racial trait for the Undine?

Liberty's Edge

I am looking to make an Inquisitor or a Cleric of the Rune domain, but I can't think of any way of making their special ability useful. Their special domain ability is basically placing a rune trap in a square. What is a good character concept that I could make out of the rune domain but still be useful?

Originally, I was thinking a spy inquisitor who uses bluff and disguise to lure people to his traps and attack once they blow up, but it requires so much skill points and makes the character MAD with ability scores.

Thanks for any help in advance.

Liberty's Edge

I am looking to make the slowest character possible to play PFS and take his experience slow. I was wondering if anyone has any ideas to decrease my land speed to the lowest possible. Right now I am thinking a gnome oracle with the lame curse wearing heavy armor. He would also get a mount so I am not a burden to the group. Does anyone have any better ideas?

Liberty's Edge

I am looking to make a demonslayer that specializes in killing demons, as the name implies. I am using the Ranger Tanglebriar Demonslayer archetype at the moment. I am having a hard time making him a good demonslayer though. I am thinking ranged ranger because being near demons can be deadly, but their AC is so high I was thinking of using a gun so it can pierce it. But I don't know how to properly make a ranger/gunslinger class.

Secondly, I have never met a demon in PFS yet but I have been told I will at higher levels of play. Can anyone give me some advice on other things I could do to make my character an even better demonslayer? I am already thinking of getting a shining wayfinder so I can detect evil on everyone.

Liberty's Edge

I am looking to make a Storm Kindler for the new season and I would like some help building him. I am thinking a Sacred Fist Warpriest for the class because it will allow me to limit multiclassing and will help with the unarmed damage for the whirlwind I will eventually get.

I am thinking Undine for the flavor but if anyone can think of a better race for optimization purposes I'm all in. The only problem with Undine is the negative to strength. I was thinking an agile amulet of magical fists but it will be super expensive.

Also I have a question about the skill Fly. It says I can't take ranks in the skill until I have a way to fly. So does that mean I will have to buy something to allow me to fly before I can put 3 ranks into it for the prestige class?

Any help will be appreciated. Thanks!

Liberty's Edge 2/5 5/5

I am coming down from Columbus to Austin for a few days after New Years and I am having a hard time finding a game. I have a friend who is interested but it looks like all of the sites for Austin are graveyards regarding PFS. Maybe I am horribly wrong? If someone could help me I would appreciate it.

Liberty's Edge

I am trying to build a character for PFS that utilizes Liberty's Blade's special traits against devils. Basically I want him to be optimized to kill Devils if one shows up. I know they probably won't appear that often in PFS but I like the flavor. Would a gunslinger be good? Get the musket to get touch attacks against Devils or maybe a pistol? I am thinking he makes it his sacred weapon to get all the boosts that come with that and if he sees a devil he can bypass all of their natural AC and just go for touch. Any advice?

Liberty's Edge 2/5 5/5

This is going to be my first online GMing session so if anyone wants to join in on the fun go ahead! Just post your name and what pre-gen you want to play as. I want to get this game started as soon as possible so be ready to play! I will post the links once we have at least 4 people.

Liberty's Edge 2/5 5/5

So I like to make my characters revolve around the theme of the season's year. Like I have a demon hunter for year 5 and a serpentine sorcerer prepared for season 7. However, I have no idea what to do for seasons 3 and 4. For 4 I am thinking a forgemaster since he uses runes but other than that I am stuck. Anyone have any ideas for a character who's theme could revolve around those seasons? I have almost all of the main books and I don't mind buying one of the smaller books.

