Cayden Cailean

The Mighty Thrar's page

Organized Play Member. 46 posts (51 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.



Silver Crusade

This is for a Sorcerer (Impossible bloodline) character in Iron Gods. Is going Technomancer (at level 7) better than staying with Sorcerer through the whole AP?

The Exchange

Hi all, I just want to confirm if I am interpreting this correctly, but I assume a paladin can do all of the following in one round: (1) lay on hands on his/her-self (swift action), (2) take a 5-foot step, and (3) make a full attack.

Points
1-Lay on hands on oneself is a swift action. A swift action is like a free action except you can only take one swift action per round.

2-The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

This came up under discussion in a recent game.

Thanks in advance for your responses and clarification.

The Exchange

I am new using the downtime system and wanted to understand the calculations.

How much time would it take to make these Slow Burn Arrows?

I assume that the cost to buy of 150gp is 150gp per arrow.
It seems that skill also factors into the time, so please also assume a craft (alchemy) skill of 10, and a craft(bow) skill of 10 and that we 'take 10' on the check(s).

Slow Burn Arrow
Cost: 150gp
Behind the head of this arrow is a small receptacle of alchemical material that heats up when exposed to air and eventually bursts into flame; barbs on the arrowhead pierce the pouch when it hits a target.

Benefit: On your turn, 1 round after impact, the burst of flame deals 1d6 points of fire damage to the target.

Drawback: The extra weight of this arrowhead gives you a –1 penalty on attack rolls with the arrow.

Source: Elves of Golarion

The Exchange

The Shadowdancer's Hide in Plain Sight is a Supernatural ability.

Per the CRB "Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description)."

Hide in Plain Sight (Su)
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

A player in my game wants to use this in melee. I don't see why it would not be a standard action to use.

The Exchange

Hi, I have a few GM questions for Curse of the Lady’s Light (Spoilers).

Q1: The sentinels in area K10 are described as linked to Ashamintallu and she would be alerted to 'intruders'. If so, how would you run this since the party should not encounter her until the end battle? What alternatives could you think of besides just ignoring the alert?

Q2: The module describes how some would handle encountering the PC as Sorshen clone (i.e. Grey Maidens), but what about Daefu or Gnaeus Gnaru? I imagine Daefu is 100% crazy and would just attack the non-clone PCs. I think Gnaeus might want to duel the individual party members to show off to the clone to prove he should still be Sorshen’s ‘champion’. How would you handle these?

Q3: Would the Glass Golem attack any of the party if the PC as Sorshen clone is with them? Also, any ideas for hinting that the Sorshen clone could control the glass golem without being too obvious?

The Exchange

I am thinking of making an encounter where the party has to meet a contact by participating in a fighting contest in town. It would be the party's main melee character competing one on one with other opponents.

I'd like to come up with 3 interesting level 3 opponents to fight one after the other. I wanted each opponent to have a different fighting style (ie. monk, barabarian, some combat maneuver specialist, bard?, etc.), but still be beatable by the level 3 PC. I haven't picked up the NPC Codex yet. Any advice on fun solo combats?

The Exchange

A player in my game wants to play a cleric who has the two weapon fighting skills of a ranger. The two weapon fighting and the relationship with his deity are integral to his back story.

He is thinking to take alternating levels in cleric and ranger. My concern is he may end up not being happy with the result. He is not the best optimizer.

I am thinking to offer him a custom cleric archetype very similar to the Crusader. He would get the two weapon combat feats of the ranger, but he would have 'diminished spellcasting' (like the crusader) and thus have to give up one domain and one spell slot per spell level.

Do you think this is a good balanced alternate archetype for him?
Would half levels in cleric and ranger gimp his character?

The Exchange

I took over running the Shattered Star AP. The previous GM was too generous with PC stat generation. He agrees with me. Adjusting the module for each encounter is getting tedious for me. So, I have decided to adjust their stats to a reasonable point buy.

The party is experienced with 3.5, new to Pathfinder, and not overly cautious or tactical. I want the campaign to be thrilling enough for the PCs, but not too stressful for them. There are four player with possibly a fifth coming.

For my part, I want to be able to play through the story without having to adjust the difficulty level up so often.

I am going to adjust the PC stats to either 20 point buy or 25 point buy. My question is which point buy would be best 20 or 25? Any advice would be welcome.

The Exchange

I inherited the Shattered Star AP as our DM had to go out of town for a few months. He was 'very' generous with stat rolls and the PC have on average about a 60 point-buy. They have no dump stats and too many skill ranks.

The Plan

I'm thinking to run the AP almost 'as is' but to increase everything as follows: enemy AC's all +2, enemy to hit +2, enemy damage +2, all save DC's for PC's +3 harder, all PC skill checks +3 harder. Is that too much of an adjustment? too little?

