Gravin Goldhammer

XPathfinder's page

RPG Superstar 9 Season Star Voter. ***** Venture-Captain, South Carolina—Greenville 76 posts (81 including aliases). No reviews. No lists. No wishlists. 41 Organized Play characters. 2 aliases.


RSS

1 to 50 of 76 << first < prev | 1 | 2 | next > last >>
Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

2 people marked this as a favorite.

The owner has been found! :-)

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

The character is a non-pregen rogue who played #1-03, to provide more context. I was the GM. Send me a Private Message with your name, your PC's name and your PFS ID# and once we confirm it's the right one I can mail it to you.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

It probably didn't get passed up the chain in time, but there is a new convention in Spartanburg, SC: TantrumCon 2019, on Feb. 15-17. The Upstate SC PFS Meetup page provides the details and links.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

TantrumCon 2019 is a brand new tabletop gaming convention at the Spartanburg Marriott on Feb. 15 - 17. Upstate SC PFS will be featuring a schedule of PFS and SFS at the Con. Full details with links are available on the Meetup page. Hope to see you there!

-- Sam Sampson, Venture-Agent

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

FYI, I've selected the sanctioned portion of Rise of the Runelords Vol 1, Burnt Offerings.

Terrain in the mentioned AP:

The "Thistletop" area starts with an outdoor area and then ventures into 3 dungeon levels.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

I have Dwarven Forge dungeon terrain that I'd like to use for an in-store PFS-sanctioned module or Adventure Path segment. The terrain is the traditional "brick" style rather than caverns.

I have about 9-10 hours to run it. I'm looking for something with base level 3-8.

Some suitable modules have already been run at the store, like Crypt of the Everflame, Masks of the Living God and some others. I'm familiar with Thornkeep and Emerald Spire but I think some players have played a fair amount of those.

I'm looking at The Godsmouth Heresy, which is outside my preferred level range but could work. Thoughts?

No Response From Deepmar is described as a combination of wilderness exploration and dungeon crawl, which also might work. Thoughts?

Thanks!

Silver Crusade

FYI! :-)

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

N.B.: MACE in Charlotte is *November* 9-11.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Yes--it's Tamrin Credence, though a type of co-leadership was hinted at. Here's the post: Mid-Season Faction Updates.

Son of Cayden wrote:
Was our new Liberty's Edge leader announced?

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Tarondor wrote:

I've been going to GenCon for almost forty years. I've gamed with PFS and RPGA before them and even with the big names of the very early TSR days, so I've seen a lot of variations on this theme. The only thing I'd like to say is that although there is always room for improvement, no one in my experience handles bringing order out of chaos with the success, professionalism and (almost always) good humor with which the Pathfinder Society manages it year after year.

Moving that many people that well without simultaneously coming across as jerks? That's hard to do and you guys make it look almost almost effortless. I know that's because it's a labor of love for you. I've had issues here and there to be sure, but they are the rare exception that proves the rule. On the whole I give your process a very enthusiastic and well-earned thumbs-up!

I agree!

I GMed 3 (of a potential 5) slots and played once. This was my third Gen Con. I'm grateful that all the tables went pretty well.

Anything I saw to improve has already been mentioned.

Kudos to Tonya, John Compton and the HQ staff for another one in the books!

Silver Crusade

Revisiting this, finally...

The W3C Validator shows a few issues. Perhaps that will be of help.

Thanks!

Silver Crusade

Hello,
I use commafeed.com to pull the Paizo Blog RSS feed. It stopped providing new posts after March 14. I've tried removing and re-adding it. I should be able to try some other feeds and apps and see how they do.

