Sajan

Xen's page

136 posts. Alias of Rory Hawkins.



Grand Lodge

Hey all,

As the title suggests, I am making a skill-based PC for Curse of the Crimson Throne. Since I have read tons of these threads, here is the needed information:

Party: Human Fighter (2-handed), Human Psychic (Amnesiac), Aasimar Cleric of Sarenrae, and a Human Brawler.
Point-buy: 15
Race: I would like to stick with Human or Halfling.
Class: I was thinking the new Unchained Rogue or Archaeologist Bard.
Trait: Unhappy Childhood - Tortured
Additional Information: Wear using Background Skills and Automatic Bonus Progressions from Pathfinder Unchained.

The party has more than enough damage and combat prowess but no real skills. The Cleric has Diplomacy and Knowledge: Religion. The Psychic has multiple Knowledges and Spellcraft. Brawler and Fighter have Perception. The problem with the Bard would me the limited effectiveness in combat, but the spell buffs would be nice. The Rogue has more skills and Sneak Attack, Debilitating Injury, and Dex to damage make me more helpful in combat. With the Rogue, my DM okayed the Filcher, so I could take that but I don't know if the benefits would be worthwhile in the AP.

Thanks for any and all advice!

Grand Lodge

We're still a few months out from starting our CotCT adventure, but I like to be prepared. What I am asking for is just advice from players or GM's alike, that have played the campaign. I don't know what the other players are playing yet so this is going to be a semi hefty list. I am not looking for party comp or builds, just spoiler-free campaign specifics and if the character idea will mesh well with the adventure. Here's the list:

Brawler (Strangler) or Monk (Tetori): From what I know of the campaign, it's city based so that means a lot of humanoids and not a lot of things above size large. I'm just hoping this guy would stay effective until the end instead of losing momentum like in Giant Slayer.

Rogue (unchained): I would play this character as more of a Dex/Int based skill monkey. Just hoping this guy would have a chance to shine with a huge skill set.

Fey-blooded Sorcerer or Bard: This would be the party face choice. It'd be nice to play either, but that is more dependent on the availability of social interaction that can be modified by spells.

Ranger: I read that rangers are great for roleplay here (thanks Player's Guide), but I am more interested in advice with Favored Enemy. I am also worried about a size large Animal Companion moving through tight spots. Any suggestions for thematic ACs would be cool too.

Paladin or Barbarian: Both would be a front-liner. Didn't know how the paladin's alignment would work in the campaign, negatively or positively.

Thanks in advance for the time and info everyone!

Grand Lodge

We're still a few months out from starting our CotCT adventure, but I like to be prepared. What I am asking for is just advice from players or GM's alike, that have played the campaign. I don't know what the other players are playing yet so this is going to be a semi hefty list. I am not looking for party comp or builds, just spoiler-free campaign specifics and if the character idea will mesh well with the adventure. Here's the list:

Brawler (Strangler or Monk (Tetori): From what I know of the campaign, it's city based so that means a lot of humanoids and not a lot of things above size large. I'm just hoping this guy would stay effective until the end instead of losing momentum like in Giant Slayer.

Rogue (unchained): I would play this character as more of a Dex/Int based skill monkey. Just hoping this guy would have a chance to shine with a huge skill set.

Enchanter or Fey-blooded Sorcerer or Bard: This would be the party face choice. It'd be nice to play a Sorc/Wiz, but that is more dependent on the availability of spells or social interaction that can be modified by spells.

Alchemisit (Jekyll/Hyde): This would just be fun to roleplay, but I am worried that the mutagen happy alchemist would fit more in Carrion Crown and not CotCT.

Summoner or Ranger: I read that rangers are great for roleplay here (thanks Player's Guide), but I am more interested in advice with Favored Enemy. I am also worried about a size large Eidolon/Animal Companion moving through tight spots. Any suggestions for thematic Eidolons/ACs would be cool too.

Thanks in advance for the time and info everyone!

Grand Lodge

In the RotRL Anniversary Edition it states in book 3 that the party should be close to (if not at) level 11 by the end. The 4th book states the party should reach level 11 during (or just after) the raid.

My question is, based on experience, which level will make it challenging, but not exceedingly difficult, for the party?

**Party is 15 point-buy. Composition is a glaive wielding Cleric of Shelyn (Domains: Defense & Luck), a Divination Wizard (Summoning & crafting), a Ranged Inquisitor of Erastil (Domain: Feather including size large cat), and longsword and board paladin of Iomedae. No one has leadership, normal wealth by level set by AP**

Thanks in advance!

Grand Lodge

Would the Swashbuckler ability Opportune Parry and Riposte trigger, the teamwork feat, Paired Opportunists?

