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The question is in the title. I am a battle Shigenjo and I weapon mastery in my claws along with feral training, yet I am afraid it will not increase much from 1d3+3 which I am doing now as a level two. I would get monk robes but that won't till be for much later due to how expensive it is. How do I fix this problem without switching to a different weapon? Also note this is for PFS.
How much do Undead enemies come up in PFS? I am making a Dhampir Kinslayer (don't worry I am trading for the boon) and I am worried that he will be too focused on undead to be useful. I mean, if undead show up every other adventure that wouldn't be too bad since that means I shine everyother module but I just want some advice from people who have played more than me. And on a side note, any general advice for a Kinslayer in PFS?
1. Can I gain boons by playing at tables that occur at cons or anyway by playing or is it restricted to GMing? 2. I read that I can get the Dhampir boon by GMing certain society games? Is that true? And if so how do I do it? 3. Can I get boons by attending local events that are happening at my location but are not cons? For example my local society is having a big get-together that will be having "special" games for pathfinders to participate in. Thank you to anyone who helps me answer these questions.
Hey guys. I was thinking of making my first real PFS character to be an Ancient Lore Keeper, due to the fact that I like skills and being a character that talks a ton. Does anyone know the best revelation for a Lore Keeper that focuses on the skill aspect of the racial archetype. My goal is to make the most optimal Lore Keeper. Can anyone help with spells? Right now I am thinking Time due to the rerolls and the general great revelations. Maybe wood to create an archer Mage? Please note this is a repost from the PFS page, because I was told this would be a better place.
Hey guys. I was thinking of making my first real PFS character to be an Ancient Lore Keeper, due to the fact that I like skills and being a character that talks a ton. Does anyone know the best revelation for a Lore Keeper that focuses on the skill aspect of the racial archetype. My goal is to make the most optimal Lore Keeper. Can anyone help with spells? Right now I am thinking Time due to the rerolls and the general great revelations. Maybe wood to create an archer Mage?
I am creating some characters for PFS and I wanted to know people's opinions on their favorite/the best racial archetype that can be used in PFS. Personally, I think I will be doing a Bonded Witch that uses dexterity as well as intelligence to support and hurt. But if anyone knows a good racial archetype for a first time player, it would be much appreciated.
I made a wanderer monk for my first character and played a pathfinder society campaign only to not like him. Can I redo his class, archetype, race, faction and everything else? Because I want to make a half-elf bonded witch with a different faction. The gm hasn't written a characters name on my chronicle sheet either.
I am trying to build a bonded witch that is a debuffer but also can do damage. He will be using his bonded weapon a lot. Stats:
I will be using a bonded spiked gauntlet so I can not be disarmed, using evil eye hex for my 1st level and I don't know what patron to do. Any help would be appreciated.
I am really new to this so I do not know if asking this question is allowed, but does anyone know of a play by post that I could start to learn how to play pathfinders. I have the beginners box and my core rule book is coming soon, but I actually haven't played a real game with other players yet. It is mostly due to the fact that no one I know in real life will play the game. Can anyone help me?
