Varisian Barbarian

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Goblin Squad Member. Organized Play Member. 185 posts (187 including aliases). 7 reviews. 1 list. No wishlists. 18 Organized Play characters. 1 alias.


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Liberty's Edge

Now that it is 2019, is there any information on what the first 2E Adventure Path will be?

I'm curious what direction Paizo will take for future storylines.

Liberty's Edge

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Zethorn wrote:
Agathos wrote:
Zethorn wrote:

Clegg didn't make it either in the campaign that I ran for Second Darkness. We have one of the players running Return for us this round and we took a simpler method. We had Clegg have a brother who impersonated him on occasion and he was the one that was killed.

We did an introduction to Book 1 and Clegg had a bust of his brother in his place that was on display next to a plague that stated how he was killed by criminals (which was actually the party's heroes).

I thought it played homage to the original characters and players.

That's outstanding! I'm definitely going to use that in my campaign. Thanks for the excellent idea!!

Here are the details for my spin on Clegg and Craig Zincher:

https://paizo.com/community/blog/v5748dyo6sg8y?Revealing-Secrets#18

Liberty's Edge

Does anyone know if there will be a Hero Lab release that includes the stat blocks for each NPC included in this book?

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James Jacobs wrote:

As a quick spoiler/preview...

** spoiler omitted **

That's awesome and will make my campaign truly epic!

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I added a Riddleport prelude to my game where 4 of the PCs were lifelong friends of the gladiator PC. Said gladiator fought in Clegg Zincher's arena during the "Freshmeat Fireday" tournament that opens each week for aspiring new gladiators.

In order to make the session more fun for the other players, I let each of 4 others play a 1st level pre-gen with PFS stats (barbarian, bloodrager, fighter, slayer). The final player (my fiancée) played a 5-headed hydra. Each of the gladiatorial contestants were given betting odds and the PCs were allowed to bet on them (or the monster) if they wished. The hydra had 2:1 odds. Amiri had 3:1 odds. Valeros had 4:1 odds, Crowe had 5:1 odds, and Zadim had 10:1 odds. The gladiator PC was given 3:1 odds.

The gladiators teamed up on the hydra and then turned on each other after it was dead. Valeros fell first (to a hydra pounce), then Amiri, followed by the gladiator PC, and finally Zadim. Crowe was the overall winner and earned the PC playing him 250 gp.

Cleric acolytes ran out at the end of the match and stabilized each of the dying contestants who had not already made the final trip to Pharasma's boneyard.

I started the PCs at 2nd level to allow for multi-classing from the start, if desired. Each started with 1,000 gp for wealth.

Clegg Zincher invited all of the PCs to sit with him (excluding the gladiator, of course) in his VIP box seats to enjoy the fights with all the free food and booze they wanted. He did so out of a favor to the gladiator PC, whom he fancied as a rising star of the arena. After all three of the matches were done (the other two were glossed over via brief narrative), Clegg invited them to a dinner celebrating the two winners of the three matches: Crowe and Maximus Adronicus (level 10 fighter/gladiator) afterwards. He introduced them to the elf treesinger PC who had graciously guided a caravan carrying arms and armor to Riddleport through the Churlwood.

Spoiler:

Then he presented them with an opportunity to make 100-300 more gold apiece. He wanted them to deliver a scrollcase bearing a letter to the daughter of his former employee, Jess Gildersleeves. The daughter's name was Jana and according to Clegg, she had taken some of his property that formerly was in the possession of her mother.

According to Clegg's informants, Jana was now in Rodric's Cove and he needed the PCs to deliver this message to her and report back to him in two weeks. They would receive 100 gp for delivering the letter and reporting on how Jana reacted. If the PCs returned Clegg's property, he would give them each another 200 gp for their trouble.

And so, that is what brings the characters to Rodric's Cove where we continue later tonight for week 2's session.

P.S. Those familiar with Clegg Zincher might be surprised that he is still alive. I changed the story so that he had a twin named Cliff who perished in the Second Darkness AP a year ago (in-character) along with his lover, Jess Gildersleeves. The PCs notice a well-sculpted bust of what looks to be Clegg standing in the corner of the VIP booth overlooking the arena, but it was actually commissioned by Clegg in Cliff's memory. The two-headed roc that served as the Zincher Brothers' crest represented each of them.

Liberty's Edge

Any chance that Desgard's Thousand Columns will feature in this book?

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James Jacobs wrote:

Thanks, but if it does end up being a masterpiece, it's as much due to the efforts of the authors as well.

Agreed. You have an all-star lineup of great authors writing these, too.

I'm particularly looking forward to Runeplague by Richard Pett.

Liberty's Edge

Adam Daigle wrote:
I'm excited because while I've been reading APs for a dozen years and have been working on them for the last 6, this is the first one I've written! :D

And you did a wonderful job, Adam! I am reading it now and love it so far.

Also, after reading the Campaign Summary in the back of the book, I want to express my thanks and admiration to James. I firmly believe that Return of the Runelords is your Adventure Path masterpiece. I even think it might be better than your old Red Hand of Doom adventure with Richard Baker, which is among my Top 10 favorite adventures across the 35 years I have been playing/running RPGs.