Thanks!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Thursday
Slot 1: OFF (telling vendors to shut up and take my money)
Slot 2: GM #7-22 Bid for Alabastrine
Slot 3: GM #7-98 Special: Serpent’s Ire

Friday
Slot 4: OFF (Frostgrave miniatures game)
Slot 5: OFF (Dungeon Crawl Classics; King of Tokyo tourney)
Slot 6: GM #8-00 Special: The Cosmic Captive (Tier 1-2)

Saturday
Slot 7: GM #7-22 Bid for Alabastrine
Slot 8: GM #7-22 Bid for Alabastrine
Slot 9: GM #7-99 Special: Through Maelstrom Rift

Sunday
Slot 10: GM #7-22 Bid for Alabastrine

Tier 2!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Pathfinder Society returns to Geek Out Games in Central, SC for its last session before a summer break. The session is Saturday May 21st from 1 to 6pm.
Our main scenario will be #33 Assault on the Kingdom of the Impossible for levels 1-5. We'll also have an overflow scenario if needed.
New players are always welcome at our sessions--pregenerated characters and all other materials can be provided.

Silver Crusade

Thanks!

Silver Crusade

I'm about to kick off an Iron Gods campaign. IG Vol. 1 has a sidebar regarding glaucite, but there is also a sicatite weapon. I've checked the Tech. Guide and Archives of Nethys to no avail on rules for sicatite and other skymetals. Does anyone know where these rules are, assuming they exist?

Thanks!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

We've been running 1-2 tables consistently at Geek Out Games. Our next session is Sat. April 16 from 1-6pm. The primary scenario will be #3-05 Tide of Twilight for levels 1-5; we'll also have an alternate level 1-5 scenario as well. New players welcome!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Hello!
Some friends and I are looking for 1-3 more players for the 4-scenario "Eyes of the Ten" retirement arc at SCARAB 2016. To play you must have a PC at "exactly" level 12--i.e. 33 XP. Currently we have a ranger, cleric and fighter (lore warden) signed up.

The sessions are Sat. morning & afternoon, Sun. morning & afternoon, and Mon. morning. The Sat. afternoon session isn't listed on Warhorn currently--it is the second session for the first scenario, which takes two sessions. It also may be a good idea to leave Mon. afternoon free as that scenario may go long.

We understand that's a big time commitment so we would be very appreciative! If you could reply by Friday (1/8) that will help our planning.

Thanks!
Sam

Silver Crusade

Assuming you're looking for Pathfinder, have you tried asking around here?: https://www.facebook.com/groups/AshevillePathfinderLodge/.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Hi Sam,

I saw that you located this Meetup Group: Pathfinder Gamers of Upstate SC. I'm just posting it for others who are looking for PFS in Upstate South Carolina.

We are running monthly games at Boardwalk in Greenville (1st Sat. of the month) and Geek Out Games (3rd Sat. of the month). See the link above for all the info!

Thanks,
Sam Sampson

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Join us Sat. Sept. 19 for another exciting session! The primary scenario will be #30 The Devil We Know Part II: Cassomir's Locker (Levels 1-5). We'll run from 1-6pm--new players and veterans welcome, pregenerated characters and all other materials can be provided.

Silver Crusade Star Voter Season 9

4 people marked this as a favorite.

Here it is... I have my own thoughts on its issues, but I'd like to hear your thoughts. Thanks!

Spirit-Catcher
Aura moderate necromancy and divination; CL 9th
Slot none; Price 24,000 gp; Weight 4 lbs.
Description
The top of this darkwood staff splits in two, with an intricate skein of cords stretched between its upper branches.

A spirit-catcher is used to capture the essence of incorporeal undead, and later releasing that essence as negative energy.

The skein of the spirit-catcher glows with an eerie blue nimbus when incorporeal undead are within 30 feet.

When an incorporeal undead creature is destroyed within 30 feet of a spirit-catcher, as an immediate action the bearer may draw its essence into the spirit-catcher. The amount of essence stored in the spirit-catcher is measured by the Hit Dice of the captured creature; it can store up to 10 HD--excess HD are lost. The spirit-catcher can only store the essence of one creature. Stored essence may be replaced by capturing another creature.

As a standard action, the bearer can release the essence harmlessly. Alternatively, the bearer may release the entire essence of the spirit-catcher to make a fearsome attack, also as a standard action. The shrieking spirit of the creature emerges and streaks unerringly towards a target creature within 30 feet and line of effect. Living targets take 1d6 negative energy damage per HD of essence released. A successful DC 16 Will save halves this damage. The spirit dissipates after this attack.

