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Organized Play Member. 12 posts (16 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters.


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Sovereign Court 1/5

Muser wrote:
Iron Priest is so sweet. The name sounds like Agent Steele made a buttbaby with Rob Halford. A very heavy metal one. I've got an Iron Priest 1/Witch Hunter 8 who has so far only touched one robot with the sheer profane 12d6 power of Nethys, but that only made it that much more sweeter.

WTF I HAVE technology guide but somehow did not see this! :D Sounds GREAT vs constructs, only issue is Paizo's love of undead. Seems like a great archetype in home-brew but a great way to cripple yourself in PFS.

Sovereign Court 1/5

Stephen Ross wrote:
TheGreatXandini wrote:
OK a lot of responses to respond to, Thanks for all the advice here. I will try to consolidate the main issues I am hearing. And yes this is PFS.

okay... so what your group needs is some help to get a better game going. Once you guys are on the PFS path things should get better and more fun for everyone, including your GM.

You know where you are, so write the Venture Officer in your area using your regular email.
Here is a list of Venture Officers (otherwise known as) Regional Coordinators

reference this thread (you can click on a post and copy the url in your browser into the email)

he can have you join a regular group that meets in your area, let you see some other GMs and play some games with experienced folks, you'll meet people that have played PFS for years to newbies, there might even be a GM 101 session...

Part of PFS is that there are many of us with various degrees of experience and we all Explore, Report, and Cooperate.

I play with several of these people and they are actually way harder on players than my current GM. They are where he gets his CDG ideas. One of the GMs in my area literally celebrates when he kills players. I have had one in a nearby area openly fudge dice against the player. I never had as tough a time in my 6 years experience in RPGs as I have in PFS. Not entirely sure I would be open to new GMs here.

Sovereign Court 1/5

New companion will be a skittergoat from battle of bloodmarch hill. giving it int so it can take dragon style. Getting amulet of mighty fists +1 for it with bane construct. Take that constructs!!!! lol

Sovereign Court 1/5

Andrew Christian wrote:
TheGreatXandini wrote:
pauljathome wrote:


As an aside, animal companions can't use weapons. Its specifically outlawed in PFS.

seems to say ape can use it, though it is not natural to them. I have given it linguistics so it can understand my exact commands. With that all added together it can make a shot even if it doesn't come naturally to it.

PFS specific FAQ specifically says otherwise.

You cannot give your animal weapon feats, and animals cannot use weapons. Regardless what their Intelligence is. Sorry, your gorilla cannot use a Bow. Even untrained.

well that faq is a lot clearer than previous ones I have seen. Thanks. I will have to go back to lending out my arrows to party members I guess.

Sovereign Court 1/5

pauljathome wrote:


As an aside, animal companions can't use weapons. Its specifically outlawed in PFS.

http://paizo.com/paizo/blog/v5748dyo5lc1y?Monkey-See-Monkey-Do-An-FAQ-on-In telligent seems to say ape can use it, though it is not natural to them. I have given it linguistics so it can understand my exact commands. With that all added together it can make a shot even if it doesn't come naturally to it.

Oracles are specifically able to use variant channels.
http://paizo.com/threads/rzs2ln8z?Can-a-Life-Oracle-with-Channeling-take

Life channels are being used for positive dazing undead mostly but my GM has said he is ok with me using them for neg dazing as well.

and in all other ways I have done my homework for this build.

The topic seems to be taking a turn for the rant-y and I feel like we are getting off track. I have my character pretty well made, That was the point of posting my build. The real question is are there tactics for 3-7 that I am missing? I have a feeling like there is something that changes at that point that is making it more difficult. I can see where maybe the GM is picking more interesting scenarios, but I would imagine after the first set of wipes we would catch a breath on some easier stuff. Is there something I am still missing about this level tier? I have taken to starting up a ultimate mercy pally for a lvl 5 res on demand. I'm not happy with it but it seems like the most sensible way to keep the group from falling apart.