Liberty's Edge

James Jacobs wrote:
Inquisitive Malefactor wrote:
Mr. Jacobs, if the heroes from RotR and S* are accounted for, what about the ones from Curse of the Crimson Throne? I mean ** spoiler omitted **

Curse of the Crimson Throne, Second Darkness, and Jade Regent, while taking place partially in Varisia, are not part of the Runelords Trilogy.

That said, there are certainly events in Crimson Throne and Second Darkness (not so much at all Jade Regent) that set up specific situations in Return of the Runelords, and those who've played through these two campaigns will get a kick out of some of the developments.

But the campaign does not assume that the PCs from either are a big part of the plot of Return of the Runelords...

Mr. Jacobs,

What about players new to the Varisian APs, where Return is their first Adventure Path? Would it be feasible for them to select one of the prominent protagonist NPCs as their Sihderon Hero? Such as Shalelu, or one of the other Sandpoint-native NPCs? Maybe even Ameiko if her advisors would allow her to leave Minkai?

Liberty's Edge

Quote:

I am running this currently, about to start book 2.

Just ignore the requirement. The Chernasardo Rangers have been decimated. The only confirmed member of the Rangers the PCs will encounter is Cirieo Thessaddin, and he doesn't have the prestige class. Cirieo desires to join the PCs to free the other forts and clear out this part of the Fangwood. The Rangers need to recruit and boost their numbers, so they should look favorably on a PC that helps them and allow them to join. After they start to rebuild, the Rangers can reinstate that requirement.

I see 2 options for allowing a player to take this prestige class:

1) If the PCs free Cirieo, allow the players to take the prestige class upon reaching level 7. (they should attain level 6 while exploring the first fort) Cirieo should be the default leader of the reformed Rangers and he will need support and help, ie the PCs.

2) If the PCs do not free Cirieo or he dies, then allow them to take the prestige class at their next level (9 I believe) after finishing book 2. After liberating all 3 forts, the remaining Rangers will start to come out of the Forest from their hiding spots.

If Cirieo survives, I plan on him leveling when the PCs do and have him take the prestige class.

Thank you! This is a perfect solution! I will waive the CR+5 requirement in lieu of "services rendered" and keep Cirieo Thessaddin alive so he can accompany the group along with Aubrin from book 1. Two NPCs missing their left foot/leg--what are the odds? Working for the Chernasardo Rangers is rough on appendages! ;)

Liberty's Edge

DM Rostam wrote:

If you don't want to risk TPKing the party here is what I did. I decided to also allow massive services rendered to qualify as well since there is only 1 living member of the Rangers that can possibly witness the event in the AP by that point (unless I missed somthing) and the ranger's have been badly beaten and are in need of people.

I then quantified massive services rendered as liberating a minimum of three former Chernasardo fortresses from the Ranger's enemies.

If you still want to go with having to defeat an enemy 5 CRs higher, then it all depends on how you upgrade Ibzariak to mature and if you play to the dragons strengths. If you give the dragon fly by attack as its new feat, you can pretty easily kill the party unless the paladin primarily uses ranged attacks. I'd just either use darkness or fog cloud (Mature Adult will give Ibzariak 2nd level spells) to kill the parties eye sight then strafe them with her breath weapon, targeting ranged opponents and casters first. Or even take glitterdust and try to blind them then land and use natural attacks vs the parties flat footed AC - 2.

Or make Ibzariak more of a meleeist and give her multi attack as her next feat to get rid of -3 penalty of her secondary attacks and take blur to get some mischance. Maybe take web as well to help lock opponents in place. She'll have an AC of about 30 and about +20 on primary and +18 on secondary attacks. I don't know what your players to hits and ACs are like, but the rogue is probably going to be unable to help much at the very least. It gets even more out of hand if Jang decides to hang back and cast bulls strength, greater magic fang, and barkskin on Ibzariak instead of on herself and her cougar.

Plus there's the problem that the party will probably be running on fumes after getting through the rest of the fort and that Jang and three lizards will be in the room bringing the room to something like CR 13-14.

So unless you purposely play Ibzariak below expectations I would say the party dies no matter what....

Thank you for the tactics, but I really don't want to kill the party. I just want the dragon battle to be fun and suitably epic, which I think it will be as written now that I can waive the CR+5 requirement due to "services rendered" by rescuing the last living ranger who hasn't gone into hiding.

Liberty's Edge

One of my players is considering taking the Chernasardo Warden Prestige Class at level 8, but the requirements state, "You must defeat an evil enemy of a CR 5 levels higher than your character level. This victory must be witnessed by a Chernasardo Ranger."

That puts the required CR at 12 for a (at the time) level 7 PC.

To meet this requirement, I was thinking of beefing up Ibzairiak to a mature adult dragon, but am concerned that will TPK the party.

Our level 7 party consists of:
- a Gathlain hunter with a treant sapling companion
- a Dragonkin (3PP) paladin of Apsu
- a Dwarf life shaman (witch doctor)
- a Human rogue

What do you think?

Liberty's Edge

justaworm wrote:

Hey, great list.

