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I just spent like three hours reading /tg/ storytimes and having a good time. Then I spent three minutes browsing a thread about heteronormativity and sexualization in Pathfinder and now I just kind of want to punch people except not really. I don't want to end my day like this, Paizo. Tell me a bed time story. ![]()
Hello, community! Newbie GM here! I'm going to be running something next Sunday, and I'm looking at Modules and Adventure Paths. I've got some questions. On one hand, marathon sessions are exhausting. On the other hand, locking a character up for however long it takes to do enough sessions to get the Chronicle doesn't sound fun for anyone involved either. What's the best way to organize these things? How long can I expect something like, say, The Wormwood Mutiny to take? Does one part of an Adventure Path count as a module? Are the EXP/PP rewards the same? ![]()
Thanks to GM credit, my Natural Weapons Unarmed Fighter gets to start with a whole heap of gold and 6 fame at level 2. I've spent a bunch of it on general equipment, but I'm left with a lump sum of 1033GP that I'm not entirely sure how to spend. I've got two options in mind so far: 1. I could upgrade her Chain Shirt to a +1 Chain Shirt. 2. I could buy a heap of cracked Ioun Stones to help compensate for her tiny baby Fighter skillset with a bunch of tiny baby Competence bonuses. Choosing is hard. Any tips? ![]()
I'm getting back into PFS with a Natural Weapons Barbarian, but I'm running into the problem where I just have too many options! Right now I'm looking at Maw-and-Claw Tiefling Invulnerable Rager Urban Barbarian going into the Dragon Totem tree, but Fighters get more feats, so a Natural Weapons Fighter could get better, faster? But they get so few skill points! (That, and they don't get DR, I guess, but there's probably ways around that). But I also like magic, and the Tattooed Sorcerer is basically the coolest possible class archetype IMHO. So many options! Cool tattoos! Mostly the tattoos, really. I guess Lore Warden is a thing. Natural Weapons Lore Warden? Or I could just be a Ranger in denial. Feral Combat Training is a definite must. Opens up Style feats, which are awesome. Then there's the part where Natural Weapons don't get iterative attacks. How do you even get more limbs in PFS? You see my problem. So much to do so much to see so much to cram into two four-hour sessions a month. What are some cool ways to do Natural Weapons characters? ![]()
I'm coming back to PFS after a long absence, and I'm having a bit of an existential problem. With different players, different DMs, and different adventures every time you sit down, how do you keep a consistent character? What are some tips and tricks to making PFS more than just sitting down with strangers and tossing some dice? How do you keep a coherent narrative over incoherent play if nothing can carry over from one session to the next? ![]()
For a gishy sorcerer/ranger, which would be a better investment for magic natural weapons - Amulet of Mighty Fists or feats like Arcane Strike, Eldritch Claws, etc? Probably depends on what you want more, right? More feats or more gold? Problem with the Amulet is that it's all kinds of hella expensive. Maybe a mix of the two would work? ![]()
Current build: Half Elf Rogue 2/Linnorm Tattooed Sorcerer 3 STR 12
AC 16 (10 + Dex + 1 Natural Armor + 2 Enchanted Silken Ceremonial Armor) Feats:
Started out going for a sniper rogue, changed my mind. Going to start by retraining the rogue levels into ranger for Aspect of the Beast. That'll give me claws, and use up pretty much all the Prestige I have. From there I intend to pick up levels in Tattooed Mystic until Blistering Bands turn out to be not as useful as I hope they are or a spectacularly bad idea like they probably are, interspersed with a few levels of Dragon Disciple. Now, given that I'm the kind of person who will shoot himself in the foot for the sake of flavor (Bladebound Kapenia Dancer, anyone? Diminished Spellcasting AND late arcana!) and I also get unreasonably invested in things (250$ illustration of a character that's a mechanical mess just crossing into high tier play), I figured I'd look into proper gishing. Unfortunately all I can find falls into either "Take 10 levels of Eldritch Knight" or "Play a Magus". I want to stick to the tattooed sorcerer thing and also the dragon thing. I figure I can deliver touch spells with the natural attacks as a kind of jury-rigged spellstrike. Any tips, community? Feats I should take? Levels I should dip? Spells I should go for? Items I should buy? ![]()
So I'm looking into a Tiefling Tactician/(Sorcerer or Cleric) centered around Nightmare Fist and natural weapons. It occurs to me that Walking around with 20 feet of darkness on all sides might mess some stuff up for the rest of the party. Any advice on how to alleviate this? Some way of granting communal darkvision or blindfighting? Marking enemies in the darkness, maybe? ![]()
I'm looking to make some new characters for PFS. Problem is, everything looks dull and straightforward. Anything else (Blackfire Adept caught my eye) is banned. So I come to the community. Anybody got some juicy builds? Fun concepts? Neat spells? Some obscure or rare bit of trickery? Something that doesn't take 8 levels to get interesting, maybe? ![]()
So instead of going Rogue X/Sorcerer 3 today I decided my character would be going Sorcerer X/Rogue 3 because SWEET TATS Now, I know about Reservoir Tattoos, Spell Tattoos, Caster Tattoos, and the Potion-to-Tattoo spell, and I'm planning on grabbing a bunch of levels in Tattooed Mystic. Am I missing anything? Has to be PFS-legal, btw. ![]()
