Yako Zenko's page
103 posts. Organized Play character for Kitsune Kune.
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Male Kitsune Harrow-Blooded Sorcerer 3
Ellioti wrote: how do we do gear?
10th: 1, 9th: 2, 8th: 1, 7th: 2 500 gp
or
lump sum 3,200 gp
I'm assuming/hoping the first option. The lump sum by this level is notably less.
Saashaa wrote:
I will mention, my other build, the sorcerer is pretty damage focused and is surprisingly tanky. I bring it up out of a minor concern for our collective damage potential. My healer does damage as an afterthought.
Nah, keep the cleric. Damage is something everyone can do, Healing not so much. The Rogue I changed to should make up the difference. As long as I get off-guard on targets, from flanking, gang-up, tumbling through, prone, them being frightened, etc. My Rogue will be putting out 2d4+5d6+8 damage per successful strike. (2d4 from striking weapon, 3d6 from normal sneak attack, 2d6 additional sneak attack from Thief debilitations feat, 5 from Dexterity as Thief, 2 from weapon specialization, and 1 from backstabber on the fan. And I might be buying like a Flaming rune for it for an extra d6).
Male Kitsune Harrow-Blooded Sorcerer 3
GM Tiger wrote: Ok everyone - Macros/Slides/RPG Chronicles links are working.
Like I told the other table:
SNIP
- GMs with glyphs can share them for extra hero points
SNIP
Whelp, I have 4 for the table. XD
GM Tiger wrote:
If you can convince me that you're biologically a dwarf/elf/orc/gnome/goblin or any ancestry, I'll happily change it! :) Corbin Dallas, 5th Element wrote:
Negative. I am a meat-popsicle
That said, thank you for having me.
Very fair. May the dice be in your favor
Looking at what is coming into the party. I, too, may majorly switch it up. As I see solid casters already, and healing. As well as a very **sturdy** front line (potential guardian and champion afterall). I'm wondering if I should flip it over to being a damage dealer/skill monkey as a rogue.
GM Tiger wrote: Ok, Table 2, you may transfer HERE. As there is no recruitment thread attached to that. I'm guessing folks aren't posting there, as we don't know who is on table 2 yet.
Saashaa wrote: Huh...if I put a life link on the summoner, does it tick when the eidolon takes damage? I mean, they share a health pool for all effects, (to the point that if they are in the same aoe they each save... and take the worse result) so shoukd be yes.
Not a problem. Paizo makes it easy in that it matches lore year with release date+2500 years for pathfinder. Really helps to track such things.
Saashaa wrote: I have a damage focused sorcerer built, and a super healer built. My current preference is the healer. But, I would still be content playing the sorcerer.
Also, in-game, does anyone know if this adventure takes place before or after 4724?
Well, if we both get picked, sounds like you can do the healer and I stick to the Summoner. Also, based on release date, it would be 4722.
Ellioti wrote: quick summary, of what has been established regarding builds and submissions for Table 2:
Watery Soup (Confirmed): Centaur Animist or fat goblin monk archer
HorseTornado (Confirmed): Wizard, with a cleric dip for a pseudo mystic theurge or Imperial sorcerer
Candidates (in no particular order):
Ellioti: Dwarf Occult Witch Investigator with a gun
Blake's Tiger: Guardian with MCD Summoner
Saashaa: (Shoanti) Human (Suli) Sorcerer
Yako Zenko 2e/Kitsune Kune: kitsune summoner, fey eidolon Fan Dancer
Philo Pharynx: Drallin Battlehungry, dwarf champion
Depending on the healing situation. If I am chosen, I can swap to a cleric build I was making. Since Tiger made it clear this module doesn't pull it's punches
rainzax wrote: I’m no Tiger…
Two is my limit.
7 players is the perfect split to have a brave new GM step out of the woodworks though…
<Don't Tempt Me Frodo.gif>
I do too much GMing as it is (#Curse of a Venture Officer) XD
I came here to beg hope to play for once. Lol.
(Also, I just took over two full PbP AP's for folks needing to step down, I think I'm all full up on GMing for a bit. rofl.)
Ignore the fact I considered it for a moment.
Male Kitsune Harrow-Blooded Sorcerer 3
Elaina Newberry wrote: As for the scaling items, I suppose Armor of the Celestial Host (Prize) and a scimitar version of the Sacred Avenger (Wonder) would work for her. She's a battle cleric and it would simplify her itemization some. Not cold iron, though. She has the Heart of the Fey race trait, wouldn't make sense :P So clearly silver or mithril instead. Got it.