Full Name

Booker Broadshaw

Race

SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1

Classes/Levels

| Speed 50ft

Gender

N Human Pilot Soldier 18

Location

Absalom Station

Languages

Common, Signed Common, Tactile Common, Akitonian, Elven, Sarcesian

Occupation

Pilot

Strength 18
Dexterity 26
Constitution 18
Intelligence 18
Wisdom 12
Charisma 10

About Booker Broadshaw

Character Sheet

Booker Broadshaw
Ace Pilot Soldier 18
N Medium humanoid (human)
Init +12 (automatically wins ties, reroll 1/day); Senses Low-Light Vision, Darkvision (60 feet), Perc +22, SM +1
--------------------
Defense
--------------------
EAC 37, KAC 38
SP 216 HP 130 RP 17
Fort +15, Ref +14, Will +19 Special +2 vs poison, +2 vs disease, +2 vs spells/SLAs, spend 1 RP to reroll Will save
DR 18/-- SR 24 Resistances fire 5, cold 5, acid 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee Incandescent Hardlight Hand Wrap +23 (11d8+22 B, bright, force, battery 40/40), or
LFD pulse gauntlet +23 (2d6+22 B+S, knockdown, battery 20/20), or
vorpal apocalypse devastation blade +23 (12d8+22 S, analog, vorpal), or
tactical baton +23 (d4+22 B, analog)
Ranged heavy machine gun (in harness) +27-2+2 (7d10+23+9 P, analog, automatic) or,
heavy stellar cannon +27-2 (4d12+23+9 P, blast) or,
combat rifle +27-2 (3d8+23+9 P, analog) or,
tracking paragon shirren-eye rifle +27-2 (6d10+23+9 P, sniper 1000), or
light reaction cannon +27-2 (1d10+23+9 P, penetrating), or
tactical autobeam rifle +28-2 (5d4+18+9 F, automatic), or
aphelion artillery laser +28-2 (3d8+18+9 F, critical burn d6),
dual acid dart rifle +27-2 (2d8+18+9 P+A, corrode 2d4), or
elite semi-auto pistol +27-2 (3d6+14+9 P, analog)
Space 5 ft.; Reach 5 ft.
Special Attacks Sniper's Aim, Focus Fire, Shot on the Run, Parting Shot, Intense Focus, Soldier's Onslaught, Penetrating Attack, Focused Damage, Cheap Shot, Prepared Shot, Deadly Reflexes, grenade +26 (1d6 P/E/F, Explode 15 ft)
--------------------
Statistics
--------------------
Str 18, Dex 26, Con 18, Int 18, Wis 12, Cha 10
Skills Acrobatics +29 [18], Athletics +16 [9], Computers +6 [2], Culture +6 (+4 to decipher text) [2], Engineering +25 (+4 to repair starship hull damage) [18], Intimidate +21 [18], Life Science +5 [1], Medicine +25 (roll twice on first aid/treat deadly wounds) [18], Perception +22 (+4 to search) [18], Physical Science +5 [1], Piloting +33 (+4 navigating, +6 astrogating) [18], Sleight of Hand +11 [3], Stealth +29 (+2 in biome, +4 when sniping) [18], Survival +22 (+4 orienteering) [18]
Feats Weapon Focus (longarms), Skill Focus (Piloting), Versatile Focus, Versatile Specialization, Mobility, Shot on the Run, Sky Jockey, Deadly Aim, Enhanced Resistance (kinetic), Parting Shot, Improved Initiative, Fleet, Spellbane, Penetrating Attack, Iron Will, Defensive Roll, Ambuscade, Constant Alert, Toughness, Improved Iron Will
Languages Common, Signed Common, Tactile Common, Akitonian, Elven, Sarcesian
Other Abilities Primary Fighting Style: Sharpshoot, Secondary Fighting Style: Ambusher, Sniper's Aim, Shot on the Run, Parting Shot, Intense Focus, Vigilance, Focused Damage, Cheap Shot, Defensive Roll, Steady Sniper, Ambuscade
Gear [WEAPONS] heavy machine gun (100 rounds, revealing scope, vorpal fusion seal, null-space gunner harness), elite semi-auto pistol (10 rounds), LFD pulse gauntlet (battery 20/20 charges), grenades (flash II x3, frag I x9, shock I, shock III x2, screamer II x2), ultrathin longsword, survival knife, [ARMOR] D-Suit V (haste circuit, filtered rebreather, thermal capacitor mk1, lightwrap inlay, magic resistor mk2), [GEAR] autocartographer, astrogater's kit, binders (x2), broad-spectrum scanning kit, cable line (titanium, 50 ft), camouflage membrane, darksight goggles, datapad (tier 1), detonator (5), efficient bandolier, engineer's tools (2), entanglement badge (paired to Dunklezahn), everyday clothing, fire extinguisher, hygiene kit, light-scattering sniper's blind, linguist's kit, medpatches (2), navigator's tools, nullspace chamber mk 4, personal comm unit, R2E (x2), Starfinder backpack, starship repair kit, Starstone compass, teleportation puck, universal solvent (basic), white knuckle gloves, [CREDITS] credstick (178.1 credits)
Null-space Chamber mk4 heavy stellar cannon (32 shells), aphelion artillery laser (battery 40/40 charges), autobeam rifle (battery 40/40 charges), azimuth laser pistol (battery 20/20 charges), tracking paragon shirren-eye rifle (6 rounds, manual sight), advanced shirren-eye rifle, combat rifle (silencer/flash-suppressor, 12 rounds), dual acid dart rifle (24 darts, spare: 64 darts), light reaction cannon, azimuth laser rifle (battery, 20/20 charges), ultrathin longsword [AMMO] heavy rounds (856 regular, 1000 adamantine, 200 cold iron, 100 explosive, 100 silver), spare batteries (40/40, 40/40, 40/40, 80/80, 100/100, 100/100, 100/100), longarm rounds (252 regular, 200 adamantine, 114 cold iron, 100 explosive, 100 silver, 25 phasing II, 25 phasing I), scattergun shells (100 regular, 100 explosive), smallarm rounds (100 regular, 100 explosive), darts (100 regular, 100 explosive), arrows (100 regular, 100 explosive)