Sovereign Court 1/5

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OK a lot of responses to respond to, Thanks for all the advice here. I will try to consolidate the main issues I am hearing. And yes this is PFS.
1) My build- level 4 separatist cleric of horus (animal and travel domains)/1 life oracle with alternative channel daze.
Defensive stats: ac 27, 15 con and 5-8 on all saves.
Offensive stats: DC 19-20 daze 14x/day
Intelligent Ape pet with +7 to hit and 2d6+4 damage on his bow and feats for it. Grabbed durable adamantine arrows for him to deal with constructs (about the only thing I can't seem to daze)

2)Party Comp: Why pregens, because everyone else has died. As such we have been playing Rogues, Hunters, mages and swashbucklers a lot. Recently we only have had enough players show up that we have 2 newbies, me and a npc pregen. The community really dwindled after a first set of TPKs a few months ago. This more recent set of near TPKs has all but destroyed our group. I guess People just aren't interested in investing time into characters when they are going to get murdered.

3) Tactics: Yes we have been very careful as I cited in the first post. Searching every 5 feet and flanking and whatnot. I have been pretty much trying to tank for the party when not able to daze stun and have been very unsuccessful at maintaining the enemy's attention. Things like attacking defensively have been shown to really just waste a turn since you are unlikely to hit and won't get attacked. We have been consistently flanking where possible. Part of the issue is enemies just ganking us hard. Seems like every mindless zombie somehow has amazing hide check.

4) Maybe bad luck? I'm not sure I would call it luck anymore. The first few coup de graces in I would have said maybe but at this point any form of control on behalf of the enemy is pretty much a party killer.In one instance a 3 round stun killed half the party due to coups. The rest left trying to run for their lives. At any rate bad luck has played it's part I'm sure but it surely isn't only that.

5) GM: My GM is a self professed good guy GM and he has actually fudged a number of rolls openly in favor of our party. I'm not sure what the scenarios are calling for but he seems to let on that he is trying to be lenient. Though I do wonder at times about the idea that all intelligent creatures coup de grace during battle.

6) Specific issues: Constructs in general have just seemed really mean to our party. I know I am not good vs them so I have taken retraining to get a pet that can hit them with adamantine arrows. I would have never expected them to be such a HUGE issue but since we discovered that they are immune to channel energy they seem to be in EVERY scenario. Since my to hit is below abysmal, I try to just but a target and tank but as stated before they seem to just ignore anything that isn't hitting them. So I feel like there is little else I can do but flank and aid another. Usually flanking is better but sometimes that ac can help. Most of the party has ac in the 20-22 range and that doesn't seem to cut it vs these guys who regularly have hit in the 24-27 range and they seem to always hit for 12-20 damage. This last one took us 7 rounds of battle before we were even close to bringing it down. By that time 3 of our 4 party members were downed or dead. Last scenario played was storming the diamond gate, preceded by among the gods and silver mount collection.
Our original wipe was in mists of mwangi. So far I have lost 3 characters in the past year and currently have the highest level character anyone in our group has attained.

So i guess that is all the information you would need. I will be back on tomorrow for responses. :) Thanks for all the input. You guys are great.

Sovereign Court 1/5

So in the last 3 scenarios I have been witness to 10 player deaths. I am playing in the 3-7 bracket. In the last scenario we didn't make it past the second encounter. I am playing a Daze Cleric of Horus, the other party members are almost always pregens now because we can't keep people alive and it is nice to occasionally play something other than confirmation. In the last encounter we started checking for traps and magic every 5 feet and still got destroyed by a construct, granted it had dr 5 and fast healing. I am left wondering are we doing something wrong? This is the first time I have been able to get a character past level 4 without dying and I would like to keep him going. Any advice?

Sovereign Court

The Fox wrote:
Tristan Windseeker wrote:

The Fox is correct; sneak attack would happen on the initial hit but not on subsequent damage.

An off-topic heads up: you actually can't sneak attack with Alchemist's Fire due to the Throw Splash Weapon rules:

Quote:
Splash weapons cannot deal precision-based damage (such as the damage from the rogue's sneak attack class feature).
Link
Good catch. Sorry about that. I was just trying to come up with examples that deal ongoing damage, and that was off the top of my head.

the exception would be for Underground Chemist

Sovereign Court

Does changing a spell's elemental damage type through a feat or feature also change it's descriptor? For instance would an acid spell that was made to do fire damage then have the fire descriptor?

Sovereign Court

Would one count the level the caster would cast it at including feats and features that reduce the effective metamagic level during the creation process?