Solose wrote: Yep, Nobody Saw My Post.... Im regret It. Maybe im gonna stick with Ai anyway.... (Ignore this Post, lik im ghost, im going to delete my previous Forum) It's been six hours Solose. That might have been the time people were working and/or asleep, and will be common for a play-by-post. That said, this adventure is a level 11 adventure, which is quite a bit higher than the level 1 you posted. Further, as it is so high, I would not recommend it being your first game. Finally, the "recruiting is closed" post was prior to your posting. Something you would need for such a game is to read all posts prior to yours.
Normally I would back out my slot to let you in, as a showing of good will. However this is both a scenario I've really wanted to play, and I'm not sure it would be a good fit for your first game experience.
Well dang, I just noticed this today and Tiger already has enough interest he is considering a second table! I'll throw my hat in for that, if there's room (Ill submit a basic character idea later just in case). If not, (I see lots signed up already) then congratulations to all and happy gaming.
Well, I tried messaging you on discord. It informed me you are not receiving direct messages who are not friends. I sent you a friends request, discord is shenshinoman
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you can forgo my interest. Too much is going on for me, likely won't find time to get a post in time. You all have fun.
Dotting for interest. Likely a Thaumaturge. Will post full build tomorrow when I get time.
Dang. When I looked yesterday, hadn't been posted yet... Oh well. Tiger is a great GM all. Have fun!
Applied, in case there is space still
Male Kitsune Harrow-Blooded Sorcerer 3
Lady Zhilan wrote: Wait, I thought you hit Zathra, not me I did, I popped that hp line on the wrong line and will be on the right one with next update. Apologies on the confusion.
Male Kitsune Harrow-Blooded Sorcerer 3
Atae wrote: The elf will run her her fingers through the kitsune's fur How soft and luxurious she says and then turns her attention to the Gorumite. Perhaps we can discuss theology over a cup or two? Or I can show you my martial skill.
She will get the 2 potions of lesser healing.
As Atae reaches out and touches Yako Zenko, he will freeze up, shocked beyond words, like a deer caught in modern headlights. Afterwards it will take several minutes to recompose himself. It must be a cultural thing... She doesn't know the taboo on touching beyond what is necessary to render medical aid... She doesn't mean anything by it... Deep breaths... Deep breaths... you're here to make a good impression...
Cypher1 wrote:
So can a player not preview the pregens without purchasing the scenario? Not without having connections to someone who does own the scenario (like the GM), no.
Oh, speaking of Mastermind related things. Unfortunately for the Mastermind or Thief wanting to multi-class into investigator. They can't gain the Lie Detector in the Advanced Deductions. Lie Detector requires one of two specific Investigator Methodologies. Which the dedication feat does not provide.
HammerJack wrote: I'm afraid they don't suggest that. Trying again at higher DC is what you can do normally, but you've failed, you're done.
Quote: Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.
Ah, I had missed the line about failing it being the end of it.
HammerJack wrote: I do still scoff at the free action to recall knowledge with Assurance because of the important caveat that if Assurance fails, as it will in many cases, you've exhausted your ability to try recalling knowledge about that target. The "exhausted ability to try" bit depends on the ability for recall knowledge. The rules suggest it could be re-tried at a higher DC. If not, then there is little value in the Mastermind either (as mentioned in the guide.) And, I was merely arguing that, in the case of Mastermind, it is closer to the orange definition. "ORANGE: This option will have good utility for some strategies or styles." Utility as an archer, in the case of enemy horde of lower, individually, cr targets. Free action to increase odds of pincushioning targets each round.
Not going to terribly hurt if the OP disagrees however.
further I have to add, for a specifically Mastermind, the Assured Information is not a terrible use of a feat. free-action flat-footed-until-start-of-next-turn is not something to scoff at whilly-nilly. Sure it will primarily only have value against on-level or weaker enemies, and takes some feat sinks for it. However, I would definitely say it has it's value for a character that is going to be wanting to Recall Knowledge a lot anyway. Not to mention, all the skill feats you get as a Rogue means you can fit it in easier than other classes. As such, for a Mastermind, I would argue it's a orange instead of red.
I need to point out a problem with your guide. For Kobold feat, Grovel is mentioned as great for Archer or Eldritch Trickster. This is, sadly, incorrect. Because while Grovel let's you feint from a distance. Feint itself specifies it only leaves a target flat-footed against "your next melee attack", inside it's own rules. Thus it will not net any benefit for ranged attacks or for eldritch trickster. In fact, it makes Grovel a pretty odd feat, as it doesn't really do anything unless you can't get to melee this turn and want to fish for a crit-feint, or if their Perception is a lot higher than their Will. (Ironically, knowing that info is more of a Mastermind's area of expertise, and works better for them.) I suppose it also means if you don't have a flank buddy, you can attenmpt to flat-foot feint them BEFORE getting into melee. possibly saving a suicide walk.