I don't think the pyrokineticist would be terrible, especially for flavor (certainly not optimal though). Early on you wouldn't have *too* much FR to contend with and can rely on your allies and some well chosen wild talents to be useful when you do. At 7th, you could then get around it with a new element. Going Fire-Fire would not be recommended for sure. :)

Thank you!

It's unlikely that a Pyrokineticist will feel very useful with all of the FR and Fire Immunity in the second-half of the adventure path. That's why I recommended against it. Plus, the pyro doesn't get very many wild talents that allow utility or something other than better blasting.

Liberty's Edge

I put my insomnia to work for me and created an index of flavorful classes/archetypes and prestige classes for the Legacy of Fire adventure path. I hope you and your players find it useful.

Suggested Legacy of Fire Classes/Archetypes:
- Arcanist/Elemental Master
- Barbarian/Burn Rider
- Barbarian/Mad Dog
- Bard/Dawnflower Derivish
- Bard/Dervish Dancer
- Bard/Flame Dancer
- Bard/Flame Singer
- Bard/Sandman
- Bard/Watersinger (Undine)
- Bloodrager (Elemental Bloodline)
- Bloodrager/Bloodrider
- Brawler/Wild Child
- Cavalier (Order of the Flame, Ifrit)
- Cavalier/Beast Rider
- Cavalier/Dune Drifter
- Cavalier/Fell Rider (Hobgoblin)
- Cavalier/Horselord
- Cleric of Abadar, Sarenrae or one of the elemental deities
- Cleric/Devout Pilgrim
- Druid/Desert Druid
- Druid/Elemental Ally
- Druid/Plains Druid
- Druid/Sky Druid (Sylph)
- Druid/Survivor
- Druid/Undine Adept (Undine)
- Fighter/Dawnflower Dervish
- Fighter/Roughrider
- Hunter/Scarab Stalker
- Hunter/Verminous Hunter
- Inquisitor/Immolator (Ifrit)
- Kineticist, any (*Pyrokineticist not recommended*)
- Magus/Bladed Scarf Dancer
- Magus/Elemental Knight (Suli)
- Monk/Flowing Monk
- Monk/Ironskin Monk (Hobgoblin)
- Monk/Monk of the Four Winds
- Monk/Monk of the Iron Mountain
- Monk/Monk of the Seven Winds
- Monk/Student of Stone (Oread)
- Monk/Tetori
- Monk/Windstep Master
- Monk/Zen Archer
- Occultist/Geomancer
- Occultist/Sha'ir
- Oracle (Flame, Life, Stone, Waves, Wind Mysteries)
- Paladin of Abadar or Sarenrae
- Ranger/Cinderwalker
- Ranger/Falconer
- Rogue/Bandit
- Rogue/Cutpurse
- Rogue/Knife Master
- Rogue/Sanctified Rogue
- Rogue/Scout
- Shaman (Flame, Life, Nature, Stone, Waves, Wind Spirits)
- Slayer/Deliverer
- Sorcerer (Aquatic, Deep Earth, Div, Djinni, Efreeti, Elemental, Marid, Shaitan Bloodlines)
- Summoner/Shaitan Binder (Oread)
- Swashbuckler/Whirling Dervish
- Warpriest of Abadar, Sarenrae or one of the elemental deities
- Warpriest/Sacred Fist
- Witch/Mountain Witch
- Wizard, Conjurer
- Wizard, Evoker

Suggested Legacy of Fire Prestige Classes:
- Asavir
- Balanced Scale of Abadar
- Daivrat
- Dawnflower Dissident
- Genie Binder
- Justiciar

Liberty's Edge

When you animate an object, does that change its type to Construct?

I am trying to create a magic staff called "Staff of the Artificer" which contains the following spells, all at Caster Level 14, but my calculations seem to be a fraction of what it should cost. The primary purpose of the staff is to create awakened marionettes (tiny size).

---

COST CALCULATIONS:

Shatter (Level 2, CL 14)
5,600

Make Whole (Level 2, CL 14)
5,600

Animate Object (Level 3, CL 14)
12,600 (6,300), 2 charges

Awaken Construct (level 7, CL 14)
39,200 (13,067), 3 charges

---

Subtotal: 30,567 gp

Liberty's Edge

My playing group and I are all sorts of excited for Return of the Runelords.

Will they be able to play various Thassilonian Sin Mages in this AP, or are those relegated strictly to the role of antagonist?

Liberty's Edge

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There were parts of The Hellfire Compact that I disagreed with, so I changed it. The rest of what I am about to discuss is spoilery, so here's your chance to turn away now if you're playing or plan to play Hell's Vengeance...

Spoiler:

So paladins might be annoying to folks who haven't seen them played well, but they are arguably the most heroic class you can play. Whatever else they may be, they aren't cowards and they don't hide in the woods letting others fight their battles for them. Especially paladins of Iomedae. And yet that is exactly what happens with Lencia Visserene.

My players had their characters punish Riley Kels the bard for singing praises to the Angel Knight by cutting out his tongue and then cauterizing the wound with a red-hot blade. So the execution scene could not proceed as written.