Opportune Parry and Riposte:
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.

Paired Opportunists:
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Grand Lodge

Our party is 5 strong (Lini, Valeros, Merisiel, Seoni, and Sajan) and we just got our first Power Feat. The player using Sajan (planning on Drunken Master) just switched from Harsk, opening up bows for anyone. Now I toyed with the fact of switching to Harsk (Sniper looks really good) but decided that I usually explore solo and Mersiel seems very well balanced with combat and barriers.

So the question: Do I take the +1 to the 1d6 for solo combat or Weapon proficiency and start taking Longbows/Crossbows?

Thanks in advance.

Grand Lodge

I need any feat and spell tips/suggestions for levels 1-16. Any help would be greatly appreciated. I have looked at Treantmonk's guide, but it doesn't include any newer content.

Here is the necessary facts:
- Level 3 Human Bard
- Being played as a caster/buffer/face
- Hopeful Thassilonian-expert/Gutter-rat from Riddleport.
- Stats: 7, 14, 10, 14, 12, 17
- Using Versatile Performance for Oratory, then Comedy.
- Current feats are: Extra Performance, and Prodigy (Oratory, Comedy)
- Combat is buffing/spells and crossbow.

Party is: Paladin (Iomadae), Ranger (Archer), Cleric (Sarenrae).

Grand Lodge

Any experienced PFS players have any advice between a summon heavy Wizard (probably divination: forgsight specialization for the initiative bonus and story, that picks up Augment Summoning at 1st) and a Master Summoner? I have a game tomorrow evening and I cannot pick by myself. The Wizard has more versatility when planning ahead, but do you really get to plan ahead that much? Meanwhile, is the Mast Summoner's Eidolon worth having? Can part of the loss be caught up with Boon Companion? Enough thinking out loud. Any advice?

Grand Lodge

I have played a few adventure paths now, and a few more modules, but this weekend will be my first PFS game. I was wondering if there are any skills that aren't used often in scenarios?

I figured that social, combat, and dungeon delving skills would have plenty of representation. But I was more curious about the knowledges (ones that do not relate to creatures), linguistics, appraise, disguise, etc.

I like to steer myself and other players away from skills that aren't used often in APs and modules, and I would like to try and do the same for scenarios. Thanks all.

Grand Lodge

To challenge my party. Not kill them, just maim and scare them. All four of the players are 4th level. They're good at the game but not over the top optimizers. They believe in taking feats and skills for RP not just combat, but also aren't so unoptimized that they can't kill anything. It's a 20-point buy party consisting of:

- Human Paladin wielding a greatsword.
- Half-elf support/control Summoner with a 4-armed eidolon.
- Human Ninja 2-handing a Katana.
- Dwarf support cleric with a 12 Cha.

The enemy party is brought together by a cunning bounty hunter with previous knowledge of the party (I'd like him to be recurring villain, but his party is expendable.) He was hired to take the Ninja alive with no further instructions on what to do with the Ninja's companions. He doesn't mind killing them, but like I said, I want a challenge and NOT to kill them. I was thinking possibly:

- Anti-Paladin
- Bard (Villain)
- Ranged Inquisitor
- Undead Lord Cleric

I figured the synergy with the Anti-Paladin and the Undead Lord would be good, but also opens up the Pally to smite half the party. I am completely open to suggestions, but thematically I need someone who is skilled at tracking. Thanks all.

Grand Lodge

If my eidolon's base form is bipedal and I take additional legs (up to 4 total) I would stay size medium.

So the question is when I gain the large evolution or cast enlarge person on it, will I be 10'/5' or 10'/10'. I only question this because the creatures it is slightly being modeled after (Centaur, Lamia, Drider, etc.) all have 10'/5'.

On a side note, I do think it is slightly odd that a medium bipedal eidolon with the legs evolution x4 would have 8 legs and still me medium.

Grand Lodge

I've only gone over the whole class about 1 times so I wanna make sure I got this before I play one.

1) Do you only add the damage dice? So at level 6, with a 20 dex, would a Dead Shot with a musket be (assuming you hit both) 2d12+5 or 2d12+10? I understand that it doesn't increase precision or extra from weapon special abilities, but it doesn't say anything about additional damage from dex or feats (Point Blank Shot, Deadly Aim, etc.).

2) Also, do you count DR once, or once per attack roll?

I may have missed this, but I've read the ability about 3 times looking for this stuff. Also, for anyone that has number crunched it, does it seem weak in damage output. I know it's not going to be an archer, but will it be a good damage dealer since that is the spot I need/like to fill?

Thanks a head of time.

