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![]() RIZZENMAGNUS wrote:
no need to get into actual rules. I was just asking, if you plan to have a lot of dungeons/corridors that are only one square wide, which is a common dnd/PF standard. Yes, in these dungeons, creater larger than 1 square can move under certain rules, but it's neither practical nor fun. I think this is a valid question, because some adventures (e.g. the Rise of the runelords or Kingmaker adventure paths) provide more room for tactical positioning than others.I'm perfectly fine with any answer. ![]()
![]() @RIZZENMAGNUS: Ok, no problem there. I can rebuild this character with another deity/no deity. Another question:
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![]() Wilhim wrote:
That's what I thought, too. Horus is a canon deity ![]()
![]() Tai Kaijitsu wrote:
Ok. I built a Cleric of an old egyptian god, Horus. This should fit well into the setting with the Goa'ulds' connection to ancient egypt. His background is still very open, but he should have sufficient knowledge of the Goa'uld tradition to be a valuable team member.Here is Efni Raan and his animal companion Horry:
Stat Block:
Efni Raan Male Human cleric 5 LN Medium humanoid (human) Init +2, Senses Perception +9 ================================================= DEFENSE ================================================= AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural) hp 50 ((5d8)+10) Fort +7, Ref +4, Will +7 ================================================= OFFENSE ================================================= Speed 20 ft. Melee longspear +1 +7 (1d8+5/x3) Ranged Lightning Arc +5 vs touch AC (1d6 +2 electricity) Prepared Spells
Traits
Animal Companion: Horry Male Companion (Axe Beak) animal 5 LN Large animal Init +3, Senses low-light vision; Perception +5 ================================================= DEFENSE ================================================= AC 21, touch 12, flat-footed 18 (+5 Armor, +3 Dex, +4 natural, -1 size ) hp 51 ((5d8)+20) Fort +7, Ref +7, Will +1 ================================================= OFFENSE ================================================= Speed 50 ft. Melee bite +6 (1d8+8) Space 10 ft. by 10 ft. Reach 10 ft. ================================================= STATISTICS ================================================= Str 19, Dex 16, Con 16, Int 3, Wis 11, Cha 10, Base Atk +3; CMB +8; CMD 21 Feats Combat Reflexes, Paired Opportunists, Toughness Skills Acrobatics +7, Acrobatics (Jump) +15, Linguistics(Ancient Osiriani) -3, Perception +5, Stealth +3, Languages Ancient Osiriani Animal Tricks Combat Training, Attack, Come, Defend, Deliver, Down, Guard, Heel, Hunt, Stay, Watch ================================================= SPECIAL ABILITIES ================================================= Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Sudden Charge (Ex) When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return. ================================================= ANIMAL TRICKS ================================================= Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way. Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures Come The animal comes to you, even if it normally would not do so. Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character. Deliver The animal takes an object to a place or person you indicate. Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated. Guard The animal stays in place and prevents others from approaching. Heel The animal follows you closely, even to places where it normally wouldn't go. Hunt This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to. Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. ![]()
![]() "Now they come." Tai sounded frustrated on the lack predictiveness and the chaos. This was not the kind of duel that he was used to. He preferred rules to a fight.
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![]() Tai reacted fast, but not the fastest. These little beasts just didn't know it better. He had been open to parley, seeing that the poor goblins have already been attacked. Did he just think "poor"? But they open fire, literally, now they will be cut with Shizuru's blade. He dropped his backpack and danced through Sam and Kage towards the goblin.
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![]() "I expected to hear them from a far. Goblins are usually not so quiet. Everyone be careful, something's not right."
Stealth: 1d20 + 4 ⇒ (15) + 4 = 19
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![]() Survival: 1d20 ⇒ 15
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![]() Tai looks like he is thinking hard. "Hm. We can't go on with Pike in that status. But I'm not sure it's wise to leave without him. He IS the most experienced one in our group." He pauses to think a bit more. "We were told you're a real druid. I remember that druids can do healing magic, too. Can we hire you to give us shelter and heal our friend here?" He grabs for his purse but halts. Looking at the druid and at his house, he reconsiders. "And if you don't need gold, we might find another arrangement that suits you better." ![]()
![]() "Hold on Pike. We'll be right with you." Tai said this while stepping over the old man and into the house. In the same time he drew his still shiny sword. The creature had cornered itself and he slashed at it not even considering what it actually was. It attacked them and his instincts told him to retaliate. attack: 1d20 + 7 ⇒ (13) + 7 = 20
up to a good start ![]()
![]() Tai was smiling. No, he was grinning widely, when he saw Samton's agitated look. "Relax Sam. I was joking. I know these are drafts for important maps." When the halfling opened, Tai was about to say something. But he saw the poor looking halfling he decided not to overwhelm him and kept silent. One or two people to talk to him would be enough. ![]()
![]() That must be it. When they reached the end of the trail after what must have been only a few minutes but felt like hours, Tai took a deep breath of the fresh ocean breeze.
