I am planning on GMing Ire of the Storm: Part 2 soon for PFS, and it is currently scheduled for a 4.5 hour evening slot. We play at a bar that closes, so the length of the slot is pretty set in stone.
It seems like Part 2 (and Part 3) have enough content to run waaaay longer than 4.5 hours. As of now, it seems like my options are to try to cut out 50% or so of the non-core story encounters (which I am unsure if it is legal or not for PFS), split it over 2 games days (less than ideal) or convince the organizer that we should run something else.
Has anyone run this module for PFS before and have any insight?
Thanks so much for all the help! Fauchard is definitely something to consider.
It looks like the choice comes down to Fauchard + Heavy Armor (which I may or may not use), vs Rapier+Extra Initiative Rolls (from War Sight mystery). Right now I'm leaning towards the initiative bonus, considering that will help get sneak attacks off a bit more often, over the extra AoO's, but I'm certainly open to other thoughts
Scott Wilhelm wrote:
I definitely considered it. The main reason I decided against it is I don't have the DEX to take advantage of combat reflexes in order to get AoO's, which in my mind is the primary benefit of a reach build. Similar with tripping, with a 3/4 BAB character and no real space for a feat intensive focuses it seems like something I would not be particularly adept at.
I am also considering going more heavily towards a Crit-build, given I'll have a static 20+ damage modifier with studied target, divine favor, etc. I also will get Improved Critical as a free bonus feat with Weapon Mastery. To my knowledge, there are not any high crit-range reach weapons, though I certainly could be wrong
Another option - Take Cayden Cailean as a diety (I was going to go with the grapevine alternate racial trait anyways, so a god of wine still makes sense) to get proficiency with the rapier and its 18-20 crit range, and then get Improved Crit with Weapon Mastery. Still lose the ~3 average damage with the lower damage dice, but it frees up a mystery and I don't feel like quite as much of a sell-out taking a diety that makes no RP sense. In this case I lose out on the heavy armor proficiency, but I wasn't sure that was something I was going to take advantage of anyways
I am planning on building a Vine Leshy Inquisitor for PFS with some GM credit, and was looking into the Ravener Hunter/Sanctified Slayer archetypes. I've never played a front-line fighter and I like the visual of an anthropomorphic vine in armor, swinging a great sword, so I figured I'd try to do a two-handed melee build.
For flavor reasons I am leaning towards going with Gozreh as the diety, though I recognize it is definitely sub-optimal. Based on this, I am not particularly impressed with either the domains and inquisitions available, so I figured I'd go Ravener Hunter to pick up an Oracle Mystery.
Build so far, starting at level 6:
Traits: Fate's Favored and Reactionary
Feats: 1 - ???
I am currently trying to figure out which Mystery to choose, and am leaning towards Battle. This would give me martial weapon/heavy armor proficiency at level 1 (So I can ditch the trident and use a great sword), as well as Weapon Focus and Improved Crit at level 8/Greater Weapon Focus at 12.
The optimal choice would be to go with Gorum to get Greatsword proficiency and get to skip having to burn a revelation on it, but I'm not sure I want to completely kick the RP aspect to the curb quite that much.
Have other people played Ravener Hunter Inquisitors? I am interested to hear if there are other good Mysteries that might be better options. Any other advice on the build would definitely be appreciated as well.
Starfinder Armory has an augmentation called Clinging Hands
Your hands are covered with tiny fibers like those on a gecko’s toes. You gain a +2 circumstance bonus to your KAC against disarm combat maneuvers and to attacks to perform disarm and grapple combat maneuvers. You can ignore any increase to the DCs of Athletics checks to climb due to slipperiness, iciness, or heavy gravity. You can’t benefit from clinging hands if you are wearing armor or gloves that have not been either tailored or adjusted for you (Core Rulebook 196).
My question is, does this biotech augmentation still provide bonuses to disarm and grapple combat maneuvers if you are using a weapon with the disarm/grapple special property? RAI I would assume it would not, since having sticky hands doesn't mean you weapon does a better job at disarming foes. However, RAW it doesn't specify at all with the blanket statement of +2 to combat maneuvers.
I am looking to build my second SFS character, and am trying to find some semi-unique niche to focus on. One thing that has jumped out to me is how little combat maneuvers have been used in my area, so I figured that would be something I would look into. While the KAC+8 (+4 with feat) DC seems daunting, I wanted to see if there were ways of making it viable in combat.
Tripping seems far less useful in a world where >50% of people use ranged attacks, but both Grapple and Disarm seem like they could be useful (disarm seems particularly interesting to me, especially with the ability to play races with multiple hands to grab disarmed weapons).