Grand Lodge

It seems ok to me, as Dervish Dance doesn't make the scimitar light, it just allows the use of Weapon Finesse. I just wanted to make sure before I used it in a game.

Grand Lodge

I tried looking this up on the boards but it either hasn't been asked or my search-fu is off today. The following questions are without TWF. Can you make your iterative attacks with Armor Spikes, then still threaten with your Polearm? Vice-versa? If you down an opponent with one attack of Armor Spikes, can you make the following with your Polearm? If you have TWF, can you use Armor Spikes, Polearm, and a shield? I know this has been touched with 2-handed weapons and Armor Spikes, but due to Phalanx Soldier the Polearm is wielded 1-handed. Finally, do you still get the benefits of the Polearm being a 2-handed weapon even though it's being wielded with 1-hand? Thanks in advance for the help!

Grand Lodge

I'm playing a Zen Archer in a new RotRL campaign. Here's what I need:

Zen Archer
MUST be dwarf (personal preference).
20 point buy.
Average starting gold for monk.
DM allows Heirloom Weapon.
Worships Gorum, from Druma.

I would prefer to be some what of a glass cannon if possible, as the only other ranged class in the party is the wizard.

Party:
Cleric (Casting focused)
Paladin (sword and board)
Rogue (Melee)
Fighter (2-handed)
Wizard

Any help on stats, traits, and feats for future levels would be great. Thanks.

Grand Lodge

I have a player who wants to play a Dwarf fighter that uses a waraxe and a shield. Could you use the Two-weapon Warrior archetype with a shield? I don't really like the abilities of the Shielded Fighter and think the Two-weapon Warrior would fight better since the player wants to be more offense oriented. It doesn't say otherwise in the rules that I can find, but just wanted to double check.

Grand Lodge

This has probably already been asked but apparently I am too tired to find it. If a rage power has a level requirement do you have to have that many levels in Barbarian or just levels in general?

For instance, Beast Totem says, "A barbarian must be at least 6th level to select this rage power." Does that mean the character has to have 6 levels of Barbarian, or can he have 3 levels of Ranger and 4 levels of Barbarian? (since you would have to take Beast Totem, lesser at 3 Ranger / 2 Barb).

Grand Lodge

Any advice? Likes or dislikes? I'd like to iron any issues out before I test it in a game.

Grand Lodge

Does the Eidolon evolution Improved Damage and the feat Improved Natural Attack stack? I double checked both of them and couldn't find anything other than both saying "Its effects do not stack." but I believe that is referring to if the ability is taken more than once.

Any ideas?

Grand Lodge

1 person marked this as FAQ candidate.
Spell Focus wrote:

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Elemental Focus wrote:

Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.

It doesn't say anywhere that these do not stack, assuming the line "Its effects do not stack" mean when you take the spell again. So if you chose evocation for Spell Focus and then fire for Elemental Focus would you net +2 for both?

Grand Lodge

In the game that I am currently DM'ing the party's Cleric and Sorcerer have amassed almost all the crafting feats (Scribe Scroll, Brew Potion, Craft Wondrous, Craft Armor & Weapons, Craft Wand, Forge Ring) and use them incredibly often. Almost all the of the party's gear has been crafted. My question is has anyone else noticed this severely affecting game play, or do you think the sacrifice of taking a feat to do it balances out.

At level 10 they should have about 62,000 gold in character wealth, but most of them are nearing about 90,000 gold due to items only costing half. I have followed the idea of selling items for half, and limiting where they can sell it (not everyone can afford a +3 longsword) but they are still constantly a head of the curve.

The biggest issue I am having is that even if they sacrifice the feat, the whole party is benefiting. The Paladin has great gear that he didn't sacrifice anything for. Anyone have any advice, or any suggestions on how to fix this (without removing the feats) or if this will even be an issue at higher levels?

Grand Lodge

When Enlarge Person is cast, does the target gain the benefits from the increased size as well as the adjustments stated in the spell's description, or do the adjustments stated in the description replace the size adjustments?

Grand Lodge

I was just curious if I missed this? If it is out, do I just order the Core Rulebook as normal and if it's not any idea when? thanks.


One of my players decided to come up with this feat.

Shaped Splash
Prerequisites:Base Attack Bonus +1
Benefit: You can choose not to deal splash damage to specified creatures that occupy spaces adjacent to your main target.

I decided to take it and allow it for use in my campaign with a Alchemist and it turned out rather well. It solved a lot of the playtesting issues we've had with hitting party members. I don't know if it should be just left as a feat for all races, or made a discovery, or even a bonus feat at low level for the class in general. Either way, it definitely helped, a lot.