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![]() "I don't know, if they have that concept. Most probably don't." Tai admitted. "But from what I have read, they should be capable of it. If properly educated..." The last sentence sounded very philosophical and then he stared at the sun for a few seconds. if you know Tai just a little:
Knowledge (Religion) DC10: The sun was a symbol of his patron god Shizuru. ![]()
![]() Tai followed the group, but was disgusted by the corpse and shunned from getting any closer. He had to work on that probably. There will always be dead bodies on a battle field. Perception: 1d20 + 1 ⇒ (14) + 1 = 15 Because he didn't focus on the goblin, he instead found something interesting. Though Samton found it, too, and they spoke synchronously:
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![]() "So what?" Tai answered Kurai's reveal with mostly indifference. To his understanding you can't judge people by their race or looks. He will get his chance to prove his worthy soon enough. As they moved forward, Tai kept to himself mostly, focusing on the task at hand. Which in this case was not to get bogged down by any plant life. He wasn't well-suited to this kind of environment and it needed all of his attention. Perception: 1d20 + 1 ⇒ (8) + 1 = 9
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![]() What relative of Tien decent died here? Tai asks himself suspiciously. be charming: 1d20 + 6 ⇒ (13) + 6 = 19 "Well said, Lori." Tai finished the thorough explanation. can I call her Lori?
He stopped for a few more moments, while his eyes followed the woman across the bridge and then hastely joined the group. This party certainly doesn't lack diplomacy.
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![]() I have an idea for a character spinning around my head - but needs access to Undeath domain. Is there any way? I only find deities which have must choose unholy for sanctification, or if that is not the case, fall under "Outer Gods" or "Queen of the Night". And there seems no ACP option. Did I miss anything? Thanks in advance. ![]()
![]() It looks like with the remaster access to some deities got changed, Zyphus is now restricted. Guessing I need to change my cleric's deity to Fumeiyoshi then if I want to keep the Undeath domain? Or will access to Fumeiyoshi also be changed, so either becoming restricted or must take unholy sanctification?
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![]() Just to check if I got it right, or am totally wrong here:
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![]() Since the Sprite appeared as a playable ancestry I always thought of making a gunslinger for PFS2e, the idea is to have a fun cowboy like character riding on his corgi mount, who can effectively contribute in combat.
2: Fake out
Any ideas, comments, welcome Thought of Unexpected Sharpshooter, but seems like not approved for PFS2e ![]()
![]() A wayfinder is free now according to the new boons. It also states in the rules that you can upgrade a wayfinder. As I got the archaic wayfinder (reduced cost 25gp) on a boon, how much would the upgrade be? Also, from another chronicle I have wayfinder of rescue as access. Can I upgrade my wayfinder twice? And at what gp cast? And then make it adamant as my character is Vigilant Seal?
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![]() I have looked long at the eldritch archer, and came up with an investigator/witch build, gaining EA at lvl6. My question, is this a viable build? Anything to improve? Or maybe use another starting class/dedication and build e.g., as ranger/wizard? Any suggestion is welcome. Ancestry: Elf (Ancient Elf)
2nd: Class feat: Share stratagem
Cantrips: Acid Splash, Electric Arc, Produce Flame, Ray of Frost, Tanglefoot
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![]() You all travelled to Caliphas in Ustalav and have received the follwoing letter of summons from Venture-Captain Evni Zongnoss. ![]()
![]() I am recruiting for PFS2e 1-03: Escaping the Grave PbP I am relatively new to PFS2e, but not to roleplaying or PbP. Have run multiple ables for PFS1e, D&D3.0 and 3.5 as well as 5e. Started with the D&D red box.... Would like to run and maybe even finish this before Gencon..... Posting rate: at least once a day, if the group manages even more, being at home on holidays and nothing to do, I can mange to post several posts a day (but do not expect it from others). Looking forward to GM for you ![]()
![]() I am trying to decide on my first PFS 2e character. Have played lots of PFS 1e and D&D5e. I want an easy but effective character to play, for D&D5e really like the fighter.
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![]() This will be an Adventurers League game for up to five PCs level 1 - 4.
Prerequisites: An Adventurers League legal character between level 1 - 4. If the character is above 1st, please have your logsheets available for me to view (pdf or picture is fine).
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![]() I had the idea to throw a Suli Dragon disciple together, getting 7 magic resistance vs. animals, boni to saves, and fast healing - would this concept work? Bloodrager 1/Skald 1/Sorcerer 1 (Orc/Dragon cross-blooded)/ Paladin (Holy Tactician) 3
Trait: Unscathed
STR 16 DEX 12 CON 14 INT 8 WIS 8 CHA 16 ![]()
![]() For the past few days, the city of Magnimar has been in the grip
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![]() The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts? Looking for 6 PCs, level 4-6 for this adventure.