Has anyone built or seen PCs based around using combat maneuvers? While Improved Combat Maneuver and weapons with the disarm ability provide a decent boost, I'm having trouble finding other feats/class abilities that work to improve grapple or disarm much at all.
I'm running this within the next week, and had a quick question about the social encounter/empathy tracking, especially as it relates to the secondary success condition. If I am reading it correctly, it seems that the PCs have only 5 attempts to influence Stuinvolk, and require success on 4 of them in order to get their second prestige point. While I understand that enabling everyone to Aid Another probably makes the checks much easier (and the ability to blow the check out of the water for 2 empathy points), it still seems very easy for 2 crappy rolls to prevent PCs from getting their 2nd prestige. Am I interpreting that all correctly?
Additionally, for these social encounters, have people simply said "Alright, this is the discovery phase, here are the checks you make", followed by "Alright, here is the influence phase. One person rolls and everyone else can assist"? Are there any recommendations for how to make this system more organic?
Finally, the scenario states that at the beginning of each day, PCs have the ability to make Diplomacy checks to improve Stuinvolk's attitude. These are completely separate from the Discovery/Influence checks, correct? And does the new attitude persist throughout subsequent checks?
Sorry for all of the questions - while the combat aspects are very straightforward, the social/RPing aspects of this scenario are a bit daunting.
"A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened"
This probably has to do with the crappy grammar of the sentence - the take home message is that 1 round casting time is this perfect sweet spot in between more than 1 round and 1 full-round action? That personally seems ridiculous to me if a full-round cast can't be quickened, and I was reading the sentence as more than (1 round or 1 full round) cannot be quickened, where the "more than" phrase applies to both actions.
I'm reaching high levels with my Intrigue Oracle in the Hell's Rebels AP, and am considering taking Spell Perfection at 15. However, I'm not sure what spell is worth choosing (or if it's even worth taking the first place). Metamagic so far includes Piercing, Persistent, Quicken, with one more option available.
The role is summoner/controller/support, so not many blasting spells and minimal buff/healing. Given the Chelaxian setting, I'm tempted to go with Dismissal/Banishment, though I fear that that is too specific to be worth it.
Any other recommendations for good Oracle spells that are worth Perfecting?
I am about to start playing Eyes of the Ten, but have absolutely no background in what was going on in the Society back in Seasons 0-2 (I started playing in 5, and have only sporadically played old scenarios throughout the past 4 years).
Does anyone have any recommendations for how I might brush up on the key background information from those seasons, or specifically which might relate to Eyes. I've heard it has a fantastic story, but I feel like there is a good chance it'll all go over my head without some prior knowledge.
I recently was given the option to play a Vine Leshy, which doesn't seem particularly powerful, but has a lot of flavor. As such, I'm trying to figure out which build would be best and am hoping to go with a nature-themed class/archetype. While I am not necessarily looking for the #bestbuildever, I would like to be moderately effective in combat at a minimum.
I already have a druid, so while that is an obvious choice I'd prefer to try something new. Given the CON and WIS bonus, Shaman and Kinetiscist came to mind - unfortunately, it seems like the Nature and Wood Spirit and Wood Element are pretty mediocre.
Do you have a favorite nature-themed build that might play well with a Vine Leshy?
I'm currently running a Fracture Mind Spiritualist who is focused on delivering debuff touch spells through his incorporeal Despair phantom. I've just hit level 5, and am struggling to figure out exactly which feat to take. Given this, I figured I'd turn it over to the collective Reddit wisdom to see if anyone had any details.
Fractured Mind Spiritualist Halfling 5
Feats so far 1) Spell Focus (Necromancy) 3) Emotional Conduit
Spell penetration is an obvious choice, but I was planning on holding off til level 7, since I'm not sure how much crazy SR I'll experience in Society play until that point. I thought about some metamagic feats, but I've still only got level 2 spells, so I'm not sure there is anything of worth. Some other thoughts
Toughness, Steadfast Personality (CHA to Will), Greater Spell Focus (Necromancy)
Note: Cross-posted on r/Pathfinder_RPG
In trying to build my first starfinder character for society play, I am definitely leaning towards playing one of the caster-classes (both because I like the utility of spells as well as the fact that it seems most people in my area are going with other classes). I am now trying to decide between Mystic and Technomancer.
I am currently leaning towards Star Shaman Mystic, primarily due to the ability to heal HP damage now that wands are no longer a thing. However, it seems like from reading the forums, HP damage can be pretty limited.
I am interested in what more experienced players see as the pros/cons of each class - my goal is to have a reasonably optimized character with some unique attributes to bring to a society table.