Instead, I made the execution scene into a mass combat encounter where Lencia led Rhona Staelish, the mute Riley Kels, two deputies, and a group of four rebels into the town square where Loran Allamar and Bo Ghent were being executed by burning at the stake.

I likewise wouldn't believe a mother who was also a cleric of a warrior goddess would stand by crying as one of her children was burned alive. I had Tileavia Allamar march out of the church of Iomedae to where the funeral pyres were constructed and try to rescue her son, alone, if need be.

I positioned Rhona Staelish, Riley Kels, and the two deputies on rooftops around the town square.

The scene opened with the PC Asmodean Advocate cleric named Ashur reading the crimes that Loran and Bo were guilty of and sentencing them to death in the name of Archbaron Darellus Fex and Her Infernal Majestrix Queen Abrogail Thrune II.

As the executioners moved to light the stakes on fire, Fifth Sword Knight Allamar exits the church and marches towards the raised structure where her son and Bo are tied to stakes. The cleric and mother casts Create Water on the stakes in an effort to try to prevent the wooden stacks from being lit, but her spell fizzles as Ashur attacks her for interfering.

At the same time, Lencia the Angel Knight gallops into the town square atop her heavy warhorse and tries to rally the townsfolk to stand against the Archbaron and his lackeys. As she does, her horse tramples the PC Conjurer and Thassilonian sin mage of sloth. The wizard is hurt, but not killed. Lencia's impassioned speech spurs four townsfolk to march against the PC authorities.

Next, Ashur shouts out that lawful justice is being served and intimidates the townsfolk to obey the laws of their country, Archbaron, and Queen. His words strike home and confuse rhe would-be rebels.

The rest of the session played out in 3.5 hours with the rebels and Lencia being killed or captured.
Considering how many NPCs were involved in the combat, I think it went quickly.

Liberty's Edge

Sin of Asmodeus wrote:

Season 4 best season so far.

We really need a repeat. Super great end of the year Mod (Krune!)

Super great AR's. Ton's of flavor, and great over all arc.

Mimic this season for greatness!

Agreed. Then again, I love everything Runelords.

Liberty's Edge

Hi James,

I was wondering if you have more information about the Vhiski brothers that you would be willing to share?

I am creating a third brother (the eldest brother) for my PC in a Council of Thieves campaign and was hoping to research more about Jubrayl and Sandru to tie them into his backstory.

Liberty's Edge

Do you think it's possible that Paizo will ever write an adventure path that takes place before the Age of Darkness? One where you get to play agents of one or more of the Runelords, working to destroy your lord's enemies. Or perhaps you're an agent working for one of the other ancient empires and have been dispatched to assassinate a Runelord who is warring with your homeland.

As this adventure path would start with a significant power curve, perhaps it could start at level 11 and only be three books long, and take the PCs to level 21 so that the players can revel at playing all the way through level 20?

Liberty's Edge

Thanks everyone!

Liberty's Edge

The term "Adventure Path" is trademarked by Paizo.

Is it legal for a 3PP to print that term on the cover of their books provided they adhere to the Pathfinder compatibility license?

Liberty's Edge

I am also using Chrome.

For any Paizo tech people:
The problem seems linked to the right-hand inline frame on the home page. I don't get this problem when that doesn't need to load.

Liberty's Edge

taks wrote:
Yup. On a Samsung S5 (T-Mobile). The "solution" is to load the secure website, i.e., secure.paizo... Loads without fail every time.

I can't bookmark the https://secure.paizo.com address in my phone. The Paizo webserver keeps reverting back to http://www.Paizo.com

Liberty's Edge

Whenever I try to connect to the Paizo.com site, I get a white screen that fails to load. It takes me five or more tries before the page actually loads.

I am using a Samsung droid phone.

Does anyone else experience this problem?

Liberty's Edge

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Here are the level 1, 3, and 4 versions of Bisbee and Smuz that I created for use in home games. Enjoy!

Bisbee:

Bisbee - Level 1
Goblin bard (flame dancer) 1 (Pathfinder RPG Advanced Class Guide 81)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
hp 9 (1d8+1)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d4-1) or
scorpion whip +0 (1d3-1)
Ranged lucky throwing rock +2 (1d6-1)
Special Attacks bardic performance 4 rounds/day (distraction, fascinate [DC 10], fire dance, inspire courage +1)
Bard (Flame Dancer) Spells Known (CL 1st; concentration +1)
1st (1/day)—chord of shards[UM] (DC 11), flare burst[APG] (DC 11)
0 (at will)—dancing lights, detect magic, prestidigitation, spark[APG] (DC 10)
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 11, Int 9, Wis 12, Cha 11
Base Atk +0; CMB -2; CMD 9
Feats Point-Blank Shot
Traits advantageous distraction, beast bond
Skills Handle Animal +5, Perform (sing) +4, Ride +7, Stealth +13, Swim +0; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ bardic knowledge +1
Other Gear padded armor, club, scorpion whip[UC], lucky throwing rock, bag of fly wings, blackrat whiskers (4), broken violin bow, dented tin cup, half a copper piece (she ate the other half, and is saving the rest for a special occasion), hornetnest rattle, sapcoated hair clog (functions as a tanglefoot bag), lucky toad ("Blorch")
---------------------
SPECIAL GOBLIN TRAIT
---------------------
Advantageous Distraction -
Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.