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OCEANSHIELDWOLPF 2.0 wrote: Don’t seem to be many at all... I suspect it is much the case I am in. Plenty of interest in playing, not many to run. (to the point I am running 3 separate 2e APs at the same time right now... but would love to finally get to play in one. XD)
My Mitey Kobold Dragons disagree with the idea that the Eidolon is not enough to be a dragon. Frankly, their are multiple creatures with the Dragon trait in PF2e that aren't your full, fancy, Chromatic-level Dragons (this includes Metallics, etc.) The Dragon Eidolon fits well within that power range.
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Martialmasters wrote:
What I'm saying isn't attacking 3x. But rather having features that in order to utilize will require all 3 of your actions so they try to bandage this by giving you economy fixers. Resulting in you still being action locked. Something both the new classes struggle with more than even previous new classes. Most of the casters from the core book, and just about anyone with an Animal Companion, or using the Summon spells. Will tell you that there are plenty of times they wish they had a good third action to use (for those without 1 action spells) or that they don't have enough actions to do all they want, (for those spending actions on summons and/or Animal Companions.) Especially if they both cast spells AND have an Animal Companion/summon (looks directly at Druids.)
Frankly, these "bandages" as you describe them, I see as very powerful and helpful boons that make me wish for such on those core classes you speak of.
I agree with QuidEst. Further, I have seldom seen a use for a third attack action, outside of crit-fishing. It has been generally more useful to simply step, or stride, with the third action. Even on my martial characters.
Well, I only subbed to the mainline, and JUST got my notification. So here's hoping its soon for you Verlaunte
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Except, the pandemic may easily play a part. Additional guidelines and all. (Also, I, too, am pending and wishing I weren't. As I have a game tomorrow night, where my players were hoping to finally not be using the playtest. But oh well.)
DomHeroEllis wrote: Is there anywhere that lists the gear you find in this book? I think it would be useful as i'm not sure it has all been noted down as my players picked it up.. There really isn't, because it is already noted in the various sections of the book itself. There's also the entire possibility your party DOESN'T find certain loot. (there are plenty of "perception to find x" loot spots in the upper levels of the citadel alone... I would even argue the majority of loot not on things they fight, falls into that category.)
As such, I have found it easiest to make a google excel sheet. and just copy paste loot into it when they find it. (as in, when loot is found. I don't even read it off, i just drop it into the sheet, and the players enjoy discussing the findings while i copy any additional lines. our group also puts in values so they can quickly estimate sell values, and per-person shares of the sales.)
TomParker wrote:
That's the only way I could see, also. It seems like a terrible way to build a fortress, having to go outside and climb a wall and then climb a watchtower to keep an eye on things. I was sure I was missing something. I guess boggards aren't particularly good architects. Perhaps, unlisted, there is a drop-down/pull-up rope/chain ladder in the upper levels. It's pretty cheap and easy to make, and relatively defensible, and easily hidden when un-needed.
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Another take-away from this situation. Is that PF2 is different enough from 1, that I would really treat any GM to it, as though a new GM, and be willing to give some leeway. There's lots of little things everyone is going to miss when just starting it.

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Lore (INSERT HERE) represents a knowledge set for doing the job, which is experience at doing it. There are few jobs I can think of that, after accounting for experience, don't benefit from Intelligence (quickly and keenly being able to bring up the right answer, or quote the right page from the manual/rulebook of said job,) or Charisma (no matter how good you are at something, if you can't make friends with the boss. You aren't keeping your job. Whereas making friends can often get you a second chance even when screwing up.)
My Father-in-Law is a miner by trade. Copper mine. Getting up there in years. He may be stronger and more stamina than most people I know, including adults half his age. But he has always made sure to memorize the rulebooks, and any new changes. Because it was those guys who DIDN'T who would do something wrong and get fired, regardless of their natural strength and resilience. Not kidding here. Every slight change made to those books he would religiously memorize, even if the change went against all the experience that 30+ years on the job has provided. Because that knowledge is what keeps people employed.
Just a real-world example, of a career people think is all about Strength and Con. It's his brains that he finds most important for that job. My 2 coppers, take 'em or leave 'em.
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Rycke wrote: With both of these characters having Attack of Opportunity (or equivalent), moving away from them is very punishing, costing as much as a third of my hit points.
