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Ultimate Equipment lists the "Alchemy Crafting Kit" on page 76 as weighing 50 pounds. In the APG, the same item (then labeled "Alchemist's Kit") on page 182 had a weight of 5 pounds. This doesn't make sense. Additionally, the "Alchemist's Kit" gear kit in UE has a weight of 24 pounds, but includes said 50 pounf "Alchemy Crafting Kit." Which is the correct weight of that item, 5 pounds or 50 pounds?
Not sure if this is the right place for this, but I figured people would see it here so why not. I'm running Ire of the Storm module in about a week and I'm finishing up final preparations.
My question is: in general are modules ok with 6 players? Is there a way I can change the scaling so it works? And for those of those of you familiar with ire how do you think it will work out with 6? Thanks
Not sure if this is the right place for this, but I figured people would see it here so why not. I'm going to run the 'Ire of the Storm' module with a casual group in about a week, making some final preparations. The confirmed party is 5 players- which seemed fine to run through. I possibly have a 6th player joining us and I'm not sure if the module (or any) works for 6 players. Is there a way I should run this for 5- or 6- players? Is there a way I can scale it up or change it around? What do you guys suggest? Thanks.
Hulo- I am to for the first time Game Master Rise of the Runelords for two of my friends. I am to having Game Mastered before, but only brief modules and homebrewings. I have yet to reading through the whole thing and prepare maps, but our first session is on Friday so I have time. What is the best advices for running this for the first time? What should I doing to accommodating two players and prepare? What is the biggest thing I should to be prepared for? Thanks You!
My friends and are are going to play Rise of the Runelords together and we decided we wanted to get credit for playing. We all have existing PFS characters which we can apply credit to. What are the specific rules for Campaign Mode? If we all use existing Characters, do we apply credit immediately it wait until the sanctioned level? And if we want to use house rules, how do we apply credit then? Do we get it all at once? Hope someone can clear up the rules for me- it's our first time running an adventure path.
Thought it would be neat to try Overlord Mystic. I want to take fear and charm person as spells, but I'm struggling with the SoS aspect. I thought it might work to build some CHA for Demoralizing so that opponents get -2 on their saves but if I want 18 WIS there is not much room for that. Can you guys help me decide on a good race and point distribution to make this work? Mainly just want a way to increase the DC or make it hard to save. This is level 1, I have around 1700 credits. Appreciate the help!
Going to build one, just struggling with race/feat choices. Was leaning towards Ratfolk or Damya Lashunta or Android, but curious what you guys think is best. Lashunta having those extra spells and skill bonuses are great. With regards to feats, what do you guys suggest? At some point I plan to dip Blitz Soldier. Thanks guys.
I don't understand why anyone would pick technomancer over mystic. Technomancer has way less class abilities, effectively less spells known (because of mystic connections), cant heal, and overall seems weaker. For some reason, I still feel drawn to make one. Can someone help me understand what the differences are? DO they have different roles?
First of all, why is there a mod for profiecisncy feats? Drones can already use almost any weaoon provided the have enough weapon mounts. They don't need Small Arm Proficiency. Secondly, are they allowed to use grenade in any circumstance? Do they get resolve points? There's space for that in the Drone Sheet from the character folio. Additionallly, would using the arm mod to physically let go of a grenade count as an attack? If they just dropped it and say had their mechanic waiting with a detonator? And can you control it without seeing it? The way I read it basically means up to 2500 ft. you can control it, regardless of where it is and where you are? Thanks
Thought it would be interesting to make a mechanic build that uses basically only Explosives. You get the arm mod on a hover or stealth drone so it can rig explosives. All you need is a detonator. Still not sure how you'll figure out exactly where to put the bombs until camera mod, but could't you theoretically just have the drone tell you exactly what it sees? Let me know what you guys think of this build. Mechanic gets trash damage so it seems like a cool way to put in work. You could technically have the drone fly over enemies and literally just let go of a grenade and then you could detonate. Seems good.