Special Challenge Talent -
Bisbee has a special talent that provides an unexpected boon while attempting to win Licktoad badged. Her ability to notice distracting details and her love of creepycrawly things grants her a +2 bonus on Perception checks to notice worms in her mouth in the Squirmtongue challenge.
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 4 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Bisbee - Level 3
Goblin bard (flame dancer) 3 (Pathfinder RPG Advanced Class Guide 81)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 13 (+1 armor, +1 Dex, +1 natural, +1 size)
hp 21 (3d8+3)
Fort +1, Ref +4, Will +4; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d4-1) or
scorpion whip +2 (1d3-1)
Ranged lucky throwing rock +4 (1d6-1)
Special Attacks bardic performance 8 rounds/day (distraction, fascinate [DC 11], fire dance, inspire courage +1, song of the fiery gaze)
Bard (Flame Dancer) Spells Known (CL 3rd; concentration +3)
1st (3/day)—chord of shards[UM] (DC 11), cure light wounds, flare burst[APG] (DC 11), sleep (DC 11)
0 (at will)—dancing lights, detect magic, lullaby (DC 10), mage hand, prestidigitation, spark[APG] (DC 10)
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 11, Int 9, Wis 12, Cha 11
Base Atk +2; CMB +0; CMD 11
Feats Point-Blank Shot, Precise Shot
Traits advantageous distraction, beast bond
Skills Diplomacy +5, Handle Animal +6, Perception +5, Perform (sing) +6, Ride +7, Spellcraft +3, Stealth +13, Swim +0, Use Magic Device +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ bardic knowledge +1, versatile performance (sing)
Combat Gear wand of burning hands (12 charges), wand of cure light wounds (24 charges), alchemist's fire (4), tangleburn bag[UE]; Other Gear padded armor, club, light crossbow, scorpion whip[UC], amulet of natural armor +1, lucky throwing rock, bag of fly wings, blackrat whiskers (4), broken violin bow, dented tin cup, half a copper piece (she ate the other half, and is saving the rest for a special occasion), hornetnest rattle, sapcoated hair clog (functions as a tanglefoot bag), lucky toad ("Blorch"), 1 gp
---------------------
SPECIAL GOBLIN TRAIT
---------------------
Advantageous Distraction -
Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.

Special Challenge Talent -
Bisbee has a special talent that provides an unexpected boon while attempting to win Licktoad badged. Her ability to notice distracting details and her love of creepycrawly things grants her a +2 bonus on Perception checks to notice worms in her mouth in the Squirmtongue challenge.
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Versatile Performance (Singing) +6 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

Bisbee - Level 4
Goblin bard (flame dancer) 4 (Pathfinder RPG Advanced Class Guide 81)
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 13 (+1 armor, +1 Dex, +1 natural, +1 size)
hp 27 (4d8+4)
Fort +2, Ref +6, Will +6; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +3 (1d4-1) or
scorpion whip +3 (1d3-1)
Ranged lucky throwing rock +5 (1d6-1)
Special Attacks bardic performance 11 rounds/day (distraction, fascinate [DC 13], fire dance, inspire courage +1, song of the fiery gaze)
Bard (Flame Dancer) Spells Known (CL 4th; concentration +5)
2nd (1/day)—animal trance (DC 13), blistering invective[UC] (DC 13)
1st (4/day)—chord of shards[UM] (DC 12), cure light wounds, flare burst[APG] (DC 12), sleep (DC 12)
0 (at will)—dancing lights, detect magic, lullaby (DC 11), mage hand, prestidigitation, spark[APG] (DC 11)
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 11, Int 9, Wis 12, Cha 12
Base Atk +3; CMB +1; CMD 12
Feats Point-Blank Shot, Precise Shot
Traits advantageous distraction, beast bond
Skills Diplomacy +7, Handle Animal +7, Intimidate +6, Perception +5, Perform (sing) +7, Ride +7, Spellcraft +3, Stealth +14, Swim +0, Use Magic Device +8; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ bardic knowledge +2, versatile performance (sing)
Combat Gear wand of cure light wounds (4 charges), wand of fireball (3 charges), alchemist's fire (4), tangleburn bag[UE]; Other Gear padded armor, club, light crossbow, scorpion whip[UC], amulet of natural armor +1, cloak of resistance +1, lucky throwing rock, bag of fly wings, blackrat whiskers (4), broken violin bow, dented tin cup, half a copper piece (she ate the other half, and is saving the rest for a special occasion), hornetnest rattle, sapcoated hair clog (functions as a tanglefoot bag), lucky toad ("Blorch"), 5 gp
---------------------
SPECIAL GOBLIN TRAIT
---------------------
Advantageous Distraction -
Like most goblins, you’re easily distracted. Unlike most goblins, though, you have a knack for being distracted at the right time, especially when it comes to avoiding pain. Once per day as a swift action, you can be momentarily distracted in combat—ducking an axe swing to inspect a toadstool, or stooping behind a tree to lick some bark and accidentally avoiding an arrow, and so on. When you activate this ability, you gain a +2 dodge bonus to your AC for 1 round.

