Armistril

Silvyr's page

2 posts. Organized Play character for Sintei.



Dark Archive

Hi there I am about to choose my sorceresses new archetype and wad wondering about one of her tattooed mystic powers.

"You may bury a card to add it's adventure deck number to your check"

I need clarification if this can be done after you reconcile the roll or if it needs to be done before the roll.

I personally feel it should be usable after the roll since it is like she is changing her fate and it fits with the kind of powers a mystic would have. But I now to the devs decision.

Dark Archive

Hey All Making a Grenadier Alchemist and would like you all to help critique it for me with any ideas you think will improve my gameplay. I am gonna really play up the whole Mad Scientist loves explosions in my RP so i am taking the Grenadier Archetype to assist me with that. here is my Breakdown:

Name Pending
Half-Elf (Grenadier) Alchemist

PFS Character so 20-Point buy

STR: 12
DEX: 16
CON: 10
INT: 17 (15+2)
WIS: 14
CHA: 7

Alternate Racial Traits:
Arcane Training (Replaces Multitalented)
Dual-Minded (Replaces Adaptability) *Might change this so i can get bombs as a skill focus first level but still working on it*

Feats:
Martial Weapon Proficiency (Longbow)
Point Blank Shot

Traits:
Armor Expert (-1 to armor check)
Warrior of Old (+2 to Initiative)

Weapons:
Longbow
20 Arrows

Armor:
Studded Leather +3 to AC Max Dex +5

Gear:
Alchemists Crafting Kit

Formula Book: (2 + INT Mod 3)
Bomber's Eye
Cure Light Wounds
Endure Elements
Shield
Targeted Bomb Admixture

I am kinda upset i can't get Precise shot till lvl 3 but Precise Bomb at lvl 2 for the Grenadier Archetype helps that a bit. I did not add the normal stuff you get from being an alchemist in the feats and stuff since most know them but any help with my lvl 1 build and my future feats/discoveries would be appreciated. This is my first steps towards a caster since i have mostly played weapon damage dealers (Rogue, Zen Archer, Barb) so any advice for my extracts would be appreciated, i mostly went healing and defense based for my lvl 1 stuff. Thanks for your assistance!

Dark Archive

Hey people,

I am new to caster classes and wish to make an arcanist since it mixes both a wizard and a sorcerer which were two classes i was thinking of making anyway but having trouble with making him since i have never made a mage class before (rogue, zen archer, barb) i was wondering if someone could assist me in making him as i want him to be. i am basically making him out to be a mad scientist kinda arcanist. Always in his books and experimenting with spells. I want him to be a huge blaster throwing out large spells like they are candy and not thinking about the consequences. to this end he has a few dump stats to give him an insanely high int modifier at lvl 1

STR: 7, DEX: 16, CON: 14, INT: 20, WIS: 7, CHA: 7

but other than that the traits, feats, and equipment are throwing me off since i am used to wearing armor and using weapons to deal damage. i got a light crossbow 20 bolts and a dagger atm and a spell component pouch. He is an Elf with the 2 points in INT and i have him in Dark Archive as his Faction. Any assistance with exploits and feats would be appreciated since i am having troubles understanding the spellbook and Caster Level and Spell Slot mechanics. I have read the core rule book and even have ultimate magic and ACG but the writing is Egyptian to me lol. I appreciate any help you can give me.

Thanks

Dark Archive

Played with my local PFS Group as a new Mesmerist. still tweaking him a bit but i basically wanted to play him as a buffer/debuffer skill monkey with a mouth on him. (Think Woody Harrelson from "Now you See Me" Movie) My Mesmerist is a Kitsune so my starter charisma was 18 and i have 5 knacks and 3 lvl 1 spells. i carried a Whip and crossbow with me and wore leather armor. throughout the scenario i was the main talker with my high diplomacy and bluff checks which is always fun but the real fun came in combat. unlike a previous thread i read as a lvl 1 i did not use my spells too often but i grabbed Hideous Laughter, Ray of Enfeeblement, and Blurring Movement as my Lvl 1 spells.

I was playing with 2 pregens and a Kineticist. the Pregens were Harsk =D and The barbarian. whenever i had the high initiative my first action was to hit the barb with false flanking trick and move into position with my whip. if any enemies were still up when it came back to my turn i was always there with my whip for tripping giving my barb flanking and position superiority in many fights. in the final fight when the barb was felled i continued with my tricks helping Harsk and the kinetist in their roles or tripping enimies that came too close. I will be taking this mesmerist into the Emerald spire tommorrow and should have more info. unlike the higher level mesmerist i relies on my whip and knacks and tricks than my spell list but that could be because of my limited number of spells. i did use Ray of Enfeeblement during the scenraio but mostly stayed with tricks and trying to position enemies for my team mates to do well.

Shadow Lodge

I was reading the Advanced Race Guide (ARG) about possible race/class combinations and saw that the Kitsune is said to make an excellent Bard. i was wondering if anyone has attempted this combination and if so could you tell me your experiences with it? thank you and i appreciate it ^^

Dark Archive

Hello all a new PFS player here. i recently played a God's Market Gambol Mod with my local PFS group and enjoyed the heck out of. i have been reading all the character creation PDF's bought my core handbook, and basically have begun trying to create a character but i am a little confused about a few things. For one i am stuck at the skills stage of my character creation. I am making an elf rogue models slightly after Merisiel and so have been looking to her pre-gen sheet for some tips while making a brand new lvl 1.

When i got to the skills section of the creation PDF it says:

Quote:

Step 4: Skills

The next step is determining what specific training your character has received. This is done in the standard fashion described in the Core Rulebook. Determine your starting skill points and spend them as you see fit.

but when i read the core handbook all it tells me is that the modifier for skills for a rogue is 8+int modifier. So basically my question is how many skills do i start out with and how do i determine my modifiers with each skill? the rogue pre-gen has some nice high numbers with lvl 1 skills and i want to know how to do it properly so i don;t Overpower him by accident. please help me ^^