About Teral SaevusChannel Energy (1d6): 7/7 Background:
I was born on the storied world of Krynn. There, I grew up on the outskirts of Qualinost with my half-elven parents, where I trained my innate power in sorcery...but honestly, why would we go into that? Let's skip to the important bits. You know the drill. Particularly talented, caught in questionable circumstances, picked up by scouts from the City who thought a half-elf with a knack for twisting destiny to his whim might be a nice addition to the Academy, yadda yadda. Spent a while kicking around in the Academy, trying to figure out my particular niche (they tell you to just point and explode things, but it's not as easy as it sounds, alright?); until I overheard an upperclassman talking about their encounter with a 'useless' magic item that had gotten one of their teammates turned irrevocably blue; a Rod of Wonder. Now, what decent fate-tempting spellslinger wouldn't latch on to that particular piece of interest? ... Well, it seemed like a plan to me, anyway. And let me tell you, it definitely panned out. Turns out, with enough tampering, you can make the things most people call 'random' work out a little more in your favor than it's supposed to. Sure, sometimes you accidentally enlarge an ogre instead of setting it on fire, but just as often, the ooze trying to eat your staff suddenly thinks it's a squirrel - and if you don't think that story alone wasn't worth the trouble, then we are at an impasse. Of course, that's where things get a bit more complicated. I ran Door Street for a while, hit a few missions outside of my pay grade, and all in all did well enough for myself that I found the time to take a break and do a bit of tinkering. I'd been tooling around with my standard bag of tricks for a while, thought it was time to get my hands dirty and upgrade a bit. Well. You know how I mentioned you can tamper with the effects of fate some? Turns out, those rules can be bent easily enough (heck, that's what magic's all about), but breaking them... well, there are forces that apparently don't take kindly to it. Next thing I knew, I was waking up on the floor of the Academy lab in a charred circle, and not a jot of arcane juice left in my veins. The higher ups said something about a 'mnemonic hazard' and explained how my memories had to be scrubbed for the City's safety...long story short, they told me to knock off the research. Of course, they couldn't just have a powerless sorcerer hanging around - in Arch, we pull our weight and then some. But then, I wasn't entirely powerless. Apparently, something came with me out of the wherever-it-was I ended up in when I was doing...well, whatever I was doing. Don't ask me how (because even if I knew, I'm pretty sure I'd have to kill you if I told you), but I ended up with this little guy. Watch it - he bites. I know, cute, right? Vicious little jerk, though. You wouldn't think a hedgehog could be evil, but I'm pretty sure he- Hey! Cut it out, you little... Ahem. Anyway, the point is, somehow I picked up a familiar bonded to my soul, plus a nifty new trick or two. To balance it out, though, they told me I had to take up training as a cleric or the...whatever might get a foothold in our reality. Now, I've never been one for the priestly attitude, but I've also been pretty firmly against unspeakable entities gaining uninvited access through my brain, too, so here we are. Academy time again. Bleh. Here's hoping that damn Forest is less terrifying this time around, hm?
Description:
When it comes to appearances, at least, Teral's half-elf blood seems to have served him well. Just under six feet with a narrow build, he seems to have inherited some of the elven grace without their customary fragility. His dusty blonde hair reaches down to his shoulders, and while usually pulled back in a loose tail, it often breaks free of its confines. Given his druthers, he tends to dress stylishly, if a bit garishly, favoring bright colors and proudly displaying the Aces of House Kale. Quite a few of his usual outfits, though, have oddly mismatched patterns with sprays of wildly varying ideas, as if he ran afoul of a madman with a penchant for tie-dye, or possibly a child's paint fight.
Defense and HP:
HP: 13 Total AC: 17 {18} = 10 + 6 (Armor) + 1 (Dexterity) {+1 Buckler}
Offense:
Melee Attack = 1: 1(Str) Ranged Attack = 1: 1(Dex) Traits and Racial Bonuses:
Trait - Arch Petitioner: When gaining a level in your Favored Class, you may select two benefits rather than one. Trait - Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Alternate Racial Trait - Kindred-Raised: Gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf's usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
Feats:
Level 1: Extra Hex Skills:
Skill Points: 11 = 4 Class, 2 Int, 4 BG, 1 Favored Class Cleric Bluff = 9: 1 (Rank) + 3 (Class) + 4 (Cha)
Class Abilities:
Familiar Hedgehog: +2 to Will saves. We call him Mr. Prickles, but his true name is unspeakable by mortal tongues. Beware. Hexes
Domains
Leadership (Subdomain of Nobility)
Channel Energy
Equipment:
Weapon: Morningstar Armor: Breastplate Shield: Buckler Belt: Body: Chest: Eyes: Feet: Hands: Head: Headband: Neck: Shoulders: Wrist: Ring: Ring: Gear
Spells:
Cleric Orisons Prepared: Detect Magic, Light, Stabilize 1st Level
1 Domain
Witch
1st level
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