Special Challenge Talent -
Bisbee has a special talent that provides an unexpected boon while attempting to win Licktoad badged. Her ability to notice distracting details and her love of creepycrawly things grants her a +2 bonus on Perception checks to notice worms in her mouth in the Squirmtongue challenge.
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Special Abilities
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Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 11 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Versatile Performance (Singing) +7 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

---

Smuz:

Smuz Whoistotallyagoblin - Level 1
"goblin" druid (blight druid) 1 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 207)
NE Small fey
Init +2; Senses darkvision 120 ft., low-light vision, scent; Perception +5
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Defense
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AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
hp 12 (2 HD; 1d6+1d8+1)
Fort +2, Ref +4, Will +5
DR 2/cold iron
Weaknesses light sensitivity
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Offense
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Speed 20 ft., climb 20 ft.
Melee knitting needle +3 (1d3-1/19-20)
Ranged light crossbow +3 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration -1)
At will—prestidigitation
1/day—doom (DC 9)
Druid (Blight Druid) Spells Prepared (CL 1st; concentration +2)
1st—charm animal (DC 12), cloak of shade[APG] (DC 12)
0 (at will)—create water, detect magic, know direction
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Statistics
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Str 8, Dex 14, Con 10, Int 10, Wis 12, Cha 7
Base Atk +0; CMB -2; CMD 10
Feats Weapon Finesse
Traits Ugly Little Bugger
Skills Acrobatics +6 (+2 to jump), Bluff +2, Climb +11, Diplomacy +2, Handle Animal +2, Linguistics +1, Perception +5, Sleight of Hand +10, Stealth +14, Survival +3, Use Magic Device +2; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Druidic, Goblin, Undercommon
SQ nature bond (arcane familiar[APG]), nature sense, vermin empathy, vermin empathy
Other Gear padded armor, crossbow bolts (20), knitting needle, light crossbow, ragged cloak, lucky toad ("Grumbletypeg")
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SPECIAL “GOBLIN” TRAITS
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Vermin Empathy (Ex) -
You can influence bugs and spiders by talking to them, just like a druid’s wild empathy, save that you can only use this ability on vermin. You have a total +4 bonus on this check. Vermin are normally mindless, but this communication imparts a modicum of intelligence.

Ugly Little Bugger -
You’re ugly, even by goblin standards, and not the way the tribe finds cool (not like that handsome devil, Chuffy!). Your appearance elicits sympathy from even goblin hearts. Once per day as an immediate action, you can scream “Not in the face!” and force a goblin attacking you to roll twice for their attack roll and take the worse result. You must declare you are using this ability before the attacking goblin roles.

Special Challenge Talent -
Smuz doesn’t have any specific talents, but he does have a raging self-interest in proving himself to be a goblin—which he totally is—which helps spur him on when things look desperate. Up to three times during the challenges to earn Licktoad badges, Smuz may declare he is trying extra hard and gain a +1 luck bonus on his next roll.
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Hatred +1 (Ex) Gain a bonus to attack vs. dwarves and gnomes.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Vermin Empathy -1 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Vermin Empathy +4 (Ex) Improve the attitude of vermin, as if using Diplomacy.

Smuz Whoistotallyagoblin - Level 3
"Goblin" druid (blight druid) 3 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 207)
NE Small fey
Init +6; Senses darkvision 120 ft., low-light vision, scent; Perception +7
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Defense
--------------------
AC 15, touch 14, flat-footed 13 (+1 armor, +1 deflection, +2 Dex, +1 size)
hp 24 (4 HD; 1d6+3d8+3)
Fort +3, Ref +5, Will +6
DR 2/cold iron
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee knitting needle +5 (1d3-1/19-20)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration -1)
At will—prestidigitation
1/day—doom (DC 9)
Druid (Blight Druid) Spells Prepared (CL 3rd; concentration +4)
2nd—barkskin
1st—charm animal (DC 12), cloak of shade[APG] (DC 12), entangle (DC 12)
0 (at will)—create water, detect magic, guidance, know direction
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Statistics
--------------------
Str 8, Dex 14, Con 10, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +0; CMD 13
Feats Improved Initiative, Weapon Finesse
Traits Ugly Little Bugger
Skills Acrobatics +6 (+2 to jump), Bluff +2, Climb +11, Diplomacy +2, Handle Animal +4, Linguistics +1, Perception +7, Sleight of Hand +10, Spellcraft +4, Stealth +14, Survival +9, Use Magic Device +2; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Druidic, Goblin, Undercommon
SQ nature bond (arcane familiar[APG]), nature sense, vermin empathy, vermin empathy, woodland stride
Combat Gear wand of barkskin (10 charges), alchemist's fire (2); Other Gear padded armor, crossbow bolts (20), knitting needle, light crossbow, ring of protection +1, ragged cloak, lucky toad ("Grumbletypeg"), 6 gp
-----------------------
SPECIAL “GOBLIN” TRAITS
-----------------------
Vermin Empathy (Ex) -
You can influence bugs and spiders by talking to them, just like a druid’s wild empathy, save that you can only use this ability on vermin. You have a total +4 bonus on this check. Vermin are normally mindless, but this communication imparts a modicum of intelligence.

