The Shadow Caller's page

No posts. Organized Play character for rpdjoker.




What are the odds that racial archetypes are added to the new book? I play only PFS and my thing is that I only use racial archetypes. Does anyone have an idea on it or should I save my breath?


So I am making a stonelord for the Rise of the Runelords PFS, and I was wondering what racial traits would be better for it? If I should take wyrmscourge or take Giant Hunter and other racial traits? Any help would be appreciated and any more advice for this build would be great!

Grand Lodge

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.


I want to make a Shigenjo that uses unarmed attacks as his main form of attacking and to be able to qualify for ki strike. Can I take the alternate trait for claws and use them instead of the unarmed attack? Or are claws not considered unarmed attacks


I was wondering if I could go over 20 when a spell asks for my oracle level and I have a skill that says I add 5 to my level when it asks for it.


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.


I have played one of my characters online so he received an online chronicle sheet. However, I do not like him and I have OCD about the number the character is and what class he is (it's weird don't ask). How can I delete him? Because the option to delete does not appear next to his name anymore.


So I have a quick question regarding Versatile performance. When I create a character, can I put two skill points into two Performs so I get the +3 class skill boost, and then when I get to level 2 can I add another perform and then use versatile performance for all three perform skills?


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.

Grand Lodge

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.

Grand Lodge

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:
Str - 14
Dex - 14
Con - 12
Int - 18 (16 + Racial Modifier)
Wis - 12
Cha - 7

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.


What is the best bonded weapon for a bonded witch? I was thinking a spiked gauntlet because it can not be disarmed but I am really new and wanted to know if anyone has advice for me. My character would be for PFS, if that matters at all.


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?

Full Name

Teral Saevus

Race

Half-Elf

Classes/Levels

Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Gender

Male

Size

Medium

Age

47

Alignment

CG

Deity

Godstone of Arch, Paladine the Just

Languages

Common (Krynn), Common (Arch), Elven (Krynn), Infernal, Draconic

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 17
Charisma 18

About Teral Saevus

Channel 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}
Fort: 1 = 1 (Con)
Ref: 1 = 1 (Dex)
Will: 9 = 2 (Witch) + 2 (Cleric) + 2 (Familiar) + 3 (Wis)


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)
Diplomacy = 8: 1 (Rank) + 3 (Class) + 4 (Cha)
Knowledge (Arcana) = 5: 1 (Rank) + 3 (Class) + 1 (Int)
Knowledge (History) = 5: 1 (Rank) + 3 (Class) + 1 (Int)
Knowledge (Religion)= 5: 1 (Rank) + 3 (Class) + 1 (Int)
Spellcraft = 6: 2 (Rank) + 3 (Class) + 1 (Int)
Linguistics = 6: 2 (Rank) + 3 (Class) + 1 (Int)
Use Magic Device = 9: 2 (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
Lvl 1 Hex: Fortune
Feat Hex: Cackle

Domains
Fate (Subdomain of Luck)
Bit of Luck 6/6 (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Leadership (Subdomain of Nobility)
Inspiring Command 5/6 (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect. {You can use this power a number of times per day equal to 3 + your Wisdom modifier.}?

Channel Energy
1d6: 5/7


Equipment:

Weapon: Morningstar
Armor: Breastplate
Shield: Buckler
Belt:
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck:
Shoulders:
Wrist:
Ring:
Ring:

Gear
11 gp
Cleric's Kit


Spells:

Cleric
Orisons
Prepared: Detect Magic, Light, Stabilize

1st Level
2 Per Day
Prepared:Divine Favor, Shield of Faith

1 Domain
Prepared:True Strike

Witch
Cantrips
Prepared:Resistance, Daze, Guidance
Known: All

1st level
2 per day
Prepared: Enlarge Person, Ill Omen
Known: Enlarge Person, Ill Omen, Unseen Servant, Whispering Lore