Necromancers are known to instead use the attack ability of the spirit-catcher to strengthen their undead minions. The attack can be directed against an undead creature, causing it to gain 2 temporary hit points per HD of essence released.
Construction
Requirements Craft Wondrous Item, chill touch, command undead, detect undead; Cost 12,000 gp

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

PLEDGE WEEK STARTS TONIGHT!
See above for the information. Already have at least three players lined up for tonight so come on out!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

PATHFINDER PLEDGE WEEK!
You thought Pledge Week was just for the Greeks? Well this year the "geeks" can pledge... for Pathfinder Society!

Pledge Week will take place at Geek Out Games in the Walmart shopping center in Central, SC.

From Tuesday Aug. 18 - Thursday Aug. 20, I'll be in store from ~6-9:30pm running "on-demand" demos of Pathfinder Society using the new Phantom Phenomena Quests, plus Beginner Box Quests. Pregenerated characters are used, and all other materials can be provided.

Friday Aug. 21 we'll have a PFS character creation session starting ~8. We'll then play a Quest or two, time permitting (the store's open until midnight).

Saturday Aug. 22 will be our regularly monthly scenario from 1-6pm--this time we're running #29 The Devil We Know--Part I: Shipyard Rats (levels 1-7).

PLUS we'll be giving out raffle tickets to win some great prizes at a drawing Saturday after the session.

See here for more information and our full calendar: http://meetup.com/Pathfinder-Gamers-of-Upstate-SC.

Hope to see you there!

Silver Crusade

Yep, there was no attempt to get GM and player credit, it was a typo. And I see that in my own records I incorrectly thought I had credit on #8, but I don't. So this is resolved, thanks!

Silver Crusade

1 person marked this as a favorite.

I like to collect a few signatures at Gen Con, and I had a brainwave a week beforehand--what if I were to collect the signatures of all those who had submitted a "Best Character Ever" blog--and have them sign the character cards even?!

Of course it would help if I knew what they looked like. Game designers like to maintain an aura of mystery to avoid people like me. Nonetheless I was able to determine the fleshly appearances of most of the group using private investigators and a few favors called in to the NSA. (I'm only saying it was hard so no one copies my idea.) Chad Brown (like that's his real name) and Keith Richmond remained elusive however.
I'm telling you it was tough. It took me about 1 hour in Indy before I saw the bright blue hair of Gaby Weidling checking into my hotel. I didn't approach her then, of course--just stalked her. She really likes liver & onions. All that's made up.

Thursday dawned with my token cards safely in their Ultra Pro box. The Exhibit Hall opens and I shuffle feet with the herd. I'm headed past the Paizo booth to get another signature--and Mike Selinker and Gaby are just sitting there, at a table, with pens in hand! Two down, four to go! Oh wait no--"hey, Chad, come and sign your best character ever!" So "Chad Brown" comes over and puts his Hancock on Seelah. Three down!

After zipping around the Hall on other errands, I returned to Mike and Gaby to discern the whereabouts of the other three Designers. Tanis and Keith were in the Sagamore working with Organized Play. I knew I would likely see them the next day as I was also getting "Organized." I was directed to Liz Spain's booth, where she did a happy dance (I lie not) and put some ink on Damiel. She also dropped a tidbit about a forthcoming class deck (true)--they're going out-of-the-box a little with an unpublished class from Jason Bulmahn's notes: the Scrivener (not confirmed).

The next day Tanis O'Connor graced me with her X's. Now why does she get two characters? Cause she's awesome that's why! I was a fill-in player in the ACG Open which she GMed, and now I'm afraid to say anything against her. So... afraid...

Keith was the last, but not least. He mentioned there would be more Best Characters Ever. That's cool. Their Designers' autographs will be mine. Mine I tell you! Mine!
---
Thanks again Mike, Tanis, Gaby, "Chad", Keith and Liz!!!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

For those wondering why the PC needed to train the animal at all, it is a pet, not an animal companion.

Silver Crusade

I asked the reporter to see if they could fix the problem. They attempted to, but the problem remains. Can you take a look at this again? If anything, the character could be cleared I suppose.