Louise Bishop wrote:
I'm curious as to why this is the case. Obviously the ability to cast True Strike is a major player, but I don't see how Magus' are any better at combat manuevers than War Priests. Now, the ability to Spell Strike debuffing spells is definitely a benefit of Magus whip-users, as you guys have pointed out earlier in this thread
Ryze Kuja wrote:
To the best of my knowledge, the most range you can get for attacks of opportunity is with Improved Weapon Mastery, which gives you reach+5ft (so 10 for most PCs). Weapon mastery only allows you to take attacks of opportunity at your reach.
Ryze Kuja wrote:
The only reason I advocate for Stalking is because whips suck at damage
My whip based character is a Warpriest of Calistria, which I definitely recommend. You get scaling damage dice with your level, so my whip is doing a d10 right now. Furthermore, with the Slashing Grace Feat and all of the potent, swift action buffs that Warpriests get (e.g. Divine Favor/Power), haste, and the ability to add weapon enhancements on the fly as a swift action, I can easily do 50-60 damage per round. It still definitely pales in comparison to what Fighters/Barbarians can do at level 10, but it still allows me to function reasonably well in combat when tripping isn't an option
Probably not exactly what you are looking for, but I have found that the straight bonuses work very well. The main benefit I've seen is the ability to overcome damage resistance when you need to do damage/can't trip or disarm, since it's not possible (to my knowledge) to get a silver/cold iron/adamantine whip. Plus, the straight bonuses still add to your CMB for both trip and disarm
My favorite character, a whip-based War Priest of Calistria, is nearing his retirement in PFS, so I am trying to figure out his successor. I have several other characters for PFS, but all of which use themes/builds/mechanics commonly seen, and as such they've gotten fairly boring.
I'm hoping to get some ideas from the community on other interesting/underused mechanics (much like a whip) around which I can build a new character. The only stipulation is that it be at least moderately combat effective.
First of all, I couldn't quite decide if this post should go in the Rules sub-forum rather than Advice, so I apologize if this is not the right place.
I am playing an Intrigue Oracle in a Hell's Rebels campaign, and one of the mysteries I have chosen says this:
Assumed Form (Sp): You can change your appearance at will, as disguise self with a caster level equal to your oracle level.
Looking into this, I am trying to figure out the various pros/cons of disguise self vs using the disguise skill, and wanted to see if others had any advice/could add things I am not taking into account.
Based on these factors, in seems that using the Disguise skill is more useful if you have time to apply it, while Disguise Self is really only best used if you need a spur of the moment disguise.
Does this seem like a pretty decent analysis?
I created a Google Spreadsheet for my group that automatically fills out a large majority of the items on the Rebellion tracking sheet, which can be shared among an entire party. It allows you to only enter things like Supporters, Notoriety, Treasury, and Team Names and calculates the rest for you.
I figured it also might be of interest to others, so I figured I would share it here.
Let me know if there are any issues that people find. Otherwise, enjoy!
I am building an Intrigue Oracle for the Hell's Rebels AP, and I would love to get some advice from more experienced gamers. I'm not necessarily looking to be ridiculously optimized, but exceptionally competent would be a nice range to shoot for.
I primarily chose the Intrigue Mystery because it fits the theme of the AP so well, but it also seems to be moderately effective.
So far I have:
Human Oracle (Intrigue Mystery)
Traits: Campaign Trait, Deft Dodger (+1 reflex)
Feats at Level 1 - Spell Focus (Conjuration), Improved Initiative
Revelation at Level 1 - Whispered Glimpses (CHA to perception and sense motive)
I am interested to see what people think about future revelations/feats. For combat, I am looking to go a control caster route (definitely taking augment summoning and something for spell resistance) but I also want to have a healthy dose social skills.
Revelations that I am considering so far
Also interested in spells people have found particularly useful - this is my first spontaneous caster.
Oracle with the Intrigue mystery can grab Conceal Spell without pre-reqs, but I think that's about it. Vizier Mesmerist can make it look like an ally is casting, and there's a PrC with good non-psychic hidden casting, but both of those aren't quite right.
I am playing an Oracle with the Intrigue mystery, and am mostly trying to decide if taking the revelation that gives Conceal Spell is worth the opportunity cost of forgoing other revelations (such as applying CHA to perception and sense motive).
I was already leaning towards not taking Conceal Spell, so I think this confirms my suspicions that while it adds a lot of flavor, mechanically it's unlikely to work all that often. I will definitely look into Cunning Caster (as I'll have a pretty high bluff check).
