If there is then I will beyond pissed. I hate the whole concept of raffles, pay to win. I hate how booms are distributed this way. A lot of people can’t afford to do that. Myself being one.
But the point of the boon is to say "Thank you" to those who donate to the charity. Are you saying everyone should get the boon whether or not they donate? Not that I am saying I agree with them being distributed using a raffle or not, but wondering how to reconcile that someone who cannot afford to buy a raffle ticket and therefore cannot afford to donate to the charity should get the incentive for doing so.
I think the frustration this player is trying to express is that Paizo has chosen to take a race, Skittermanders, that immediately drew players interest and created a gated method of obtaining it that seems extremely limiting. I don't think anyone wants to do away with charity boons and similarly structured rewards for players who support Paizo's chosen benefactors. The perception among many of my local players is that Paizo purposefully chose a race they knew would be popular and created a system where you have to log in at a specific time and donate a specified amount to even have a chance of getting the racial boon. I know the raffle is a way to avoid the pay-to-play perception but that's exactly what it feels like to many.
We will be having a massive catch-up day on Dec 27. If you've never played this is a great chance to start. Also, if you have played this is a fantastic opportunity to get that Swashbuckler perk! Please visit Warhorn for the complete scenario schedule:
We can definitely make room for two of you. We'll use point buy, no restrictions on character options as long as it is in Paizo material. We're planning on playing Sundays 1pm - 6pm. This Sunday we probably won't go that late as we're just getting characters created and backstories worked out. For the new players I might run a brief sample combat.
So i think we're going to stick with Rise of the Runelords. You are welcome to join us, we're meeting this Sunday at At Ease Games to create characters, etc.
Looking for players for a brand new Pathfinder campaign. We would play regularly on Sundays, probably at At Ease Games on Miramar Rd. I'm thinking 1pm-6pm weekly. I've got a ton of adventure paths, I'd love to run Rise of the Runelords, but others are possible.
I am preparing to run Rise of the Runelords for my home group and we were thinking of playing it as a sanctioned event. Now after reading the guidelines posted online, am I right to believe my players can use whatever level appropriate characters they want but save the Chronicle Sheets to apply to other, PFS-legal characters? I ask because I want to run them through the whole AP, not just the sanctioned portions. Any advice would be helpful as this would be this first time I'm doing something like this.
So at 6th level, the character would look something like this -
Test Warlock-Like PC
Male Tiefling Oracle (Planar Oracle) 3 Sorcerer 3
CN Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 29 (3d8+3d6)
Fort +2, Ref +3, Will +8; +2 bonus vs. poison
Resist oracle's curses (tongues [infernal]), cold 5, electricity 5, fire 5, infernal resistances
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4/19-20/x2)
Special Attacks revelations (heat aura [10', 1d4] [1/day] [dc 13], touch of flame [1d6+1] [5/day])
Spell-Like Abilities Darkness (1/day)
Oracle (Planar Oracle) Spells Known (CL 3):
1 (6/day) Cure Light Wounds, Endure Elements, Infernal Healing, Ray of Sickening (DC 13), Sun Metal (DC 13)
0 (at will) Guidance, Resistance, Detect Magic, Read Magic, Spark (DC 12) Sorcerer Spells Known (CL 3):
1 (6/day) Protection from Good, Ray of Enfeeblement (DC 14), Burning Hands (DC 14), Corrosive Touch
0 (at will) Acid Splash, Touch of Fatigue (DC 13), Daze (DC 13), Flare (DC 13), Ray of Frost
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Statistics
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Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 15
Base Atk +3; CMB +3; CMD 14
Feats Combat Casting, Eschew Materials, Point Blank Shot, Sorcerous Bloodstrike (1/day)
Traits Focused Mind, Killer
Skills Bluff +9, Diplomacy +10, Intimidate +7, Knowledge (arcana) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +3, Sense Motive +10, Spellcraft +12, Stealth +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Celestial, Common, Draconic, Infernal, Osiriani
SQ bloodlines (infernal), corrupting touch (1 rds) (6/day), fiendish sorcery, mysteries (flame)
Other Gear Leather armor, Dagger, 138 GP
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Corrupting Touch (1 rds) (6/day) (Sp) Melee touch attack leaves target shaken and radiating evil for 1 round.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Focused Mind +2 to Concentration checks
Heat Aura (10', 1d4) (1/day) (DC 13) (Su) Heat aura deals 1d4 fire damage to all creatures within 10', Ref Half. You gain 20% concealment until your next turn.
