Talstran

Sileven's page

282 posts. Alias of hustonj.




I am considering stepping up and running something, finally.

I would rather use the multiple Origins Award winning Shattered Empires ruleset from Paradigm Concepts, and their setting.

The big thing about the ruleset, to me, anyway, is that while you DO have a character class, the class ONLY defines what you EASILY learn. Spontaneous Divine Caster that wears heavy armor and swings a mean two-handed sword? You can get there. Won't start there, but you can get there.

No alignments. You have to deal with the judgements and attitudes of the people around you. Directly. Every god has an extremely diverse portfolio of followers. The Divine Harlot has both those who worship pleasures of the flesh and fleshcrafters as followers, for instance.

The setting crosses multiple real-world empires (decaying Rome, Mongolians, Eastern Europeans, gun-powder wielding Afrikans) and twists some of the tropes about Elves, Dwarves, Gnomes, and Giants, and includes lizradfolk PCs.

Anyway, as I said, just an interest check for now.


Howdy!

Short form: Is the Dueling enhancement from the Pathfinder Society Field Guide legal and available for PFS play?

Long form:

The Pathfinder Society Field Guide is listed as a legal resource, and nothing that I've seen specifically excludes the Dueling enhancement from that legality.

The Ultimate Equipment includes a completely different take on an enhancement called Dueling. Different benefits and different cost.

Traditionally, large shared campaigns have mandated that when you have a name duplicated like that, you must use the newest legal published version of the ability. I previously had a Venture Captain remind me of that when he said that he thought that meant I could no longer take the PSFG version of the enhancement.

Looking through the Year of the Demon Organized Play Guide on Page 27, under Playtests and Errata, I found the following statement:

Quote:
If a feat or trait changes or is removed from the Additional Resources list: You have two options. First, you may either switch the old feat for an updated feat of the same name in another legal source (if available), ignoring any prerequisites of the new feat you do not meet. Alternatively, you may replace the feat entirely with another feat for which you meet all the prerequisites.

While that doesn't seem directly applicable, it does seem to indicate that PFS considers that multiple things of the same type with the same name can be legal at the same time.

Thus, I return to an old question: Is the Dueling enhancement from the Pathfinder Society Field Guide legal and available for PFS play?


Simple question that dances across the difference between Rules as Intended and Rules as Written.

Two-Weapon Rend provides you with a bonus D10+1.5 Str adjustment damage once per round when you manage to hit a single opponent with both weapons in your two-weapon set.

The Agile weapon enhancement allows you to use your Dexterity adjustment instead of your Strength adjustment for damage dealt with the enhanced weapon.

So, if both of your weapons are enhanced with Agile, do you get to use 1.5 Dex adjustment instead of Str?

Full Name

Gareth Felbranche

Classes/Levels

HP: 42 || AC:|| CMD: || Fort:+ Refl:+ Will:+ || Init:+ || Perception:+, darkvision

Gender

M

Size

M (6'2", 218 lb)

Age

17

About Gareth Felbranche

Gareth Felbranche
Male Tiefling Rogue (unc) 1 / Witch 3
CG Medium Humanoid
Init +; Senses Perception + , darkvision

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Defense
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AC (+6 dex, +2 nat armor)
hp 42 ([8]+[6,6,6]+16)
Fort +5 (1), Ref +9 (3), Will +7 (3)

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Offense
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Speed 30 ft
Melee
Melee
Melee
Ranged
Special Attacks

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Statistics
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Str 17 (13,0,4,0,0)
Dex 22 (16,2,4,0,0)
Con 18 (15,-2,4,1,0)
Int 24 (16,2,4,0,2)
Wis 19 (15,0,4,0,0)
Cha 18 (14,0,4,0,0)
Base Atk +3 CMB +9 CMD +12
Feats Precise Shot, Craft Wondrous Items
Traits Magical Knack,
Skills climb +5 diplomacy +5 disable +7 intimidate +3 know (local) +5 perception +7 sense +6 stealth +7 survival +7 swim +5
Skill Ranks diplomacy 1, disable 1, know (local) 1, perception 1, sense 1, stealth 1, survival 1
SQ
FCB

Weapons & Armor
+1 mighty (+3) composite shortbow -2600
Other Gear
head and of intellect +2 -4000

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Abilities
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TRAITS
Magical Knack

FEATS
Precise Shot (1st)
Craft Wondrous Items (3rd)

RACE ABILITIES
Darkvision Tieflings can see in the dark up to 60 feet.