I am about to start Hell's Rebels AP and am looking into a class option that grants the Conceal Spell feat, without needing to meet the Prereqs (so I can avoid the Deceitful feat tax). Seeing as the AP plot is centered around intrigue, deception, and social situations, it seems like an appealing way to use magic to influence non-combat situations (charm person, etc.). However, I am not sure how easy it is to actually use Conceal Spell, or if some magic rules I don't know about make it unlikely to work the way I hope.
Has anyone used Conceal Spell with any degree of success?
For the Hell's Rebels AP, I am taking a trait that gives you a +1 bonus to Linguistics checks as well as making Linguistics a class skill. However, it does not specify that I learn a bonus language.
I am assuming this means that I do not actually learn a language like I would if I took a rank in Linguistics, but I figured I would check just in case.
I am building my first full spontaneous caster (oracle) and am trying to plan out feats for higher levels. I am leaning towards penetrating spell since the hope is to have high enough knowledge scores within the group to identify SR before I cast, but I'm not sure if the +1 spell level is worth an extra +3 caster level check
With the new book Ultimate Intrigue bringing a new Oracle mystery, I was wondering if anyone has looked into the Intrigue Oracle. I am planning on building one for a Hell's Rebels campaign since it fits nicely with a lot of the themes from the AP, but it also seems like a reasonably good mystery. It has pretty decent bonus spells and skills, though the revelations just seem alright.
I am looking to build an oracle with the Intrigue mystery for Hell's Vengeance, since it seems to fit really well with the theme of that AP. However, I am having trouble deciding on which revelations to choose, and the order.
I currently have
1) Hidden Magic (Conceal Spell as free feat)
I am trying to decide if I should switch Poetic Vengeance and Hidden Magic, or if Hidden Magic is even worth it. Does anyone have experience with Conceal Spell? While my DC for verbal components will be pretty high, the DC for somatic components will be pretty average, so I'm not sure it'll actually be useful.
If you're Dex based and wanting to improve the damage you do, wouldn't Slashing Grace do more extra damage than Weapon Specialization?
I knew there was something I forgot to write - I was going based off of memory. This build does already have Slashing Grace.
Keep Calm and Carrion wrote:
For example, you could reposition a vulnerable foe from 15' in front of you to 15' behind you, where your ally with the deadly full melee attack is waiting
This does seem pretty appealing, though I would not be able to also get improved reposition until 11th level (when things like quicken blessing become available).
After looking into it, I'm now leaning towards Greater Trip. The ability to trigger AoO's both during and after the trip seems great - however, this still runs into the problem of a useless feat in situations where tripping isn't useful
Sorry, I guess I should have clarified. This character is already built and at 9th level (I need to get into the habit of fully hashing out the build before starting, but right now I go with a general idea and then wing the rest).
I'm locked into the Dex build, so am now just trying to figure out what new feats fit best, so I haven't been particularly enthused by some of the recommendations on the older posts
Not sure if anyone is checking this yet, but I would love some advice on 9th level feats for a Whip/Warpriest build. So far I've got
1) Weapon Focus (Whip)
I'm leaning away from the Serpent's lash feat tree, since I'm not really sure I see a huge benefit for it to be worth the two feats. One option would be Greater Weapon Focus, but with divine favor hitting typically hasn't been a problem.
Currently I am considering Greater Whip Mastery and Weapon Specialization. Has anyone used Greater Whip Mastery to grapple opponents with a whip? It seems like it would only be occasionally useful. For Weapon Specialization, I am finding myself attacking just as frequently as tripping for various reasons (lots of NPCs who can't be tripped or have ridiculous CMD's at high tiers or PFS groups with lots of casters/ranged attackers that don't benefit from trips), so the damage bonus might be nice.
Does anyone have any other recommendations for useful feats?
Maybe new-ish GM was a little misleading - I have done all of CotCT so far, but that is the only GMing I've ever done. While I've learned a lot so far, I didn't feel like I was well prepared for some of the challenges of Scarwall. For example, I had never heard of the Deathward spell before (and will now make sure that Laori/Sial mentions it to them).
And to everyone else, thanks so much! This has been exactly what I've been looking for.
Thanks! I appreciate the help.
I actually just asked a friend, and he had a fantastic idea for handling the size of the map that I figured I'd share.
I plan on printing out versions of the map on normal 8x11 paper. The PCs can then choose which room they want to go to next, and if an encounter happens in that room I'll draw each room as I come to it. It means things go a little slower in game than drawing everything beforehand, but is much more manageable (and you don't end up drawing a bunch of rooms that don't require map space)
First time GM (but PFS player) running CotCT out of the updated hardcover, with a group of players who are essentially brand new to any kind of table-top game (only one has ever played before, and that was only for a couple months). So far things have been going relatively well (I'm pretty light on the story, but they seem okay with it), but we're about to start Skeletons of Scarwall and I'm pretty intimidated by the scale of it. As such, I wanted to see if more experienced GMs have any advice.