First of all, does the poor save/good save bonus get added to the ability score associated with the save or is the bonus the only thing used? Also, how do you heal up drones if they're constructs. I would think that it would involve the custom rig, but all it mentions is rebuilding. Additionally, you can use the custom rig to give it commands and stuff, up to a range of 2,500 feet. Does it have to be able to see the mechanic?
I don't recall exactly but one of the build suggestions for Envoy uses Greater and Improved Feint as feats. The Envoy Improvisation (or expertise I don't remember) is the Clever Feint or whatever. I'm not good with names. It's a first level selection. In the description, it specifically says that it does not work with Improved Feint. It seems really odd that the build would invest in Feint feats when the improvisation is basically always better. IS this a mistake or is there something I'm missing?
Just picked up CRB, was planning on building Envoy. All the rules on Gear and stuff are still pretty confusing. Building a character for organized play. Everything seems so expensive, and I'm not really sure what weapon types are good and stuff so what do you guys suggest regarding weapons and armor? What equipment should I pick up? Thanks guys.
After some deep thought and consideration, I've realized a way to become rich, or at least famous in Pathfinder. You have to publish a Druidic Dictionary. Now, normally this would be certain death, but if you get a Cohort or Friend to do it for you and then you take the profits, it might work. What do you guys think? Is tgis possible?
Hello- I have just reading the only Shaman guide on the collectin, and I am having noticed some interesting. In the guiding by JBurz, he is to stating that the Ancestors Spirit Magic spells are to come at 1st level, 2nd level, and then consecutive levels. However, in the book Cohorts and Companions it is to say that the spells come at 2nd, 4th, 6th, and follow this patterning. Is this a mistake in the guide? Is there a change of rules to it? Thanks you.
Hello- I have just reading the only Shaman guide on the collectin, and I am having noticed some interesting. In the guiding by JBurz, he is to stating that the Ancestors Spirit Magic spells are to come at 1st level, 2nd level, and then consecutive levels. However, in the book Cohorts and Companions it is to say that the spells come at 2nd, 4th, 6th, and follow this patterning. Is this a mistake in the guide? Is there a change of rules to it? Thanks you.
Hello guys- I made a Dark Tapestry Oracle for fun, and it is a great build idea and I am to thinking that it is cool. I am a Halfling right now and my scores are: Str 5, Dex 14, Con 12, Int 10, Wis 12, Cha 20. As I have mentioning is a Dark Tapestry. I was going for to a Stealth based creation, and right now I am having a +10. I was thinking on making my feat Skill Focusing on Stealth so I can take Eldritch Heritage (Shadow) at 3rd leveling. My spells are Cause Fear and Murderous Command right now. What do you guys thinking of this buuld? What spells do you recommending? Thanks
Greetings one and all- Over the past 24 hours I have devised the ultimate Character Build- mainly because I was I was bored as a fish, but also because IT'S THE GREATEST BUILD EVER. Now, I'm sure, while reading this you are probably itching with anticipation. You're probably asking "Mr. Elf guy, tell me this awesome build thing because I want to know and I litterally have nothing better to do than read this and realize that I AM in fact asking this." Fear not little ones. All in good time. I want to let you know that when I actually do tell you, you can't just go and tell people. This was mine, and mine own. Anyway... I'm just going to tell you. The build of all builds, to end all builds is... an ALCHEMIST INQUISITOR DIP. Lol. Ok so I probably appear as an idiot. Or at least more of an idiot that I constantly am. But tell me why it's bad. Do it, you won't.
Ahoy! I'm Toloriel. I'm pretty new to the PFS, but I'm really enjoying it so far and the community is great. It seems like there are tons of experienced adventurers, so I need your help. I'm creating an Alchemist for PFS, (Core, APG, UC, UM) and I'm going for primarily a ranged/bomber build. I'm an Elf with only the Elemental Resistance alternate racial. I have about 1150 GP as this is me rebuilding a previous character, so plenty of room for equipment. Stats: (With racial mods) STR: 12
TL; DR- What gear should I buy? What level 1 extracts to use? Anyway, I'll see you guys around the forums. Thanks for the help! Edit: How does Anticipate Peril work btw? What is the "spell's caster level?" Would that just be level 1? |