Zauberin's page

*** Pathfinder Society GM. 13 posts. No reviews. 2 lists. No wishlists. 8 Organized Play characters.


RSS

2/5

Is there any idea where I can find old Faction Journal Cards? I have seasons 6, 7, 8 and 10. Adding for funsies in a 1e PFS dungeon crawl (Emerald Spire Superdungeon). The idea is that since 1e is dead anyway, players should be allowed to pick the faction card they like best - regardless of season.


I played this is RotRL for the thematic (ended at level 17 for the final fight). I did Thassilonian Specialist (Greed). Her name was Cupiditas (ha!) Everything listed is actual.

I wound up with a total of 6 levels of Transmuter, 1 level of bloody-knuckled rowdy (bloodrager) and 10 levels of Eldritch Knight.

Goal: Use Giant Form to turn into a Troll. The Troll rages and kills things. People cast spells. The Troll (Giant is required) casts spells like Disintegrate after dropping out of rage. Enemies are stunned. Also, if push comes to shove, you can just grapple your opponent and still cast despite wearing zero armor and being "squishy".

Half-elf traits: Dual-Minded, Illustrious Urbanite (Transmutation), Multidisciplined (GM ruled that this was fine for just wizard as a caster)

General Traits: Desperate Resolve, Clever Wordplay (UMD)

Base stats: 16/12/14/17/10/7

Stat bumps are all INT.

Feats: Arcane Strike, Blooded Arcane Strike (I never got around to Vital Strike)
Combat Rhythm
Dirty Fighting
Extra Rage
Favored Prestige Class - Eldritch Knight, Spellcraft
Idealize (GM agreed with me that EK counts for Idealize)
Outflank
Power Attack
Prestigious Spellcaster
Scale and Skin
Tenacious Transmutation
Toughness
Note: GM allowed me to replace scribe scroll with another feat as she was way too greedy to ever share scribed scrolls with others.

Wizard: Physical enhancement: CON, Knowledge is Power Feat, Furious Amulet of Mighty Fists (bond). I really wanted amulet of spell mastery but never could afford it compared to other more impactful things. Oh well.

Items: belt of incredible dexterity +2, Major chest piercings, cloak of resistance +2, Furious amulet of Mighty Fists (as noted above) gloves of elvenkind, headband of vast Intelligence +4 (Knowledge Arcana & Nature), helm of the Mammoth Lord, Ioun Stone Pearly white spindle, Manual of gainful exercise +2, ring of rat fangs, robe of runes (knowledge history/local) or Black robe of the Archmagi, annihilation spectacles, Sihedron Ring, Wayfinder, tunic of careful casting.

Weapons: +1 flaming adamantine ranseur, Natural (bite, gore, claws)

Typical buffs: Barkskin, Magic Vestment, Bull's Strength, Overland Flight, Lash of the Astradaemon, See Invisibility, Giant Form (or something else like dragon form, etc.), Holy Aura/Protection from Evil, Mage Armor, Resist Energy (Fire) sometimes Heart of the Mammoth, Mind Blank (stops her from detecting as evil and preventing party in-fighting).


I'm coming to the party late... I'm trying out a Bloody-knucked rowdy, 5 wizard levels and going Eldritch Knight from there.


I know this is a few years late, but I tend to customize it for each party. Fighting the BBEG in his own house should be especially dangerous. I tend to use a mix of traps, terrain, truly dangerous 'mooks', GM-created mooks, templates and abusive fights just before the BBEG. The 10x HP idea is interesting if you change nothing, I've never tried that before. I think as a GM, I prefer the BBEG to be closer to a Final Fantasy fight... You should barely win. Otherwise, I tend to lose interest in running if it's not that threatening of a fight. Lastly, sometimes PC's have good character ideas, don't be afraid as a GM to borrow some of those for mooks, but this practice should be used extremely sparingly I think.


I have a question... Assuming for a draconic bloodrager that this applies equally, if you were multiclass dragon disciple, draconic BR and draconic sorcerer... Robe of arcane heritage applies to the sorcerer portion, and I could apply this to the BR portion? The breath weapons and abilities level separately with DD for each, so to me this seems legal RAI. Thoughts?


