Lantern Bearer

Variel Loraden's page

2 posts. Organized Play character for Erisana Liaomei.



Grand Lodge

Variel Loraden set off on his second mission... sort of. Murder's Mark is a module for level 1-2 characters that you can get PFS credit for, but the base assumption is that you're a member of the community the story's set in. It was lots of fun - more skill checks and rp than combat, and it had a very organic feel that you don't always get with scenarios.

Overall, I feel like Variel contributed more this time, though I did run into a few issues. The main one being that I need to buy blunt arrows so I can do nonlethal damage more easily. A lot of the fights did not go that great. Even with my high Perception scores, I still couldn't see the skulks most of the time, and getting mobbed by rogues doesn't work out so well for ranged characters. However, I did contribute fairly well to the detective work. Actually, my favorite moment was probably when he successfully grappled a townsperson. Though that may have more to do with the CMB system Pathfinder uses...

I didn't use Favored Target as much this time, mostly because I have to be able to study my target, which is hard when they're functionally invisible. The tracking, on the other hand, was very handy. I kind of wish that I got more skill points - slayers only have 4 + Int, while rangers have 6 + Int and rogues have 8 + Int. I'm now at level 2, so about to get my first Talent, though I'm tempted to go with Combat Trick just so I can snag Precise Shot.

Grand Lodge

This weekend, I played "The Bloodcove Disguise" with my local gaming group, and made a level 1 Elf Slayer who focused on archery. The other members of the group were an Archery Ranger, a Cleric of Sarenrae, a Heavens Oracle, a Barbarian, and a Fighter with an Armor Class of 23. The Ranger was level 3; the rest of them were level 2.

Before the game started, there was a bit of a delay in trying to figure out how often I could use my Favored Target, as the GM hadn't had a chance to read the ACG. In the end, he ruled that I could use it at-will, which is what I guessed from the text. This worked out pretty well; I had something special to do every encounter, and it isn't powerful enough to make things unbalanced.

First Encounter:
Entering the city, I actually rolled well on my Intimidate check not to attract attention. This was the only time I did - the entire rest of the game, I got 1s and 2s on my avoid attention roll. I did actually have Intimidate trained; it's just that with my poor rolls and mediocre Charisma, the +4 didn't make much of a difference.

When we got to the alchemist's shop, we started combat more or less immediately. By the time it was my turn, everyone had moved enough that I didn't have a clear shot at any of the enemies, so I could either reposition myself or use Favored Target. I went with Favored Target, and managed to hit him, which was nice. I downed him in one hit, and the whole combat was over before I got in a second turn. This set the precedent for pretty much the entire scenario.

Second Encounter:
We spent a decent chunk of time scoping out the bar before attacking, so I set the summoner as my Favored Target well before combat started. Unfortunately, I didn't do that great on the initiative roll. First round, our fighter bullrushed/grappled/jumped on top of the summoner, meaning that I had pretty much no chance of hitting her. So, I changed Favored Target to her eidolon. The group managed to kill it before the round was out; the barbarian sapped the summoner and we took her captive.

Third Encounter:
Next, we found our caravan leader at the bar. The ranger and I downed two of the pirates in the first round; the barbarian and the fighter completely obliterated the third pirate and the captain (both of them got a crit). I tried to pitch in on the Intimidate roll to get the noble's heir, but rolled badly yet again. Apparently my elf just isn't that scary.

Fourth Encounter:
This was probably my least effective battle; I missed with my first shot, and the barbarian and fighter proceeded to squish the remaining two ants. I also wasn't much help with any of the sneaky scouting stuff, since the ranger had more ranks in the relevant skills than I did.

Fifth Encounter:
Since the rest of the party wasn't doing much better on their rolls not to attract attention, it wasn't much of a surprise when we got jumped by the Aspis Consortium agents. We killed the mooks in one round (again), before their leader went. Said leader promptly proceeded to try and sneak attack the fighter with the massive tower shield (according to the GM, this was in the tactics listed for the encounter or something? He seemed pretty appalled by it.) He missed, and the oracle Color Sprayed him into unconsciousness. The GM ruled that he was such an obvious detriment to the local gene pool, the subsequent Coup de Grace wouldn't count as an evil action.

Sixth Encounter:
We hit the final encounter with the witch and her minions. Yet again we killed almost everything in one round; the witch surrendered after we killed her allies. In the midst of the battle, however, we didn't notice when her familiar ran off with the key. Getting the necessary Perception check to catch it took longer than the fight itself.

Overview: Most of the combat went the same way for me - I got in Favored Target and one shot, which usually hit, and then the rest of the party murdered everything. I think the main issue was that I was overshadowed somewhat by the rest of the party, especially the other archer, who had Rapid Shot, and was getting off two arrows a round to my one. Variel was still pretty effective, however, and I'd like to try playing him again in a lower-level group.

Favored Target was really the only class ability I had to play around with, and I found it to be pretty useful. The fact that it costs a move action wasn't much of an issue; as a ranged character, I didn't need to spend the first round moving into melee. Given the way the fights went, a melee character probably wouldn't have gotten a chance to use it at all. I like that it has out-of-combat applications, too. I do wish that he got more social abilities as class skills. Actually, more skill points overall would be really helpful; as it is, he has fewer than he would as either a Ranger or a Rogue.

Dark Archive

So I bought a ticket to play The Haunting of Hinojai at Gencon. I didn't really realize what all the Pathfinder Society involved at the time. Unfortunately, while I've had experience playing Pathfinder with my friends, I've never done anything with the Pathfinder Society, so I don't have a character at the right level.

I don't think I can find a group to level one in time, so what do I do? Can I make up a character that starts at level 5, or do I have to play one of the pre-gens? If I do have to use the pre-gens, how much am I allowed to alter them? I was originally hoping on playing a wizard, but Ezren doesn't appeal to me at all. Could I change "fluff" aspects, like age, gender, or name? What about more important ones, like race?

If I can create a level 5 character, how do I outfit her? Looking at the pre-gens again, it seems like normal starting gear wouldn't cut it. Is there some sort of equipment guideline I should follow? Or, considering that I'm planning on playing a wizard, does it not matter?

Please help me! I'm really looking forward to the game, and I don't want to come in with no clue what to do.