Thanks!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

I remembered to check the FAQ and saw that you could indeed train more than one trick. Didn't see anything about forgoing a Day Job.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

This came up after a scenario. I certainly don't see anything about forgoing a Day Job check in the Guide.

The player in question also thought they could train an animal 1 trick per skill rank in Handle Animal. I don't see support for that in the description of Handle Animal.

If you can indicate the rules reference(s) that support your answers, that would be great.

Thanks!

Silver Crusade

I have a (PFS) character tied to my account named "Sam Sampson 439". When I click its link, I get the "Your search didn't match any items" page. My other characters work fine. I'd like to see my PFS sessions for this character.

Thanks!
Sam

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Next session will be Sat. July 18 1-6pm. The scenario will be #4-07 Severing Ties (levels 1-5). I don't think that refers to neckties...

New players and veterans welcome!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Thursday, July 30
Slot 1 (0800-1300): Roam the Exhibit Hall
Slot 2 (1300-1800): GM #7-01
Slot 3 (1900-2400): GM Siege of Serpents
Friday, July 31
Slot 4 (0800-1300): GM #7-01
Slot 5 (1300-1800): GM PACG
Slot 6 (1900-2400): Play The Sky Key Solution
Saturday, August 1
Slot 7 (0800-1300): True Dungeon!
Slot 8 (1300-1800): GM PACG
Slot 9 (1900-2400): Play Trail of Cthulhu RPG
Sunday, August 2
Slot 10 (0900-1400): GM Serpents Rise

Less than 5 weeks away! Huzzah!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Time not wasted!

We are running a monthly PFS game at the new Geek Out Games store in Central. The next session is Sat. July 18, 1-6pm. (We'll get it posted soon.)

Here's our Meetup which advertises games in Central and Greenville: Pathfinder Gamers of Upstate SC

Look forward to seeing you!

Sam

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

(Here's a new thread without a specific date.)

Pathfinder Society returns to Geek Out Games in Central, SC on Sat. June 13, 2015. Face off against organized goblins (?!) in #4-01 Rise of the Goblin Guild (levels 1-5). New players and veterans welcome!

Link

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Sorry you missed it... we're planning to return Sat. June 13. We're always happy to have new players.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Come play PFS @ Geek Out Games in Central, SC on Saturday May 16 from 1 to 6pm! We are looking to start a monthly game. #6-10 The Wounded Wisp (levels 1-2) is the scenario.

Link

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

I'm finally back to this thread, dreading the rage that I no doubt incurred... only to find discussion of diminutive blue gnomes. ;-)

So Core Campaign has been announced... I suspect that will (generally!) be more balanced.

Thanks xebeche for the compilation of powerful combinations.

Happy Gaming!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

I've been drafting responses to this thread that cover the whole "balance" concept, but they are turning into elaborate essays.

So here are a few [edit: a lot of] responses:

Jiggy wrote:

Your stated goal for this thread doesn't make sense.

Consider this: you're at a table as a player (not the GM), and you encounter a monster you know nothing about. Maybe it's unique to the scenario, or is a familiar monster but with unknown class levels added, or maybe it's from a new Bestiary and you just haven't seen it yet.

In any case, it starts doing its thing, and its thing is unusual, and it's wrecking you. Do you just keep doing what you normally do without adjusting your own tactics, just because you haven't read the statblock or had someone explain it to you before? Or are you able to adapt just based on what you see happening?

1) No. 2) You adapt to the best of your abilities.

Jiggy wrote:

Now, I believe you that your intent is not malicious.

Thank you!

Jiggy wrote:

However, if I'm correct in my guess of your answers to the above questions, then that means you're looking to approach adapting to strong PCs differently than you would approach adapting to strong monsters/NPCs. So even though you don't mean to do anything inappropriate, the clear difference there suggests that perhaps you're not approaching those PC builds and their weaknesses as fairly as you're trying to.

I see what you mean. You believe it inappropriate to use the GM's rules knowledge (specific to a build) to combat powerful PCs. Or perhaps more precisely, to use it excessively?