Sovereign Court

I was wondering how Alchemist/Underground Chemist would work due to their overlapping abilities. Would my bombs be able to sneak attack at that point? I have heard that bombs cannot do precision damage but I think precise splash weapons (Ex) would overcome that issue right? Could I then also qualify for precision damage on bombs from other sources?

Sovereign Court

I was wondering how Alchemist/Underground Chemist would work due to their overlapping abilities. Would my bombs be able to sneak attack at that point? I have heard that bombs cannot do precision damage but I think precise splash weapons (Ex) would overcome that issue right? Could I then also qualify for precision damage on bombs from other sources?

Full Name

Khalid Al Ha'zareen, The Moldspeaker, Enbodiment of Varishal, Templar of the Five Winds

Race

Kelishite Human

Classes/Levels

Inquisitor 7

Gender

HP: 49/49 AC: 22 Init: +6

Size

Medium

Age

22

Special Abilities

Domain (Fire), Judgement 3/day, Monster Lore, Orisons, Stern Gaze, Solo Tactics, Teamwork Feat, Bane, Discern Lies

Alignment

Neutral Good

Deity

Sarenrae

Location

House of the Beast

Languages

Kelish, Taldane ,Gnoll

Occupation

Servant of the Church of Sarenrae and the Empire of Qadira

Strength 13
Dexterity 19
Constitution 13
Intelligence 12
Wisdom 14
Charisma 12

About Khalid Al Ha'zareen

20 point Build

Description:

Hair: Black
Eyes: Dark Brown
Height: 6’1”
Weight: 195 lbs.

Khalid is dressed as an obvious worshipper of the Dawnflower, dressed in clean, well kept, functional clothing.

Personality:

Khalid is a friendly but reserved man, unless his loyalty to his Church and nation are questioned, or the dignity of those institutions are questioned. Under those conditions, Khalid can become quite fierce and outspoken.

Khalid has no time nor any use for Pesh dealers or the like. He will take mercy on those who are imprisoned by the drug, provided they seek to end their use of the drug.

Background:

Khalid is the son a prostitute, and Sarenrae only knows who else. He was raised on the streets of Katapesh until age 10, when his mother passed on to the Great Beyond as a result from some disease acquired in her line of work, and serious drug abuse. After his mother's death, Khalid was taken as a ward of the Church of Sarenrae. One of the priests at this church was a member of the Pathfinder society and saw a bit of potential in the orphaned street urchin, and took it upon himself to teach and train Khalid to be an agent of both the Church and the Qadiran pathfinders. Khalid is fiercely loyal to Qadiran Faction of Pathfinders and serves his nation and Church however needed, be it diplomat, advisor, missonary, spy or assassin.

Favored Class: Inquisitor (+4 HP, +3 Skill Point)

Equipment:

Tempest (+1 Frost Scimitar), Mithral Chainshirt +2, Light Crossbow, 20 bolts, Dagger, Traveler's Outfit, 100 ft. Silk rope, Masterwork Backpack, Flask of Oil, Wooden Holy Symbol of Sarenrae, Waterskin, Flint and Steel, Parchment (10 Sheets), Vial of Ink, Inkpen, Sealing Wax, Signet Ring, Whetstone, Potion of Cure Light Wounds, Belt of Dexterity +2, Grappling Hook, Light Mace, Handy Haversack, Scroll of Kakishon, Feather Step Slippers, Gloves of Reconnaissance, Cloak of Resistance +2, Amulet of Natural Armor +1,
Potion of Reduce Person 50 gp

Weight Carried: 48 lbs. (light load)

Money:
9,532 gp 20 sp 9 cp

Combat Statistics:

AC: 22 (26 vs AoO) (Touch 15, Flat-Footed 17)

Initiative: +6

HP: 49
BAB: +5 CMB: +6 CMD: 21

Attack Options:
Tempest (+1 Frost Scimitar) +10 (1d6 + 5 + 1d6 Cold; 18-20/x2)

Light Crossbow +9 (1d8; 19-20/x2)

Dagger +9 (1d4 + 1; 19-20/x2; 10ft Range Increment)