CLASS ABILITIES/QUALITIES

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Profile
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Appearance Tall, well muscled, and lean, with long, flowing dark hair, were it not for his overly angular features, enlarged canines and pallid flesh, Gareth would be a specimen of a man. That, and the strange tattoos that adorn much of his body. Despite his detracting aspects, he still could easily be considered darkly handsome. As such, it would shock many to know the true heritage of his blood. Almost six and a half feet tall, Gareth's presence is powerful and intimidating, yet he is able to slip away quietly and unnoticed when necessary.

Personality Gareth is a darkly charming and brooding young man driven by a fiery sense of vengeance, with a calculating patience to reach its end. For a brief time in his adolescence he took to drinking and narcotics, yet now largely abstains from heavy indulgences... it only gets in the way of his greater goals. He has loyalty to those few who stand beside him, and craves such connections that he has lacked most of his life. More than anything, he seeks to avenge those who have been wrongly harmed, especially by the undying.

Background His first memory is of the pain, the horrific agony wracking his body inside and out. 7 years hence, he is haunted by it in both his dreams and his days. His flesh bears the scars of the arcane runes carved into his body, and the necromantic magics have forever stole the color of life from his visage. But more than the pain, he remembers the voice, the monstrous whisper from the realm beyond seeking to consume his soul and take his form. And no face, but a skull beset with yellow glowing eyes atop a mountain of bones.

His second memory were of the faces of the men and women who bore him forth from his eternity of suffering. The Blades of Wrath, an adventuring company, have been battling a death cult for some months through the (Insert Region). Having finally found their sanctum, the band of warriors laid siege even as the cultists try to execute an unholy ritual. Atop a sacrificial altar at the center of the chamber laid the body of a boy, horrifically scarred and marked to be the host of their undead Lord.

The company fought valiantly and managed to disrupt the ceremony. Reaching the altar one of their captains, Alatos, found the body already pallid and cool to the touch. About to turn away, he saw the chest rise slowly. Calling to their priest, Bregard, that the child still lived, the holy man surged forward and managed to stabilize him. The boy I woke with a terrifying roar, then collapsed back into unconsciousness.

Over the next week the company tended to the boy's wounds, both physical and mental. He had no recollection of his past or origin, not even his name. The use of divination magic shed no light on the situation. So it was determined that though the child pose no obvious threat, it was best to keep him close and keep an eye on them. So the boy, who was given the name of Gareth after a fallen comrade, came to serve the Blades of Wrath as a page.

Mending clothes, cooking meals, hauling supplies and learning of their faith, Gareth was kept busy but always treated genuinely by the warrior Brothers. He grew fast and within three years, the brothers decided to take him on as a squire. Gareth exhibited a strength, stamina, and agility that few grown men could match, yet also had a keen mind to support it. He took well to training with the blade and armor, and his primal nature lent him easily the skills of a hunter and tracker.

For a time Gareth became quite rebellious and troublesome, plagued by the insecurities bestowed by a lack of past. The Blades were wise, however, and directed his frustrations into his faith in Ragathiel, the Lord of Vengeance. So Gareth learned the hunt their foe, the walking dead, and those who would use them as a tool. With his term as a squire complete, Gareth now finds himself with the new challenge: to go forth and prove himself worthy to be a brother among the Blades of Wrath.

Accursed Tattoos
1st level: Mage Hand
2nd level: Ill Omen 1/day spell like ability
3rd level: gain +2 to save against 'curse' or 'ability damage' spells & effects. (proposed alternative to resistance 5)
5th level: gain the Extra Hex feat
7th level: Can retarget someone who has passed their save against a Hex 1/day (proposed alternative to Smite)

not replaced yet:

9th level: Spirit touch, elemental strike, etc.
11th level: Aura 10 feet
13th level: gain channel energy @ 1/2 your character level as a cleric or increase an existing ability by 1d6 and 2 more times per day.
15th level and on will be a work in progress.