Group Storage Booker's motorcycle, 1930 UPB, 6 high capacity batteries (40/40 each), 36 batteries (20/20 each), 2 system-wide comm units, 25 scattergun shells, 8 dart cartridges, 24 small-arm rounds Consumables green nanite hypopen (2), white nanite hypopen (4), mk3 healing serum (2), haste spell ampoule, lesser restoration spell ampoule (x2)
Worn magic items (max 2): Darksight Goggles, Entanglement Badge
--------------------
Special Abilities
--------------------
Sniper's Aim When making a ranged attack against a target with cover, the bonus to AC granted from cover is reduced by 2.
Bullet Barrage Booker gains a +4 insight bonus on damage rolls made with weapons in the projectile category.
Shot on the Run Booker can, as a full-round action, move up to his speed and fire a weapon at any point during the movement.
Focus Fire Booker focuses on his target. He can make two attacks at a -3 penalty against a single target, rather than the normal -4.
Sky Jockey Booker can squeeze speed out of a machine. When piloting a vehicle, the vehicle gains 10 feet to its fly speed. When piloting a ship, the ship gains 1 to its speed.
Deadly Aim Booker can fire deadly shots. He takes a -2 penalty to attacks and gains a bonus on damage equal to half his base attack bonus.
Enhanced Resistance Booker can soak up hits. He gains DR equal to his base attack bonus.
Laser Focus Booker gains a +1 insight bonus on attack rolls made with weapons in the laser category.
Parting Shot Booker is able to make a single parting shot while using the withdraw action. After using this ability, he cannot use it again until after the next time he rests to recover Stamina Points.
Intense Focus Booker can expend some resolve to reduce a target's cover or concealment from him by one step for one round (except for total cover).
Vigilance Booker gains Improved Initiative as a bonus feat and gains a +1 insight bonus to weapon attack rolls on the first round of combat against opponents that have not acted.
Fleet Booker moves quick. He gains a +10ft bonus to base speed.
Spellbane Booker has learned to resist magic. He gains a +2 bonus on saves versus spells and spell-like abilities.
Soldier's Onslaught Booker fires quick. He may make three ranged attacks at a -6 penalty as a full-action. Focus Fire reduces the penalty to -5.
Heavy Onslaught Booker knows how to make a shot count. Whenever using Heavy weapons, he reduces the target's damage reduction by 10.
Penetrating Attack Booker knows how to make any weapon count. Damage and energy resistance against his attacks is reduced by 5, to a minimum of 0.
Focused Damage By concentrating on a single target, Booker makes every shot count. Targets of his Focus Fire ability take an additional 2d6 damage on each hit.
Cheap Shot When striking an enemy from improved or total cover, or when hidden from a target, Booker can use a full-round action to make a single ranged attack that deals extra damage equal to half his Dexterity modifier.
Defensive Roll Booker can make a defensive roll to avoid an attack, or to dodge a Reflex save, as a reaction. Booker rolls an Acrobatics check versus the attack roll or Reflex DC, and avoids the effect if successful. Booker is staggered in the following round.
Steady Sniper Booker is a quick sniper. He can aim a weapon with the sniper weapon special property as a move action and make two attacks with that weapon as a standard action; he take a –5 penalty to each of these attacks and must attempt both attacks against the same target.
Ambuscade Booker is a quick shot and makes it count. If his foe has not yet acted in the first round of combat, get gains a bonus to attack and damage equal to half his BAB.
Prepared Shot Booker takes the time he needs to line up an opening volley. By taking a standard action to line up a shot on target, he gains a +2 bonus to the first attack against that target on the next turn. If the attack hits, the target is staggered for 1 round; on a critical hit, it is instead stunned for 1 round.
Deadly Reflexes Booker is quick to vengeance. If attacked before acting in combat, Booker may spend 1 Resolve Point as a reaction to make an immediate attack with a ranged weapon against that target (resolves after the target's attack).
Constant Alert Booker is difficult to surprise. He automatically wins Initiative ties, and can reroll Initiative once per day.
Toughness Booker is one tough bugger. He gains a bonus to Stamina Points equal to his level.
Improved Iron Will Booker is one stubborn bastard. He can spend a Resolve Point to re-roll a Will save.