The Firebrand feat from Faiths of Corruption allows a character to treat a torch as a light mace. Does that mean there is a conceivable way to enchant a torch with weapon enchantments? Though I imagine that would be tricky since technically they're consumables :/ And what kind of action is it to light a torch? The entry for tindertwigs makes it out that lighting one with tindertwigs is a standard action "rather than a full-round action". Does that mean that lighting a torch with another torch is a full-round action? ![]()
Let's say you have a low-level character, somewhere between levels 1-3, and you decide you want to dip a level or three in another class. What is a good time to take those levels? Early, before you hit high-tier play; or late, when you have reached reliable performance? Do you take the other class levels one after the other or do you stagger them? ![]()
This started as a short post asking for Society-relevant build tips but whoops. (Sectioned for your comfort and convenience.) Point Blank Rogues My first Pathfinder Society character to make it past level 1 just hit her third Rogue level. Retrained from a Monk once she hit level 2, I had a large pool of resources to work with and managed to strike a decent balance between ranged combat and melee combat and a decent assortment of skills. I decided I wanted to focus more on range because crossbows are cool. Feats at the time of her first level 2 session:
Of course, it didn't take me long to spot the many, many flaws in the build. Without Precise Shot and with how most enemies in encounters tend to engage in melee in the first round, ranged attacks are pot shots at best, and without some serious spec-ops shenanigans I might as well leave my d6's at home 'cause I'm never getting that sneak attack. So I started looking around. Shopping for some prime cheese. The first angle I considered was taking a level in Oracle and sniping people through fog. Tempting, but I wasn't entirely sold on the concept. Then I found the Point Blank Master feat, and was inspired. Unfortunately, it requires Weapon Specialization, and I don't feel like taking four levels of Fighter. Whatever, I can take a punch or three. The plan: Get my sneak attack dice the old fashioned way and fight with a crossbow at flankin' distance. This is gonna require a hell of a lot of feats (and is also going to be RAD as HECK), and I was wondering if the community might know of a more efficient way to make the concept work than what I've come up with. Near as I can tell, the bare essential feats would be:
The latter so that I won't be provoking attacks of opportunity twice every round I'm in melee range by reloading every round, and opens up stuff like Rapid Shot etc. Will likely also end up taking Snap Shot for ranged attacks of opportunity. Does anybody know of a way to reach this point in fewer feats/levels? Perhaps some item or something? tl;dr; I'm a dumb hipster tool who wants to use a heavy crossbow like a melee weapon looking for tips. Crossbow Whipping A simpler, shorter question. Is it possible to use a ranged weapon as a melee weapon? Would it then count as an improvised weapon? The Eradication of Evil A couple of days ago, my rogue ran through majestic fields of wheat:
the Night March of Kalkamedes, and unquestioningly liberated the poor gnome in the Dark Edifice from his prison, talking the party into helping her and holding Kalkamedes back so that he wouldn't walk off into some kind of acid spike pit. Needless to say, things escalated. So, along with pouring a bunch of skill points into the more arcane skills, she'll be looking to find ways to make herself less palatable to demons, and the forces of evil in general. I think I've got the basic preparations in hand - cold iron bolts, aligned weapons, holy water, etc - but I'm interested in finding out if there's any way for a Chaotic Good Rogue to detect and/or smite evil. ![]()
Something I've been wondering about. Let's take the Worldwound Gambit as an example. Let's say I buy the book and assign the chronicle sheet to one of my characters. The boons on the sheet include descriptions containing text like "Your experiences bringing down the Tower of Yath" and "You experience fighting demons in the Worldwound and your patience carrying out a long con" Does that mean my character was actually a part of bringing down the Tower of Yath? Been to the Worldwound and fought demons there? Can I legitimately make that a part of my character's backstory? ![]()
The whole "Always available" thing has never really been very clear to me when put up against the fame buying limit and getting stuff on your chronicle sheet and such, so I just want to make certain that my current understanding of it is correct. Let's say I want a set of Horseshoes of a Zephyr, a minor wondrous item listed in the CRB at 6,000GP. The table in the Guide to Pathfinder Society Organized Play lists the maximum item cost of 22 Fame as 8,000GP. Does this mean that once my character accrues 22 Fame, I'm able to shell out 6,000GP for the Horseshoes despite not having them on a chronicle sheet? If so, then would I be accurate in describing the whole thing along the lines of "You can purchase items that are always available at any time as long as you have the money for it. The rest you're going to have to buy once you've got enough fame."? ![]()
Probably kind of a stupid dumb obvious newbie question, I know. I am currently in the middle of rebuilding a 3XP character that, on top of starting gold, has amassed 1426GP in the line of duty. When shopping for the retrain, am I limited to the 150 starting GP or am I allowed to pull from the entire pool of amassed wealth? |