Well, I feel that there is an appropriate use of that knowledge suitable to the nature of the NPCs. Let’s postulate two NPCs, each of whom has an ability to significantly exploit a weakness of a powerful PC. But one is essentially mindless, while the other is an Aspis Consortium assassin. I would possibly randomize the mindless creature’s actions--but the Aspis Consortium assassin would of course target the weakness directly, assuming that it could reasonably know about the weakness.
Ultimately I hear you that my own emotions such as vindictiveness could come into play. So what I say above assumes a certain objectivity.

Many powerful PCs render this discussion moot since they have no significant weakness or will wipe out enemies before they have a chance to act on any knowledge gained.

The Fox wrote:

You don't need to know all the powerful builds out there to do that. Once an enemy identifies the largest threat facing them, they should work to eliminate or mitigate that threat.

See above, but again if I am roleplaying a very competent NPC, it helps to have the metagame knowledge necessary to provide a challenge.

The Fox wrote:

Some players who build powerful characters do so because they don't want to be challenged.

Absolutely true--and I believe that’s an inappropriate approach to the game. Possibly more on that later.

Ms. Pleiades wrote:

because I've seen some "Tier 1-2" that gave the enemy far worse cheese than anything a player could ever hope to muster…

Do you have any examples? I don’t deny that an enemy could have powerful abilities, but more than a player can apply?

Lamontius wrote:

when skill, research, intelligence and experience are punished

The qualities you cite are only good if applied to an appropriate goal. There are numerous real-world examples of people using the qualities above for the wrong goals. (As I already mentioned, I feel that seeking to eliminate all challenge from the game is an inappropriate goal.)

Exguardi wrote:

I'm going to assume the intent of the thread is to delineate powerful builds that might be doing something that would catch an GM off-guard...

I hadn’t quite thought of that clearly at the beginning, but that is a good aspect of it. Up until recently I’ve been caught off-guard by level 1 two-handed-weapon Power-Attackers, which I don’t even consider to be an inherently powerful build.

Undone wrote:

I've only found diplomacy a problem at +40 where you can consistently get 50 to make hostile helpful easily.

This was partially addressed later on (in that you can only make 2 shifts), but here’s a line from the CRB:

Quote:


Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.

So players cannot use high Diplomacy rolls to avoid combats that the scenario makes clear are unavoidable.

Undone wrote:

That's also why I actively search out for adventures which are difficult and I run these extremely powerful characters in games like waking rune, bonekeep, feast of sigils, and words of the ancients.

I have no problem with powerful PCs in such scenarios, particularly Bonekeep. But most scenarios are easily overwhelmed by the type of PCs I’m talking about.

Hrothdane wrote:

I totally agree with having enemies make in-the-moment decisions based on the texture of the current situation. However, it does make sense to establish what exactly the good strategies are so that enemies can act appropriately. It adds a sense of verisimilitude and gives you better tools to challenge a party looking for a challenge.

This succinctly expresses what I was trying to say to Jiggy above. Thanks!

xebeche wrote:

I've resolved to start GMing low level scenarios and asking players to not bring characters to my table that could easily be viewed as powerful versus effective. This is a bit crude, but is a last ditch effort to keep GMing and playing the PFS scenarios that I love.

I agree that this doesn’t feel desirable, but it may be the only solution. This problem hasn’t particularly cropped up in my local games yet--our players are largely new to PFS and are mastering the basics. Note that I would ask them not to play the characters, but not outright disallow them to do so.

Saa Basara wrote:

Anyone with a high Bluff or Diplomacy skill. It just feels like a cop-out when with just a few words you can end entire encounters.

See note on Diplomacy above--this shouldn’t happen with most combat encounters. Looking at the Bluff skill, it does indeed say you can tell an impossible lie with a -20 penalty, which powerful PCs can overcome. I believe the rules should state that this is not a magical effect and can’t make someone believe an impossible lie. In many cases it would not be effective as enemies determined to attack aren’t going to listen to the PCs.