Ranged Touch (Fire Bolt) +9 (1d6 + 3; x2; 30ft Range, Fire/Holy damage, 1d8 + 6 vs. evil w/ natural fire resistance) - See Blessing of the Dawnflower Feat

Light Mace + 9 (1d6 + 1; x2)

Saving Throws
Fortitude: +8 Reflex: +8 Will: +9

Skills:

Moldspeaker Bonus: +1 Bonus to all (Int) skills

Acrobatics +8
Appraise +2
Bluff +5
Climb +5
Craft(Untrained) +2
Diplomacy +6
Disguise +1
Escape Artist +4
Fly +4
Heal +2
Intimidate +7
Perception +12
Perform (Untrained) +1
Perform (Dance) +7
Ride +4
Sense Motive +12
Stealth +13
Survival +6
Swim +1
Disable Device +5
Knowledge (Arcane) +10 (+12 for ID)
Knowledge (Dungeoneering) +10 (+12 for ID)
Knowledge (Local) +3
Knowledge (Nature) +9 (+11 for ID)
Knowledge (Planes) +10 (+12 for ID)
Knowledge (Religion) +10 (+12 for ID)
Linguistics +3
Spellcraft +6

Class Abilities:

Fire Domain: Fire Bolt, 30 ft. range 1d6 + 1/2 inquisitor level damage 5/Day

Judgement:Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Usable 2/Day

- Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

- Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

- Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

- Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

- Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

- Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

- Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

- Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

- Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore: Inquisitors add WIS modifier in addition to INT modifer to all Knowledge skill checks to identify the abilities and weaknesses of creatures

Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes, as a result, inquisitors receive a morale bonus to Sense Motive and Intimidation checks equal to 1/2 inquisitor level (minimum 1).

Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics: At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Traits:

Flame of the Dawnflower (Religion): Whenever you score a critical hit with a scimitar, you deal an additional two points of fire damage to your target.

Missionary (LoF Campaign): You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you, (Perform (Dance))

Manifest Tempest:The Moldspeaker can manifest Tempest out of mold-dust, even though the weapon is not otherwise present. This effect lasts for 3 hours per day, and does not work if the actual weapon is within 30 feet. If the weapon is later brought within 30 feet, the mold replica disintegrates and cannot be summoned until the following day.

Feats:

Weapon Finesse: May use DEX modifier for melee attack rolls in place of STR modifier with light weapons, and select other weapons.

Dodge: Gain a +1 dodge bonus to AC and CMD.

Desert Dervish: When wielding a scimitar with one hand you can use your Dexterity modifier instead of you Strength modifier on melee attack and damage rolls. You treat the scimitar as a one handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist's precise strike ability). The scimitar must be for a creature your size. You can not use this feat if you are carrying a weapon or shield in your off hand.

Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Precise Strike (Teamwork): Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Blessing of the Dawnflower: As a reward for reclaiming her churches in Kelmarane, the Goddess has blessed you, infusing your fire bolts with a portion of your Goddess' divine energy. Your fire bolts deal holy as well as fire damage. This has the effect of bypassing fire resistance. In addition, the fire burns especially harshly against evil creatures of fire and flame. Against creatures of evil alignment with natural fire resistance (ie not conveyed from a spell or item) your fire bolts do 1d8 damage + 1 per level of inquisitor (rather than +1 for every two levels).

Outflank (Teamwork - Changeable): Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Spring Attack: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Spells Known:

0 Level (DC 12): Guidance, Light, Disrupt Undead, Brand, Detect Magic, Create Water

1st Level (5/Day; DC 13): Cure Light Wounds, Shield of Faith, Divine Favor, Protection from Evil, Bless

2nd Level (3/Day; DC14): Weapon of Awe, Invisibility, See Invisibility, Cure Moderate Wounds

3rd Level (1/Day; DC 15): Cure Serious Wounds, Keen Edge

Current Status:

HP: 37/49
Non-Lethal Total: 0

Spells: 1st Level: 4/5, 2nd Level: 2/4, 3rd Level 0/1
Fire Bolts: 5/5
Judgement: 2/3
Bane: 3/7
Discern Lies: 6/7
Teamwork Feat Changes: 2/2

Conditions:Weapon of Awe (+2 Damage), Shield of Faith (+3 AC), Judgement (+2 to Damage), Bless, Keen Edge, Protection from Evil, Haste