Sironu

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Organized Play Member. 19 posts (2,524 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 7 aliases.




Hello

We have recently lost two of our players for a Curse of the Crimson Throne game and are looking for two new players to continue.

We are currently on book 2 of the AP.

If you are interested you can follow the link Here to see if our play style suites you. We lean a little more to role playing and sometimes touch lightly on mature themes.

Character Build Rules

1) Characters should be level 6. Core races only (no exceptions). Any class indicated in Paizo-published material is acceptable.

2) 20 pt buy. No obvious min-maxing please. Should not be above 18 after racial bonuses, nor under 8 (without a good reason). Please consider how you will role-play your character when making stats. An 8 CHA will need to be played that way.

3) HP should be full HD at first level and then will be PFS-style (1/2 HD +1) for subsequent levels.

4) Characters should be considered heroes, and as such, will not be of evil alignment. Others are acceptable, but be prepared to role-play the alignment you choose.

5) As stated above any Paizo-published items will be considered. No 3PP will be allowed.

6) Starting wealth will be 16,000 gp.

Tips for Successful Submissions

1) Characters traits, feats, alignment, gear, stats etc should be part of a cohesive whole that fits the character. Submissions should have a backstory and history that ties the whole build together.

2) Be Role-Play friendly. A silent thuggish type, or a schizophrenic paranoid may be fun to build, but the opportunities to interact with others are limited. I am looking for a team that works well together and can communicate.

3) Party balance is important. We currently have a cleric, barbarian and wizard/cleric. The two characters that we lost were our bard and investigator. Our priority is a skill based character with the second position being more flexible.

4) This is an urban adventure based in Korvosa, which is the leading city of Varisia. Characters who are built and fit this area will have preference. The Players Guide for this adventure may give some important tips.

If you have any questions, please feel free to ask.

Thank you for your interest.


Hello

We are a group of three players that have recently lost our GM and two other players from our Curse of the Crimson Throne game.

We are currently somewhere into the second book: Seven days to the Grave.

We would like to keep our game going and are looking for a replacement GM.

You can find our game Here to get a feel for our style of play.

Thank you for your consideration.


Hello

Does a sorcerer who takes "aberrant tumor" qualify for "die for your master"?

Aberrant Tumor:

Prerequisite(s): Aberrant bloodline.

Benefit: You gain a tumor familiar, as the tumor familiar alchemist discovery, with an effective alchemist level equal to the level of the class that grants your aberrant bloodline for determining the tumor familiar’s abilities. If multiple classes grant you the aberrant bloodline, those class levels stack for determining your effective alchemist level.

Die for your master:

Prerequisites: Tumor familiar alchemist discovery.
...

Die for your master has the prerequisite of the alchemists tumor familiar discovery. The Aberrant tumor gives you a familiar as per the tumor familiar alchemist discovery, but does that count as actually having the discovery?

Thanks in advance.


Hello!

Our GM has recently delved too deeply into the knowledge of the elder gods and thus has disappeared without a word. We aren't sure if he slipped into the Dreamlands and couldn't get back, or was captured by slavers from the Plateau of Leng.

Regardless, our merry band of amnesiacs are left without a means to find out why they were committed and are looking for a new GM for Strange Aeons.

Here is our story to date for any prospective GMs.

We are still in the first book and recently achieved second level. Our last encounter was in the library.

Lloigehye llll ymg' mgr'luh!:
Thank you for your interest!


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This is just an observation from the group of players I play with, so take from it what you will

Players in my group all had things they liked or disliked to varying degrees, but the one thing that they unanimously disliked was resonance.

Before we even began the general theme was why are we being arbitrarily limited on how many items we can use? If we find the magic gizmo and someone can benefit from the magic gizmo then they should be able to just use the magic gizmo.

So we played and the first magic item found was a healing potion. When the rules on potions were read the dislike for the system became an intense dislike for resonance.

Everyone had 1 resonance point, and for the entirety of first level everyone played as if they had zero points. The consensus was that nobody wanted to risk not being able to drink a potion when they needed it. Thus, an item or two were simply never used.

By second level a priority list had been made up for resonance points. First priority: Keep one point for a healing potion (this despite the fact that nobody had been in a position to need a healing potion at first level). Second priority: Constant on items. Third priority: If you have any left, maybe on a consumable.

I think that the system may have been more palatable if wands, potions, scrolls and other consumables did not use resonance, but as it is everyone in my group hated the system.

Overall the general opinion was if you didn't want us to use magic items, then don't give us magic items. But don't give us magic items and then tell us we can't use them. In essence, they wouldn't mind if they didn't get many magic items, but they were irked that they couldn't use the ones they were given.

A tangential observation, it was pointed out that this system effects everyone unequally, bards and sorcerers are naturally going to have much bigger pools than anyone else, so while the fighter/cleric/rogue/wizard are starting with 1 or 2, the bard/sorc will have 5. If there were either of those classes in the party they would essentially have been given all the consumables as they would be the only ones with the luxury of being able to use them without putting themselves at risk (by this group's reasoning). The thought was that this was also an unfair burden on the fighter/rogue because they relied more heavily on items than the sorc or bard but had the least points.


Hello.
I was trying to make a double weapon user as I've never played one before. Reading up on double weapons I've learned that they interact with different feats and abilities in odd ways.

As a result, I've run into an odd situation and am looking for guidance.

So here is the situation:
******
Swashbuckler Finesse (Ex)
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Spear Dancing Style
Benefit(s): Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end.

A weapon wielded in this way loses the brace and reach special weapon features.
******

So if I take a shortspear, it qualifies for the swashbuckler finesse (one handed piercing) and it qualifies for the dancing style (in the fighter spear group)

Can I finesse this while using it as a double weapon?

The general argument against allowing finesse with normal double weapons is that the weapon itself is a two handed weapon despite one end being treated as light for TWF purposes.

But in this case, the weapon itself does qualify for the finesse, so would the other end still be finessable using swashbuckler finesse despite being treated as a light mace for purposes of TWF using the same argument?

One a related note, would it qualify for recovering panache for the same reason (base weapon qualifies for recovering panache)?

Thanks in advance for your input!


Hello

This is specifically about a mystic theurge build but extends to any wizard/ecclesithurge build.

I know there is debate about whether you can have two bonded items, but I was wondering the following:

If the wizard takes amulet (which just happens to be a holy symbol) as their bonded item, later when they get the bonded holy symbol from the ecclesithurge would the bonded item abilities of the existing item expand to encompass cleric spells?

Thanks in advance.


Hello
I have a question about absorb blow.

Absorb Blow Text:
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects...

If an attack does both physical and energy damage, such as from a flaming weapon, does absorb blow reduce both aspects of the attack (does it count as a single source even though there are two types of damage being applied)?

If so, which damage is blocked first, the physical damage, the energy portion or any combination desired?

This is relevant in the situation where an individual has resistance or DR separate from the absorb blow ability.

Thank you in advance