Lamontius wrote:

a lot of these characters being offered up are good at one thing or just one facet of the game

which means, in pfs, that you will run into scenarios where you absolutely wreck shop, scenarios where you do okay, and scenarios where you are basically just nipples on a breastplate

'I saw this do good once' does not make a world-shattering build

Your statements are certainly true in many cases. But often the PCs’ weaknesses are very unlikely to be challenged by most encounters.

Swiftbrook wrote:

After two 'dump-CHA' characters, my third was built for diplomacy. An Aasimar Bard. I think my build turned out like this (so far):

1st: Diplomacy +12
2nd: Diplomacy +13
. . .

It seems very easy to build a skill-focused character that will zip through skill-based challenges such as social encounters, traps and so on. The DCs in the scenarios don’t match what PCs can put out there--which is a design issue, not a player issue, I understand.

- - -
So as you can see I don’t approve of the use of powerful--OK, overpowered--PCs.

I’m struggling to elaborate on why without it turning into the long essay I mentioned. I think I’ve said enough for now.

So let me know what you think [casts stoneskin]. ;-)

Silver Crusade Star Voter Season 9

XPathfinder wrote:


Disruption Disc
Aura faint abjuration and conjuration; CL 5th
Slot none; Price 2,709 gp; Weight 4 lbs.

Description
This plate-sized metal discus functions as a +1 throwing shield when thrown, but without any special weapon qualities.

A disruption disc will attach to an arcane spellcaster if the attack roll equals or exceeds the spellcaster’s touch AC. (It deals damage if the attack roll also equals or exceeds the target’s standard applicable AC.) Up to five discs may be attached to a single target--each disc adds a cumulative 10% spell failure chance to the target’s arcane spell casting. In addition, the target gains a +1 bonus to AC for every two attached discs. This bonus is treated as an armor bonus that stacks with existing armor bonuses, including those from other discs.

A disruption disc clings to its target for 1d4 hours. The most recent wielder of an attached disc can remove it by hand; no other physical means will remove it. Dispel magic will remove attached discs; treat all discs attached to a creature as one magic item. (Unattended discs, or discs merely carried by a creature, are treated individually.) The DC for the dispel check is 11 + the highest caster level of an attached disc + 1 for every attached disc beyond the first. A successful check suppresses the magical properties of all attached discs for 1d4 rounds as normal. Discs that are suppressed cannot attach to targets, and will fall off if already attached. They do not re-attach automatically when the dispel effect ends, though they may be used again.

Construction
Requirements Craft Magic Arms and Armor, dispel magic, glue seal; Cost 1,459 gp

Thanks for the comments. I've got to really drill down on the price/cost (etc.) next time.

Anyone: is the formatting issue that I italicized "discs"? Any other formatting issues?

Silver Crusade Star Voter Season 9

Disruption Disc
Aura faint abjuration and conjuration; CL 5th
Slot none; Price 2,709 gp; Weight 4 lbs.

Description
This plate-sized metal discus functions as a +1 throwing shield when thrown, but without any special weapon qualities.

A disruption disc will attach to an arcane spellcaster if the attack roll equals or exceeds the spellcaster’s touch AC. (It deals damage if the attack roll also equals or exceeds the target’s standard applicable AC.) Up to five discs may be attached to a single target--each disc adds a cumulative 10% spell failure chance to the target’s arcane spell casting. In addition, the target gains a +1 bonus to AC for every two attached discs. This bonus is treated as an armor bonus that stacks with existing armor bonuses, including those from other discs.

A disruption disc clings to its target for 1d4 hours. The most recent wielder of an attached disc can remove it by hand; no other physical means will remove it. Dispel magic will remove attached discs; treat all discs attached to a creature as one magic item. (Unattended discs, or discs merely carried by a creature, are treated individually.) The DC for the dispel check is 11 + the highest caster level of an attached disc + 1 for every attached disc beyond the first. A successful check suppresses the magical properties of all attached discs for 1d4 rounds as normal. Discs that are suppressed cannot attach to targets, and will fall off if already attached. They do not re-attach automatically when the dispel effect ends, though they may be used again.

