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**** Pathfinder Society GM. 252 posts. 1 review. No lists. No wishlists. 24 Organized Play characters.




My group is trying War for the Crown adventure path on Roll20, and we're using 4d6-drop-lowest OR 15-point buy. I took the initial roll (17, 14, 12, 12, 11, 11) since it's equivalent to a 24 point buy and makes an excellent SAD chassis. I have made a disguised half-elf Arcanist with useful social skills. He's got the Human-raised alternate racial trait. What would you suggest to improve him? He's only got 70gp to start, so first equipment is pending a little more input from the GM.

Stavar Corbett
Male half-elf (human-raised) arcanist 1 (Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +1
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Defense
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AC 10, touch 10, flat-footed 10
hp 8 (1d6+2)
Fort +1, Ref +0, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Special Attacks arcane reservoir (1/4), arcanist exploit (dimensional slide[ACG]), consume spells
Arcanist Spells Prepared (CL 1st; concentration +5)
1st (3/day)—hypnotism (DC 15), mount
0 (at will)—acid splash, light, prestidigitation, read magic
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Statistics
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Str 11, Dex 11, Con 12, Int 19, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Pass For Human[APG]
Traits disgraced noble, student of philosophy
Skills Bluff +8 (+10 to conceal your identity, +10 to lie (as a result of using Int instead of Cha)), Diplomacy +2 (+4 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise +4 (+14 to disguise yourself as human (and ignore the penalty for different race while doing so)), Knowledge (arcana) +8, Knowledge (nobility) +8, Linguistics +8 (+10 to spot or produce forgeries), Sense Motive +2, Spellcraft +8; Racial Modifiers +1 Bluff, +1 Sense Motive
Languages Azlanti, Celestial, Common, Elven, Hallit, Kelish, Vudrani
SQ elf blood
Other Gear arcanist starting spellbook, 70 gp
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Special Abilities
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Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pass for Human +10 to Disguise yourself as a human. Can take 10 on this check in human areas.

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I've recently started playing RotR with my home group. We're only three sessions in, just leveled up. Now I have an invitation to join another group for the RotR Adventure Card Game. How closely do the games correspond in terms of plot and background? Am I right in thinking that the risk is having the ACG get ahead of the RPG? I've only ever played one or two Pathfinder ACG sessions at all, but it seems unlikely that knowing the plot from the RPG would affect the card game much at all.

Anyone done both who can advise?


Here's the rest of the party. My apologies for not having full builds available. We are currently at 4th level.


    *URogue, human: Max dex, TWF with short swords.
    *Wizard (Universalist),Custom race.
    *Inquisitor/Investigator, human: Really good skill and knowledge checks.
    *Fighter1/Cleric3, human: Better at Charisma-based checks than the rest of us.
    *Inquisitor, human: Archery build

What would you bring to the party as #6? We are pretty well covered for healing and self-buffs. Bless is the only party buff that's come out so far. We seem to be doing fine on skills, and I think all of us have shown reasonable combat effectiveness. The only classes the GM has disallowed are Gunslinger and Alchemist. Not sure he'll allow a Summoner, come to think of it.

2/5

The Grand Lodge is pretty well depicted in the Year of the Shadow Lodge and Siege of Serpents specials. Are there any other scenarios that contain images or reasonably detailed descriptions of PFS lodges?


The first PFS characters my daughter and I made, a bard and cleric respectively, just hit level 7. I'm looking for ways they can work together effectively. Both start out as core builds, and neither is anywhere near optimized.

Bard: Perform Song and Dance, high Dex and Cha, one level of Oracle (Warsighted) and has an Elven Curved Blade.

Cleric: Liberation and Travel Domains. Wis 20, Cha 10. For combat mostly uses a long spear.

We're just barely combat characters at all - ACs around 20, static bonuses in the 2-5 range, so the focus has been primarily party buffs, plus out-of-combat healing. Both have +2 headbands and will probably upgrade to +4 soon.

Aside from the obvious (Inspire Courage + Bless/Prayer/Blessing of Fervor), how can we tag-team to buff the party, debuff enemies, and generally make ourselves more effective? Recommendations based on spells, class abilities, feats - all welcome. Any PFS-legal source is OK.


Playing a home campaign and we should be about to level up. It's a low-gold, found-magic campaign, so any advice built around buying magic items is not likely to be useful in the near future. We may not be 100% limited to the Core rulebook, but anything else is going to have to get the GM to agree.

Fellow party members: Cleric (melee/buff), Druid and wolf AC, Fighter (sword & board), Ranger (archer), Barbarian, Wizard. I'm pretty much the Face character, and will probably keep pumping the appropriate skills regardless of how I level up. Plus I'll probably take the 4th level ability bump in CHA, since that gives an immediate boost to skills, performance, spell DCs, etc.

While I have gotten some good use out of the Rogue skills, picking up a level of Bard was a *huge* boost in the degree I could contribute to different situations.

So which way do I go here? I'm leaning toward Bard but am open to arguments either way.

Pro for Rogue: +2 Skill points, Sneak attack 2d6, trap sense +1, +1 Fort and Will saves
Pro for Bard: +2 rounds performance, +1 spell/day, +1 Reflex and Will saves, well-versed, versatile performance

Name: Rizzo
Race: Halfling
Classes: Rogue2 Bard1
HP: 21
Alignment: Neutral
Speed: Walk 20 ft.
Languages: Common, Elven, Gnome, Goblin, Halfling
STR 8, DEX 18, CON 12, INT 14, WIS 10, CHA 15
Feats: Dodge, Weapon Finesse
AC: 18 / 16T / 14FF
Initiative: +4
BAB: +1
Melee tohit: +1
Ranged tohit: +6
Fortitude: +2
Reflex: +11
Will: +3