I have kind of a stupid question, and after some looking, I think this is the closest I'll get to answering it, even though it's a 3-year old post. My Character is PLD 3/BR 1/ Sorc 1/ DD 3 (BR and Sorc are both Draconic bloodlines) and worships Smiad to fit the draconic theme (Gold Dragon for both bloodlines to keep it kosher). Both DD and Sorc give the "Wings" power, but the DD wording sounds like a replacement effect for the Sorc version of wings (in core, there are other classes that are spontaneous arcane casters that. I really don't understand why a robe of arcane heritage doesn't give me wings at PLD 3, BR 1, Sorc 1, DD 4 +4 levels from the robe. Additionally, it seems extremely clunky that BR is worded such that it doesn't stack with sorcerer, despite the FAQ's stating that you need to take draconic bloodline for both classes. From everything that I've read over the past little while, it sounds like for Bloodline abilities it's a VC/GM call, but for wings I'm not really convinced by RAW that the DD wings doesn't act as a replacement effect for the Sorc wings. Sorry for the poor grammar, but I'd really appreciate some insight on this one.


Phantom steed + augment summoning?


Hi people,

I am making an Oath of Vengeance PLD with UMD as a focal point. Obviously assuming I can get her UMD check high enough to cast Righteous Might with a scroll, does she get the DR/5 evil since channel has been replaced with "burn 2 uses of lay on hands for an additional smite"? Normally she would be able to channel positive, but I thought I'd ask. Thanks!


I like the oil and burning hands personally. Depending on the reinforcements, I still think I like the oil + burning hands. Could you reduce person the mite and shrink the cavern tunnel to accommodate this adjustment while treating medium creatures as squeezing?


I have this problem often (and one of the reasons I really dislike PFS). Since you're on an adventure path, an advanced, giant template, fighter/barbarian template or any combination can work wonders. I tend to rewrite most of the enemies in an Adventure Path, because I think they're too weak usually (and sometimes they thematically don't fit), but most people don't like putting in that much work. I am currently running a mythic campaign where I've starved the PC's for gear to some degree, which better let me gauge how to mix up the combats a whole lot. As a GM, I think it's important for both sides to have fun, and I generally don't try to penalize PC's for optimizing builds (I mean I literally gave a 25 point buy in a Mythic Campaign), but I don't give rerolls either... ever (unless you took a feat or it's offered as part of a piece of gear, etc.). Playing with the given enemy feats and tactics is also a good idea, or just increase the CR by 1, then 2, then 3 if they're having too easy a time (i.e. add extra monsters, or raise the CR with a thematically similar monster). One thing I really love is adding the advanced template to troops, that can get kind of savage, especially with multiple troops. It reminds players of their mortality.


A deal with a devil is definitely my favorite. The (intra-GM) RP interactions are nearly endless... now if only he could share his gift of insanity with some PC's... along with some skillful, multi-scenario manipulating.


Bwang wrote:
Lunched today with some GMs and this kinda came up. After negative action economy, DPR, size modifiers and such were well BSed, the unanimous consensus was that a few key Class levels were the best, followed by truly wicked templates.

I'm running Strange Aeons (I changed the campaign to Mythic, 25 point buy) so that I could sort of go crazy with GM-monsters. Anyway, our heroes fight an old Ice dragon (lv 10/MR 3). I gave the dragon a fighter template and because the white dragons are 'the most feral' I had him forego many beneficial buffs prior to player engagement. But, I think him hitting for over 150/round on full melee attack was plenty to keep players very, very busy (I did make a oracle whose job is to keep the party alive, whom I play). Something I struggle with, is how does a dragon have the dexterity to fiddle with an itty bitty scroll of wand to use their fantastic UMD? I chose some of the things that the dragon did poorly, such as wind wall though. After reading this post, I have some very nasty ideas (I did deliberately make the terrain all snow, but I forgot that the dragon gets partial concealment during a snowstorm. There was originally a fleet of undead to assist the dragon (including a psychic lich and a gadaskurado), but I didn't feel like killing the players, so instead they had time to heal, and the undead attacked then. In hindsight, I should've sent the undead in by round 2. I never let the dragon land, and I more or less changed the dragon's DR to epic. I also thought about the dragon's breath weapon also slowing the players (or given the snow, ice entanglement) but I decided against that also. I definitely won't make that mistake again, but I would like some feedback on mechanically how does a dragon have the dexterity to UMD?


Actually, I'm running a Strange Aeons session, that I've added mythic tiers to, and I fully plan on running this scenario to character level 25+/MR8+. It is some serious reworking of various side quests so that PC's have enough exp to level, and making a coherent story that can successfully arc all of this stuff is rather daunting. However, if you approach it with creativity, I think it can be done. Right now, the PC's are 10/MR3 and I basically needed to make their party a WHM (I actually have a bunch of fun playing this oracle, who is non-mythic), or they'd have died a long time ago. As of right now, we just finished book 3, and the "parade of side-quests" is about to start, as I've had to substantially modify the main story line to make it all fit, with options for just about everything (because I usually really dislike railroading).