A) Seeing as these PCs have never really played before, they have absolutely no idea of how to fight undead. Considering that they should get advanced warning from Laori/Sial about the nature of Scarwall, I think it's reasonable to assume that they should be able to prepare. However, I have never really done much with undead either, so I don't have a lot of advice to give them.
Any recommendations for tidbits that Laori/Sial could share to help them prepare? I don't want to give them items that make it a cake walk, but i also don't want them to get destroyed.
B) The maps are massive - in the book, it says that every square is 10 feet. If I were to draw out every single 5 ft square, the map would drastically exceed the size of the map I have. I was planning on just running it on the small side, with every drawn square as 5 feet. However, there are a number of encounters that occur in narrow hallways - the mechanics drastically change if the hall is 5 ft wide vs 10 ft wide. Any recommendations for how to handle this?
C) The sandbox nature of the path through Scarwall and the large number of maps is also going to overwhelm the one flip-mat I have. I am looking into purchasing a second, but until then I feel stuck. I don't want to draw, erase, and redraw maps constantly everytime they go up and down stairs. The only reasonable alternative I have come up with is to artificially limit them to complete a single map at a time, but I would rather not have to say "A ghost is preventing you from going up those stairs" all the time.
Thanks for the help!
The problem is, this is against NPCs who are not necessarily optimized or primed to account for contingencies like PCs might be. For example, buying a potion of fire resistance is not really an option, and I would imagine there are numerous examples where NPCs might not have burrow, dimension door, or dispel magic (though I guess I could force casters to prepare additional dispel magics, even if their stat blocks do not normally have this).
Thank you for pointing out the forest fire trap - that is probably a good mechanic to use along with making it easier for characters to escape burning thorns - it makes this a very good damaging and crowd control spell, without being an immediate death sentence.
First time GM here, and I just ran into a PC casting Wall of Thorns for the first time. He managed to trap 4 high level NPCs (with no save) in enough thorns that it would be practically impossible for them to get out, then lit the entire thing on fire using a Flaming Sphere. It was towards the end of a long session (and I was pretty frustrated), so I just hand-waved it and said they all died. However, this seems like an incredibly broken mechanic to kill pretty much anything, so I am hoping to have some kind of counter in the future.
My initial thought was to say that the fire damages the thorns enough to allow anyone inside to break out easily, while taking some amount of fire damage. Has anyone else encountered this and have another way of dealing with it? Or any general ideas?
I am going through it the first time (as a first time GM) - I made it halfway through History of Ashes using the old PDFs and lots of user-created NPC updates, which got to be a pain (it was very tough to balance between the way too easy PDFs and the occasionally too challenging user-created stat blocks).
I just got the new hardcover in, and am planning on starting to use that from now on - after just a brief glance at some things, I am already starting to wish that I had been able to start with the new edition. There are a lot of things plot-wise that fill in significant holes/issues and it is also going to be great to not have to convert from 3.5 rules.
Basically, I highly recommend you get the new book - on the plus side, it looks fantastic as well.
I am starting a new PFS character using the spiritualist class, and wanted to get some informed opinions on the choice of phantom. I originally chose this class because I
A) Wanted to try a charisma-based casting class (Fractured Mind Archetype)
Given C, my original choice for phantom was Despair. However, after speaking with some more experienced PFS players it seems that the traditional debuff/save-or-suck party role can be pretty boring too play down the line.
I am now leaning more towards the Anger phantom, as the damage-output might compliment the debuff-based casting more than a debuff-focused phantom.
Does anyone have any experience using either the Anger or Despair phantoms? Any advice on which build can lead to a more enjoyable late level experience?
I am looking to build a debuff-focused mesmerist, and an obviously going to focus on spells with will saves.
Does anyone have an opinion on which spell school has the most useful spells with will saves? Looking into planning spell focus feats, etc. Also trying to decide if going with a gnome for the illusion bonus is worth it.
First of all, thanks so much for doing this. As a first time GM, this resource has been a life saver.
My party of 4 PCs is just about to enter into Castle Arkona and I was curious about the strength of the other (i.e. none Bahor or Vimanda) rakshasas - the "common rakshasa" template used seems to be significantly more advanced than the original rakshasa from MM 211. Have you found that using the higher CR "common" rakshasa provides a good challenge for level 9 PCs? It seems like it might be too challenging, given everything else