This approach seems like the simplest way for me to deal with the PC stat imbalance vs. the AP... I don't want to have to customize a perfectly well-designed AP. Does anyone have any alternate suggestions?

The Party

The party is 4-5 players: two rangers level 2, a ranger-1/cleric-1, a cavalier-2, and a sorcerer-2 (npc). The sorc is my character from before; I tend to keep him out of the combat, but have him help move the plot along with suggestions and knowledge checks.

Fortunately, the party is all new to pathfinder. So, they are not too min/max at this point.

The Exchange

I have a 6th level buffing/summoning wind oracle in PFS with about 15k gp to spend. The only equipment of note which he has at present is the charisma headband, +2 cloak of resistance, +1 mithril chain, and a few low level wands.

My usual tactics are using invisibility and buffing or summoning (with augment summon). However, I have a 23 in my primary stat and the Eastern Mysteries (Qadira) trait. So, I can de-buff a bit (especially once/day) as well.

I am thinking of getting a ring of revelation with the sidestep secret for a boost to AC and reflex saves.

I am putting skill points into stealth, diplomacy, fly, UMD, and spellcraft.

Any ideas on useful or interesting items to buy?

The Exchange

Hi, I'm starting a human witch character for PFS play and wanted to get some advice on spells at low level. Thanks in advance for any suggestions.

Specifically, I'm looking for input on not only spells known but also prepared. Note: I'm looking to be a de-buffer... starting Int at 18... then bumping up at 4th and 8th.

Also... feat and hex progression would be...
Level 1 Feat -> Extra Hex -> Evil Eye
Level 1 Bonus Human Feat -> Extra Hex -> Slumber
Level 1 Hex -> Cackle
Level 2 Hex -> Misfortune
Level 3 Feat -> Accursed Hex
Level 4 hex -> Prehensile Hair
Level 5 Feat -> Extra Hex -> Flight

Any advice on the spells to select for a fairly low level witch?

Witch Levels 1,2
Spells Known:
Spells Prepared:
Scrolls:?
Wands: CLW?, Mage Armor?

Witch Levels 3,4
Spells Known:
Spells Prepared:
Scrolls:
Wands:

The Exchange

Hi, I am looking for some advice on building a Witch for Pathfinder Society play. I am looking for a combination of Feats/Spells that would be fun and useful with a variety of party compositions and tactics.

It's always interesting to hear from other people about their experiences regarding what works/doesn't work and what was fun/wasn't fun.

I like the idea of making a de-buffer. I also think the Hexes add a lot of flavor. So my first thought is to take a number of Extra Hex feats. I'm also interested in SoD spells for occasional saving-the-day.
So far, I have put together only Race, Stats and Feats.

Race: Human
STATS: Str 10, Dex 14, Con 14, Int16+2=18, Wis 10, Chr 10

Feats/Hexes by Level:
1 - Feat - Extra Hex - Evil Eye
1 - Feat (Human Bonus) - Extra Hex - Slumber
1 - Hex - Cackle
2 - Hex - Misfortune
3 - Feat - Accursed Hex
4 - Hex - Prehensile Hair
5 - Feat - Extra Hex - Flight
6 - Hex - Healing
7 - Feat - Improved Familiar
8 - Hex - Charm, Disguise, Feral Speech, or Tongues?
9 - Feat - Spell Penetration
10- Hex - Charm, Disguise, Feral Speech, or Tongues?
10- Major Hex - Ice Tomb
11- Feat - Split Hex or Greater Spell Penetration

Level 1 - Plenty of hexing right from the start
Levels 2-3 - Double, double, toil and trouble
Levels 4-6 - Reach, flight, and heals
Levels 7-8 - More character building
Level 9 - More effective against SR
Levels 10-11 Finishing touches

The Exchange

I'm interested in making a new ranged character with divine powers and/or spells for PFS. Any advice on which would be (1) more combat effective, (2) tactically more interesting, and (3) better party support?

The Exchange

Hi all,

I am trying to 'plan out' my feat chain for a human Inquisitor for Pathfinder Society who is melee-focused and favors a two-handed weapon.

I have two feat chain choices below for which I am looking for critiques. But also, I would like to know if anyone else has any interesting feat chains to recommend for a melee-focused inquisitor.

Thanks in advance for any suggestions/advice.

Stats: Str 16, Dex 14, Con 10, Int 10, Wis 14, Chr 10

Human Favored Class (Inquisitor): Will opt for extra spell known at each level.

Note: Due to BAB +1 restriction, cannot choose Weapon Focus before 3rd level and thus cannot choose Dazzling Display before 5th level.

Choice 1 - Prioritize Build for Dazzling Display
Reason: Being a party-friendly de-buffer is always fun.

Human -- Weapon Prof (Falchion)
1 ------ Intimidating Prowess
3 ------ Weapon Focus (Falchion)
5 ------ Dazzling Display
7 ------ Power Attack
9 ------ Toughness <- To make up for low Con score
11 ----- Improved Critical (Falchion)

Choice 2 - Build for Whirlwind Attack
Reason: I just thought this might be interesting...