The AoOs only trigger if they Stride away. However, if they Step, they are fine. As Step specifically calls out that it does NOT trigger any reactions related to movement. So Step at an angle for 5 feet of movement, and one of the character's loses an action to get back into combat with them, also possibly makes flanking impossible if they Step to a corner or the like.
Just saying.
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I am, personally, holding out hope for more alchemist fun-feats (rather than math fixers) in the APG.
While I could continue much of this discussion that is currently happening. I am pretty sure most of it is no longer discussing snowball vs chilling spray... Perhaps a new thread to compare 1st level spells in general, is in order?
In the "useful first level combat spells" I also add, IMHO, Shattering Gem. You can drop it on an ally, like the 2-hander martial. This gives them an effective shield block, that doesn't use up their reaction, and damages the attacker in many cases. But then, I don't mind being a support rather than blaster.
Fun fact. Take notice of the phrase "weild". This means if the character is using a two-handed large weapon, and has gauntlets equipped for instance, they can take an action to take their hand off the weapon. They stop wielding it, thus stop being clumsy, and can engage in one-handed fisty-cuffs.
Claxon wrote: I think that after the initial grab you do need to roll athletics to maintain the grab. You could drop the grapple and hit it again, but if the creature is flying that might not be a good option. The text for the Grab ability is "Grab [one-action] Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action." (bolding mine.)
This tells me, that if a creature used the Grab action on the previous turn, it can use the action again to automatically maintain the grab until the end of its next turn.
The simplest solution. for the key NPC. Give them resolve points. so they stabilize. (NPCs usually just die, cus no RP)... Unless the party has REALLY embraced the dark side, at least one of them should decide tieing them up and interrogating, rather than killing a now defenseless person, is the better choice. (Especially since unlike most NPCs, this one had resolve points to not be dead.)
For those looking for it, but missed it. Sanctioning is up.
Nefreet wrote: Then what's the point of going to a game store if home games offer the same AcP? For some, it's because they don't have a local group of friends to play at home. (Or, as is my case, said group of friends play different systems and show no interest in Pathfinder or Starfinder.) In which case, going to a store can means groups of people get together to play, even when they can't in any other fashion. Also, it means playing in the store brings in more business to the store. Which is a Good Thing (tm) in my book. Supporting one's FLGS that is.
Sebastian Hirsch wrote: I recently had a table where a familiar had acquired a natural attack via a mutagen, but considering the attack bonus, it missed. Which is a creative use of a mutagen. The question I'd get into, as it has no listed stats, is how to handle the damage if it DOES hit.

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So, I ran it, and literally copied all the relevant data, and weather details, to a seperate two-sided print out for me. It helped tremendously.
Beyond that, it was a blast to run, and fun to play. As for the difficulty of it, we ran subtier 1-2, but had two level 3 characters. (The other three were two level 2s and a level 1). Even as such, low subtier the Average DCs were only passed about 80%, and the Hard DCs were passed roughly 30% of the time by the PCs. (Ended with almost exactly the reqs for the secondary... they had two more findings than the reqs, but otherwise favor and recordings matched exactly.) So, from our table stabd-point, the skill checks were perfect, challenging, but enough to complete the scenario.
The combats, both of them, dropped at least one individual, though no deaths. (Different individuals each time. We also skipped the optional due to time. Doing so had us ending at 3 hours and 56 minutes of our 4 hour slot.) So I say solidly tough, considering the level arrangement at our table.
The one thing that really came of note, was the attempt at pulling characters out of the vehicle with the solarion ability... the vehicle gives cover, which means, theoretically, it should prevent anyone from being able to pulled over the edge, due to how it works.
I decided, since it was specifically called out in the text, to still run it that they could. However it was a point of contention among my players, and wanted to bring it up here. It wasn't a huge deal, as only two characters ever got pulled out. One was in the water, but the vanguard character pulled him back out in the next initiative step, as he was at the ship edge. The second time it pulled the pilot of the PC'S craft... into the pilot seat of the NPC's craft. (The party killed the pilot the initiative step prior.) And said character used the vessel to trigger OP-attacks against the solarion, by driving along side the pc vessel.
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Filthy Lucre wrote:
If you don't like min-maxers don't play with them.
Unfortunately. that statement is as useful as us replying "if you don't like lack of dex-to-damage. Just over-rule it." Clearly it is an option, and one you took. But it is also an option you knew about from the beginning, before even starting this thread, and did not change your desire to comment on how you wished things were different.
AKA. It is more useful to stick to explanations of why you like/don't like how things are. Rather than simply saying "If you don't like X. don't play with it."
Just my two cents.
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