Construction
Requirements Craft Magic Arms and Armor, dispel magic, glue seal; Cost 1,459 gp

Note and Thoughts:

Note: The price and cost I originally submitted were not computed correctly; I simply had the price (2,500 gp) double the cost.

Pros


  • Correct formatting (I think)
  • Reasonably simple mechanics
  • Makes use of an underused mechanic (arcane spell failure)
  • Hopefully somewhat original
  • Useful to wielders

Cons

  • Should probably be +1 light steel throwing shield; maybe should cite Ultimate Combat as source of throwing shield
  • Probably too costly for something that a PC would want in multiples.
  • Possible 10% each round (typically) is probably not significant. A disc that gave a 20-25% failure chance with only 1-2 being attachable might have been better.
  • Probably rather bland

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Chris Mortika wrote:


I don't know if the list you ask for will help address the concerns you express. I've seen very powerful builds designed by players with a lot of rules mastery, of all stripes. Guissarm-weilding fighter/inquisitor? Yep. Mystic theurge? Yep. Guy running around, hitting people with a sap? Oh, yes.

But here are some of the more common builds.

I hear you. I think my question is too general and polarizing. And somewhere in there I forgot to say "common" builds. So thanks for listing a few.

---
I will study some of the builds and combos mentioned by others and get an idea of what makes them tick.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

2 people marked this as a favorite.

While I both play and GM PFS fairly frequently, I generally find GMing more interesting. So my out-of-game preparation time usually focuses on preparing scenarios. As a result I am behind the curve on character creation knowledge.

I often find that encounters in PFS are overwhelmed by what I'll term "powerful" character builds. I use that term to avoid polarizing this thread.

The purpose of this thread is not to discuss opinions on game balance, but to gather information on what you consider to be powerful character builds. Note that I don't plan to misuse this information--for instance by having enemies act on knowledge they couldn't have, or singling out players by criticism or hassling. Instead, this information would be helpful in adjusting tactics once enemies know PC capabilities. The goal would be to challenge players, not to treat them unfairly. Further, this information would help determine what is reasonable to expect when, for instance, a level 7 barbarian rolls attack damage. That would make it easier to identify rules mistakes (and even cheating) without slowing down the game excessively.

Please post a summary of the build(s) and which particular components (feats, spells, class features, magic items) make it powerful. Simply posting "tiefling sorcerer" is not helpful. (That's just an example, not a comment on tiefling sorcerers.) I am happy to look up the particulars of rules so you don't have to repeat that information in full. Exhaustive detail, and a lengthy defense of why you consider it powerful, isn't necessary. It would also be helpful to note if there are gray areas or FAQ'd rules that are involved.

I think this thread will work best if we just provide information and avoid opinionated commentary.

Note: I have done some searching of the forums, but it was difficult to find a thread that aggregates this information. Feel free to point me to other threads.

Thanks!

Silver Crusade

OK, thank you.

Silver Crusade

I wanted to check on this order. It is still pending. Is there a particular item that is holding it up?

I also wanted to have the PACG Bard Deck removed from the order.

Thanks!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Thanks! -- that will be fine for now.

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Addendum to original post:

South Carolina - Greenville

(Moi--not quite official yet.)

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Hello,
I'd like to get the names and (for bonus rewards) brief flavor text/descriptions of the scenarios in 0-1 Lost at Sea. This is in order to put them on a convention website.

Thanks!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Hello,
I am looking into this for a friend.

Is there a boon, perhaps a Season 5 scenario boon, that interacts with the Imp Servitor Cheliax Prestige Award? The Award is from the Field Guide.

The goal is to avoid the 5 PP cost each time. Maybe there's a general boon that would help?

Thanks!

Silver Crusade 4/5 **** Venture-Captain, South Carolina—Greenville

Markov Spiked Chain wrote:

A few pages back, there was a link to this spreadsheet, which as some info, but is clearly not complete.

While I'm here:

I'd like to trade my Oread for an Ifrit.
I'd like to trade my Mendevian Weapon Training for On the Job Training.

I'd like to figure out any sort of deal possible for a Retraining Boon (minis, scenarios, etc. I've only got the two boons above and they're not enough.)

PM sent