Ugly Little Bugger -
You’re ugly, even by goblin standards, and not the way the tribe finds cool (not like that handsome devil, Chuffy!). Your appearance elicits sympathy from even goblin hearts. Once per day as an immediate action, you can scream “Not in the face!” and force a goblin attacking you to roll twice for their attack roll and take the worse result. You must declare you are using this ability before the attacking goblin roles.

Special Challenge Talent -
Smuz doesn’t have any specific talents, but he does have a raging self-interest in proving himself to be a goblin—which he totally is—which helps spur him on when things look desperate. Up to three times during the challenges to earn Licktoad badges, Smuz may declare he is trying extra hard and gain a +1 luck bonus on his next roll.
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Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Hatred +1 (Ex) Gain a bonus to attack vs. dwarves and gnomes.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Vermin Empathy +1 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Vermin Empathy +6 (Ex) Improve the attitude of vermin, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Smuz Whoistotallyagoblin - Level 4
"Goblin" druid (blight druid) 4 (Pathfinder RPG Advanced Player's Guide 98, Pathfinder RPG Bestiary 207)
NE Small fey
Init +6; Senses darkvision 120 ft., low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+1 armor, +1 deflection, +2 Dex, +1 size)
hp 30 (5 HD; 1d6+4d8+4)
Fort +5, Ref +6, Will +8
DR 2/cold iron
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee knitting needle +6 (1d3-1/19-20)
Ranged light crossbow +6 (1d6/19-20)
Special Attacks hatred, wild shape 1/day
Spell-Like Abilities (CL 1st; concentration +0)
At will—prestidigitation
1/day—doom (DC 10)
Druid (Blight Druid) Spells Prepared (CL 4th; concentration +5)
2nd—binding earth[ARG] (DC 13), eagle eye[APG]
1st—charm animal (DC 12), cloak of shade[APG] (DC 12), entangle (2, DC 12)
0 (at will)—create water, detect magic, guidance, know direction
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +1; CMD 14
Feats Improved Initiative, Weapon Finesse
Traits Ugly Little Bugger
Skills Acrobatics +6 (+2 to jump), Bluff +3, Climb +11, Diplomacy +6, Handle Animal +5, Linguistics +1, Perception +8, Sleight of Hand +10, Spellcraft +4, Stealth +14, Survival +9, Use Magic Device +3; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Druidic, Goblin, Undercommon
SQ nature bond (arcane familiar[APG]), nature sense, vermin empathy, vermin empathy, woodland stride
Combat Gear wand of barkskin (10 charges), alchemist's fire (2); Other Gear padded armor, crossbow bolts (20), knitting needle, light crossbow, cloak of resistance +1, ring of protection +1, lucky toad ("Grumbletypeg"), 16 gp
-----------------------
SPECIAL “GOBLIN” TRAITS
-----------------------
Vermin Empathy (Ex) -
You can influence bugs and spiders by talking to them, just like a druid’s wild empathy, save that you can only use this ability on vermin. You have a total +4 bonus on this check. Vermin are normally mindless, but this communication imparts a modicum of intelligence.

Ugly Little Bugger -
You’re ugly, even by goblin standards, and not the way the tribe finds cool (not like that handsome devil, Chuffy!). Your appearance elicits sympathy from even goblin hearts. Once per day as an immediate action, you can scream “Not in the face!” and force a goblin attacking you to roll twice for their attack roll and take the worse result. You must declare you are using this ability before the attacking goblin roles.

Special Challenge Talent -
Smuz doesn’t have any specific talents, but he does have a raging self-interest in proving himself to be a goblin—which he totally is—which helps spur him on when things look desperate. Up to three times during the challenges to earn Licktoad badges, Smuz may declare he is trying extra hard and gain a +1 luck bonus on his next roll.
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Hatred +1 (Ex) Gain a bonus to attack vs. dwarves and gnomes.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Vermin Empathy +3 (Ex) Improve the attitude of a vermin, as if using Diplomacy.
Vermin Empathy +8 (Ex) Improve the attitude of vermin, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Rycaut wrote:
sadness I wanted to see where Smuz goes for higher levels..... would be really fun (definitely going to take a shot at it for home games but would love to see PFS versions for the other modules as running them with more than 4 players is a pretty common occurrence and new options would make them fun to revisit for players and GM's alike.

From the sound of it, Smuz would advance nicely as a Blight Druid. I would make Bizbee a Bard with the Flame Dancer archetype.

I will post stats for them here tomorrow for use in home games.

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How does one get involved in the playtest if it's not open?

Would a "pretty please" help? :-)

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Is it too late to register for this class?

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John Compton wrote:
Each will be worth 1 XP.

Thank you!

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Will each of the Immortality chronicles be worth 1 XP?

I'm plotting a Road to Level 20 schedule and want to be sure there are no detours...