Deity -- Weapon Proficiency (Glaive) <- From Shelyn
Human -- Dodge
1 ------ Mobility
3 ------ Spring Attack
5 ------ Combat Expertise
7 ------ Whirlwind Attack
9 ------ Wind Stance
11 ----- Power Attack

Team Work Feats
Note: Teamwork Feat choices are based upon Ice Titan's comments from an Advice thread titled "Help with optimizing an melee inquisitor". Sorry, I don't know how properly link it here.
3 ------ Paired Opportunists
6 ------ Precise Strike
9 ------ Outflank

The Exchange

I am looking to see (through examples) if my interpretation on the Perception DC to (A) notice an invisible creature and (B) pinpoint an invisible creature.

Per the srd under Perception...
Noticing: A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check.
Pinpointing: It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check.

Perception DCs:
Perceive DC to Notice: 20
Perceive DC to Pinpoint Location: 40

Modifiers to Perception DC:
In combat or speaking -20
Moving half speed -5
Moving full speed -10
Running or charging -20
Not moving +20
Using Stealth +Stealth Check +20

SCENARIO 1 - Caster is Invisible and Silent
-Fighter PC is engaged in melee combat with monster.
-Caster PC has invisibility.
-Caster PC moves full speed.
-Caster PC arrives at a spot adjacent to the allied Fighter PC and within 10 feet of monster.
-Caster PC activates wand (pointing, non-verbal activation) and buffs/heals Fighter.
-Caster PC has a stealth skill bonus of 4
-Monster has a perception skill bonus of 4
Modifiers:
Moving full speed -10
Caster's Stealth check
Stealth ranks +4
Stealth check roll (an average roll) +11
Monster's stealth ranks -4
Total Modifiers: +1

Required rolls for
(Modified) Perceive DC to Notice +21
(Modified) Perceive DC to Pinpoint Location: +41

Results for creatures w/ equal opposing bonuses to stealth and perception:
(A) On an average roll, a silent caster would not be detected.
(B) A silent caster would be 'practically impossible' to pinpoint with a Perception check. Although 'actions' could be spent to pinpoint.

SCENARIO 2 - Caster is Invisible but 'In Combat or Speaking'
Same as Scenario 1 except that…
-Caster PC casts a spell with a verbal component
Required rolls for
(Modified) Perceive DC to Notice +1
(Modified) Perceive DC to Pinpoint Location: +21

Results for creatures w/ equal opposing bonuses to stealth and perception:
(A) Caster speaking or in combat w/in 30 feet is almost always 'noticed'.
(B) Caster speaking or in combat w/in 30 feet is still very difficult to pinpoint just through a Perception check.

So...
1-Does this rule interpretation seem correct?
2-In principle, does this seem balanced?

The Exchange

I’m looking for advice on spell selection for an Oracle. This character would be a general support/utility character. Details below.

I’m looking for advice on picking the best everyday-use spells considering just the generic Oracle/Cleric spell list and not the spells gained from Oracle Mystery selection.

I have taken a pass at spell selection for levels 1 thru 6 for this character.

I would certainly appreciate advice and discussion on the merits of specific spells.

RACE:
Human w/ Oracle as favored class for the bonus spells known per each level gained.

ABILITIES:
Oracle L1 - Str 8, Dex 14, Con 12, Int 12, Wis 10, Chr 19
Oracle L1 - Str 8, Dex 14, Con 12, Int 12, Wis 10, Chr 20

MYSTERY:
I’ve chosen the Wind Mystery for defense and low profile once the invisibility and fly revelations kick in.

FEATS:
Oracle L1 – Additional Revelation, Spell Focus (Conjuration)
Oracle L3 – Augment Summoning
Oracle L5 - ??

REVELATIONS:
Oracle L1 – Air Barrier, Gaseous Form
Oracle L3 - Invisibility

SPELLS:
Oracle L1
Spells 1st Level – 4/day – Bless, Cause Fear

Oracle L3
Spells 1st level – 6/day – Bless, Cause Fear, Summon Monster I

Oracle L4
Spells 1st level – 8/day – Bless, Cause Fear, Summon Monster I, Sanctuary
Spells 2nd level – 4/day – Summon Monster II

Oracle L5
Spells 1st level – 8/day – Bless, Cause Fear, Summon Monster I, Sanctuary, Protection from Evil, Shield of Faith
Spells 2nd level – 5/day – Summon Monster II, Resist Energy

Oracle L6
Spells 1st level – 8/day – Bless, Cause Fear, Sanctuary, Protection from Evil, Shield of Faith, Divine Favor
Spells 2nd level – 6/day – Resist Energy, Remove Paralysis, Hold Person
Spells 3rd level – 4/day – Summon Monster III