Infernal +2 DC on Charm spells.
Infernal Resistances (Ex) You gain fire resistance 5 and +2 to saves vs. poison.
Killer Add weapon's critical modifier to its critical bonus damage.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sorcerous Bloodstrike (1/day) Regain a bloodline power when you reduce a creature to 0 or fewer hit points
Tongues (Infernal) You can only understand and speak one language in combat.
Touch of Flame (1d6+1) (5/day) (Su) Melee touch attack deals 1d6+1 Fire damage.
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So I've just recently started to get my gaming group to try Pathfinder. Everything is going quite well, however, one of my player's loves his Warlock. Specifically, he loves having the Eldritch Blast ability and a small list of repeatable spells, i.e. he can can a few things over and over. There's also some fluff for the class he likes, but I can figure a way around that.
So what's the best way to help him create the warlocky PC he wants? Any help would be greatly appreciated.
Special Abilities
Archaeologist's Luck
swift action, 7 rounds, +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Clever Explorer (Ex)
Archaeologists gain a bonus equal to half class level on Disable Device and Perception checks. They can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. This ability replaces the versatile performance ability.
Uncanny Dodge (Ex)
Archaeologists cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action.
Trap Sense (Ex)
Archaeologists gain trap sense +1, as the Rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Rogue Talents 1
Terrain Mastery (Ex): Underground
The ranger gains a +2 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Spellcasting
CL: 1; Casting Stat: Charisma (16)
Spells Per Day: */3+1/1+1
Spells Known: 6/4/2
0th: Detect Magic, Prestidigitation, Read Magic, Sift
1st: Grease, Lesser Confusion; (DC: 14), Moment of Greatness, Remove Fear
2nd: Allegro, Heroism
Equipment (GP/LB)
chain shirt (100/25), sling, sling bullets (20), rapier (20/2), club, handy haversack (2000/5), bedroll (0.1/3), belt pouch (-/-), alchemist fire (20/1), wand of cure light wounds [50 charges] (750/-), wand of admonishing ray [10 charges] (900/-),
Primer:
Party Role
Ridley is a melee skirmisher, so belongs darting in and out of the front lines. She is not particularly resilient, so she needs to be careful about her placement so she doesn't draw too much attention/damage. For the most part she shouldn't be fighting alone unless her combatant is fairly week. With her Dirty Fighter trait she deals one extra damage when flanking, which may not sound like a lot, but the key to Ridley's combat ability is lots of small bonuses adding up.
When the fighting is serious and she needs to start investing resources Ridley's go to power is Archaeologist's luck. She has seven uses of the power (she gains more as her Charisma increases) per day, but can spread them out throughout the day as she needs. The basic ability gives her a +1 to hit, damage, skill checks, and saving throws until next level when it becomes +2...but in combination with her Fate's Favored trait she gains +2 right now to all that, and will gain +3 next level.
Ridley is also a fount of knowledge, which will help in and out of combat. Chances are very good she will have the appropriate Knowledge skill to identify the various critters she comes across, which will help her with information like "undead are immune to mind-affect effects, like charms or compulsions" or "goblins are terrified of horses and dogs."
Out of combat her Knowledge skills are just as, if not more useful. She knows the region and its history fairly well, which will come in handy as the campaign unfolds.
Her ranks in Use Magic Device deserve special note. This is one of the more powerful skills in the game, letting Ridley read Scrolls and use Wands she otherwise wouldn't be able to do anything with. A character with UMD can also use items that are restricted to specific classes or races or have other prerequisites. Find a sword that has extra magic powers if wielded by an elf? Not a problem, you can trick the sword into thinking you're an elf.
Spellcasting
Right now Ridley has a few spells that give penalties to her opponents, with Grease and Confusion, but most of her casting is focused on making her or other members of her party better.
Things to Remember
With Uncanny Dodge Ridley doesn't get flat footed. The only thing that keeps you from gaining your Dex bonus to AC is being immobilized.
Halflings get bonuses to saves vs Fear. Make sure if you are asked to make a Will save you're getting this bonus when it applies.
Being something of a trap expert Ridley has Trap Sense, so if things go sideways and a trap is sprung she gets a bonus to her AC or Reflex against the trap's nastiness.
Luck bonuses are important to keep an eye out for. Ridley's Fate's Favored trait makes every luck bonus she get act as 1 higher.
Being an expert dungeon delver and crypt breaker, Ridley gets bonuses to a couple different things when in underground settings. Look over Terrain Mastery above, and make sure you're not forgetting to add those bonuses when they apply.