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![]() With the new core campaign, I really want to play PFS again. So I had the idea for this intimidating Half-orc paladin:
Improve CHA at lvl 4, STR at lvl 8
Feats:
Spells:
For equipment: Wand of Enlarge person, Wand of Cure light wounds, Wand of Bless Weapon, Wand of Restoration, lesser
Any suggestions, comments? ![]()
![]() With the new core campaign, I really want to play PFS again. So I had the idea for this intimidating Half-orc paladin:
Improve CHA at lvl 4, STR at lvl 8
Feats:
Spells:
For equipment: Wand of Enlarge person, Wand of Cure light wounds, Wand of Bless Weapon, Wand of Restoration, lesser
Any suggestions, comments? ![]()
![]() The growing light of predawn filters in through a window of the two-story building that Amenopheus has rented in Eto, and the aging Garundi man takes a seat on one of the cushions set out for this meeting. He produces a sealed letter from his robe, placing it in the middle of the floor before speaking. “Good morning, Pathfinders. As you know, we have had our share of setbacks recently. Not only have the emerald and topaz gems sacred to my order slipped through our fingers, but we also faced the frustration of finding nothing but fragments of the once great ruby. Thankfully, its power is not lost entirely, and through the Ruby Sage’s blessing, it lives on in you. I am thankful that you have agreed to act on her behalf and see this through to the end. As we speak, the scoundrels who seized the two gems cross the Pillars of the Sun to meet their employer, the cryptic Diamond Sage.” He sighs heavily. “What she intends to do with the gems is a mystery, but the sage jewels are too important for me to take risks with. If the power that you wield is representative of a shattered jewel’s potential, imagine what one might accomplish with three undamaged stones! Until we know what her plans are, it is paramount that we get to the jewels first. Kafar and Nefti have a rudimentary map of the Pillars of the Sun, and last night I found a bartender who spotted them poring over it between drinks. She recalled little of the map, and she could not make sense of the marks or annotations; however, the right spells have allowed me to probe her mind and determine Kafar and Nefti’s entry point into the mountains. We will follow them from there.” With a somewhat chagrined smile, Amenopheus adds, “It may be that they will lead us to the Sanctum of the Sages, a hidden complex I have long suspected might be in this area.”
Letter from Balentir: Loyal Pathfinders,
The Sapphire Sage has requested our help once more as his hunt for the lost order of the Jeweled Sages and their iconic gemstones continues. Amenopheus tells us that Kafar and his pupil Nefti have snatched two of the gems: an emerald and a yellow topaz. It goes without saying that the Aspis Consortium’s involvement in this matter troubles me deeply; I will not have them outwit us as they did my colleague, Hestia. It saddens me that such a pair of brilliant operatives may die before your mission is over, but I would sleep better knowing that they were no longer a threat to the Society. Were that they had chosen to become Pathfinders rather than pawns of the Aspis Consortium! I hereby deputize the Sapphire Sage Amenopheus to lead this expedition, and you shall assist him in his quest. Remember our tenets: explore, report, and cooperate. I look forward to receiving word of your success. Godspeed, Venture-Captain Norden Balentiir ![]()
![]() A Pathfinder Society Scenario designed for levels 3–7. Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past. Recruiting for the adventure, either APL3-4 or 6-7. First come first serve. If Farg and Sutekh want o play they get a spot, just need to confirm. ![]()
![]() A Pathfinder Society Scenario designed for levels 1–5. The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize? Recruiting for the adventure, either APL1-2 or 4-5. First come first serve. If interested will run part 3 too. ![]()
![]() We are at the fight against the Black Puddings, and the black pudding managed to grab the wizard. So first - in the next round it makes a grapple check and apply the slam damage and the constrict damage?
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![]() An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters. They Come from Beneath the Sea! The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night. Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island's eldritch influence? This game will be run as a part of the Second Official Pathfinder Society PbP Game Day. All games will begin on April 5th, 2014. For more information please visit: http://PbPGameday.com ![]()
![]() A Pathfinder Society Scenario designed for levels 1–5. When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild. This game will be run as a part of the Second Official Pathfinder Society PbP Game Day. All games will begin on April 5th, 2014. For more information please visit: http://PbPGameday.com I have been running PbPs for a long time now, from low level up to Ruby Phoenix Tournament. I am a relaxed GM, and hope this would be fun for all. ![]()
![]() Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand. This game will be run as a part of the Second Official Pathfinder Society PbP Game Day. All games will begin on April 5th, 2014. For more information please visit: http://PbPGameday.com ![]()
![]() A Pathfinder Society Scenario designed for levels 1–5. When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild. This game will be run as a part of the Second Official Pathfinder Society PbP Game Day. All games will begin on April 5th, 2014. For more information please visit: http://PbPGameday.com
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![]() As I just got an ifrit boon, I needed to decide what to do, so, an ifrit smoke ninja came to mind, throwing shuriken into the smoke. And with concealment, every shuriken does sneak attack damage. Ifrit Ninja
Traits: reactionary/indomitable faith
Back-up weapon: wakizashi for close combat and short bow
Tricks: Flurry of Stars, smoke bomb, pressure points, offensive defensive, vanishing trick Any suggestions how to improve him? It might be useful to put weapon finesse in, but what to throw out?
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