Eyes of the Ten (level 12 to 13.2)
Academy of Secrets (13.2 to 14.2)
All for Immortality (14.2 to 15.2)
Tomb of the Iron Medusa (15.2 to 16.2)
The Moonscar (16.2 to 17.2)
The Witchwar Legacy (17.2 to 18.2)

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Woot-Woot! Thank you, John!

I eagerly await similar news for Hell's Rebels with antici....

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Yes it is! Thank you for your support!

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I did find THIS.

I will adjust that as needed. Mystery solved!

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Is there an XP advancement track for Howl of the Carrion King?

I could not find it in Book 1.

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OK, so probably not going to happen then.

Thanks everyone for your input. I appreciate it.

Blackfoot, I will remember the online option for new players wanting a Core game yet unable to find one locally. Thank you!

For new players, I think I will show them how to play the game using just the Core rules to build their characters. That will keep things simple and make character creation go more smoothly (and quickly). Then, before they register their PFS character online, I'll explain to them the differences between Core and Standard and let them know they will need to choose between the two campaigns by the time their character gains his/her third XP. ...Unless I'm mistaken about being able to completely rebuild before the character reaches 2nd level...

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kinevon wrote:


Then again, I can sympathize. Then again, I have too many PFS & PFC PCS. I think my highest number is -37.... Our Core play out here is ... irregular, even though at least a couple of our local GMs prefer it. Playing Standard I can handle, but running Standard tends to leave me going, all too often, and how did you get that number?

True. At least Hero Lab now has a listing for all sourcebooks used in building the character. That makes audits go much faster.

I have 17 PFS characters and I thought that was a lot! :-)

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Dave Baker wrote:
casiel wrote:
The Average Player Level for that game is now 6th level. This means that new players are excluded from any Core game within the same region.

Why not ask the more experienced players to start a new character to include the new player?

Players should always have characters in multiple ranges to accommodate new players regardless of campaign.

That's a good suggestion, but I think the veteran core players are more interested in playing their most vested character.

I guess the main problem is that Core just isn't as popular in my region and I wish that wasn't the case. Two of my players drive over an hour one-way just to play in my Core game as it's the closest one that fits their schedule.

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kinevon wrote:
Another idea, if there aren't enough beginner Core tables, is to offer to GM one....

I am the GM for the Core game I mentioned. Sorry, I wasn't clear about that. :-)

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Rogar Valertis wrote:


If finding core games is a problem for you your proposition could certainly help finding new games BUT that would also erase the unique and almost "primal" feel many core games have.

I don't think it would erase the feel as players with Core characters can still join Core-only tables if available. That's where the primal/classic feel can still be found. But for those players without access, they can play in standard scenarios and modules to more quickly raise their character level so that they could join the Core-only table in their area if they are presently out of the table's APL tier of play.

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This question is for John Compton, Tonya Woldridge, and the other PFS staff.

Are there plans to make Core more integrated with the standard system?

Core is wonderful to introduce new players to Pathfinder and PFS without overwhelming them with an entire library of character build options. However, it can be challenging to locate a Core table (at least in my area) that is playing within four levels of the new player-character's tier. For example, in my area there is only one regularly scheduled Core PFS table within a 30-mile radius. The Average Player Level for that game is now 6th level. This means that new players are excluded from any Core game within the same region.

What I would like to propose is to make things so that what constitutes Core is the player's character sheet. So long as the PC has been created with Core-rules only (and allowed supplements) for their build, they may participate in any game (Core or Standard) they like.

Some may feel that this puts the Core PC at a disadvantage since they lack the bells & whistles of their standard PC companions. Leave that decision up to the player. Yes, they might not be as powerful as some of the non-Core classes, but that should be the player's call. Doing it this way allows new players to quickly join any game in their tier. If said player later wants to take non-Core feats and equipment, then the PC becomes a standard character and can no longer participate in Core-only tables. Again, make that about the player's choice.

Thank you for your time and consideration.

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Congrats to all! :-)

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Congratulations Tonya!

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Kenneth Fisher wrote:
Awesome quiz!

Thanks!

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chad gilbreath wrote:
I chose no magic option and it still give me a bard

Well that's embarrassing.

OK, I tweaked things and so long as someone doesn't give intentionally conflicting answers, that shouldn't happen again.

I also made the questions more open-ended and the answers self-explanatory so that the quiz is more user-friendly to new players.

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Thank you all for the suggestions! I'll edit the questions accordingly.

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I made an online quiz that helps players new to Pathfinder Society select a class that best fits their character concept. All 38 classes are represented, including the Vigilante.

Think up a character concept and give it a try. Then let me know what you think.

[Click]

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It's probably way too soon to ask, but I'm curious what this AP portends for Pathfinder Society. Any chance we could get a boon to play a Lawful Evil character? Or, better yet, just allow LE for everyone? Sith cookies are mighty tempting...

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I'm GMing Way of the Wicked right now and my players are having a blast. I'm going to ask one of them to take a turn behind the screen so that I can play in Hell's Vengeance once we're done.

A huge heartfelt thank you to James and the rest of the Paizo staff for offering us an evil AP!

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Has anyone tried running this from the perspective of the orcs? Where the PCs are all orcs and half-orcs in league with the devils?

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