Augmentations:

Personal: Synaptic Accelerators mk3 (+6 Dex)
Personal: Ability Crystal mk1 (+2 Con)
Legs: Speed Suspension, Minimal (+10 base speed)
Feet: Force Soles, mk2 (airwalk, all environments & zero gravity)

Progression:

1st: Weapon Focus (longarms), Skill Focus
2nd: Versatile Focus
3rd: Weapon Specialization (all), Mobility
4th: Shot on the Run
5th: Sky Jockey
6th: Deadly Aim
7th: Enhanced Resistance
8th: Parting Shot
9th: Skill Synergy
10th: Fleet
11th: Spellbane
12th: Penetrating Attack
13th: Iron Will
14th: Defensive Roll
15th: Ambuscade
16th: Constant Alert
17th: Toughness
18th: Improved Iron Will
19th: Indirect Retreat Advance
20th: Street Racer

Future Purchases: increase Speed Suspension (6900), dispelling hand (14300), scope (various, 1350 to 37500)

Commerce:

999, starting items
16, week's stay at Moons of Sleep
125, adamantine long arm rounds
84, cold iron long arm rounds
81, cold iron long arm rounds
5, binders
5, binders
200, infrared sensors SOLD
250, light reaction cannon
90, heavy rounds
90, heavy rounds
140, heavy adamantine rounds
99, heavy cold iron rounds
96, heavy silver rounds
6500, synaptic accelerators personal upgrade (+4 Dex)
90, heavy rounds
90, heavy rounds
3050, nullspace chamber mk 1
315, frag grenades I (x9)
1400, Mk1 Ability Crystal (Con)
800, loan to Dunklezahn
---
-800, loan returned
900, heavy rounds (200)
150, explosive long-arm rounds (25)
820, phasing I long-arm rounds (25)
1900, motorcycle
100, camouflage membrane
200, astrogater's kit
200, broad-spectrum scanning kit
200, light-scattering sniper's blind
200, linguist's kit
200, starship repair kit
2100, darksight goggles
750, Starfinder backpack
500, universal solvent (basic)
150, thermal regulator
425, serum of healing mk2
1500, teleportation puck
8400, white knuckle gloves
1900, speed suspension (minimal)
10700, force soles mk2
13500, autocartographer
5000, lightwrap inlay
1000, weapon sight (manual)
3050, silencer/flash suppressor
-9000, loan from Dunklezahn
68500, upgrade to mk3 synaptic accelerator
900, heavy rounds x10 (200 total)
220,300 heavy machine gun