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***** Venture-Lieutenant, Michigan—Traverse City 28 posts. No reviews. No lists. No wishlists. 40 Organized Play characters.



3/5 5/55/5 ***** Venture-Lieutenant, Michigan—Traverse City

We started up a group back in October. We have been going through season 6 and are just about done with all of the tier 1-5 scenarios. Some players are level 5 and others have started a second character and are only lvl 2.

We have scheduled to start running tier 3-7 content for our higher level players. I also want to have something available to new players on those nights as well. Any suggestions on how to plan things out so that people don't feel like they are missing out scenes content can only be played once? I have not reran anything but evergreens so far.

What do you do to offer a verity of content to players with out them missing out?

FYI, We are also hosting part of a convention in about 2-3 months so I have been saving season 8 and 9 for that.


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So I was introduced to pathfinder just over a year and a half ago by my friends. We get together once a week on Saturdays and play. To give back to our GM, and let him play I started to work on a campaign two months ago.

Normally characters are limited to the core races. So to spice things up a bit and hopefully get a bit more personality out of some of the players I opened it up to all non-evil races 13RP and under, and said there would be no humans in the campaign. This presented me with two problems. First I did not know anything about the other races. Second, how do I populate a map if the most common race is gone?

So I started reading and drawing up a map. It was the first map I have ever made and still have a lot to add, but I have there starting area kind of prepped. Preview here. So to link all the nations together I created a trade society to link them together that was founded by the Kitsune, Halflings, Dwarfs, and Elfs. With the Drow having taken to the surface in the North West in an area shrouded in darkness.

So I have a party of 6 lvl 4 PC’s
LN Ifrit Sorcerer
LN Ifrit Inquisitor
LN Dhampir/Elf: Bard (Archaeologist)
LN Tiefling/Samsarans: Fighter (Archer)
NG Samsarans: Druid
?? Tengu: Rogue

What they gave me to work with: Traits were used as rewards for those who gave me backstory’s and goals.
The two Ifrits are orphaned brother and sister that ow a debt to the followers of Asmodeus and now work for them collecting, making, or enforcing contracts. They want to buy their freedom or bring down the organization and don’t care too much about who get hurt along the way so they have LE tendency’s on that matter.
The Dampir made a living as a guide to adventures, but came home one day to a burned down house, and the severed hand of his wife and spent a few years hunting down her killers before returning to his home, a bit less sane now. He now spends his down time raising funds doing his old job or looking for ways to bring her back.
The others gave me little or nothing to work with so far and we start this weekend.

So to get them working together, my master plot is to leverage the Samsarans culture. I plan to have their reincarnation ability be a gift from Tsukiyo. I want to make it a national treasure that causes there reincarnation to happen. While out on a quest with different motives they finally make their way to a Drow that the Ifrits need to collect on. Where they learn of plot by the drow to steal the artifact and now have to stop them.

The Samsarans should have interest just because of their heritage. The Dhampir wants to use it to bring back his wife. I want to tie the Ifrits into this by having the followers of Asmodeus being involved. The Tengu is not sure about yet.

Does this seem like a good starting point? And does anyone have any plans as of how to tie Asmodeus/the Ifrits freedom into all this?

I’m not very good with spontaneous things and am a logical thinking Introvert. So I’m trying to have as much prepared as possible.


Steelblood gives up damage reduction for Blood Deflection:

PRD wrote:
At 7th level, as an immediate action, a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell slot used. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough. This ability replaces damage reduction.

So does Blood Deflection deflection bonus stack with that of ring of protection?

Also how would that interact with the Aberrant bloodline's Aberrant Form ability.

PRD wrote:
Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.

Would the deflection bonus go up by one, do you gain a point of DR, or do you loose that part of the ability?

Spelleater archetype actually explains what they do here.

PRD wrote:
Blood of Life (Su): A spelleater's blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging, a spelleater gains fast healing 1 (Bestiary 300). At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). Additionally, if the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is added to this effective damage reduction. This ability replaces uncanny dodge and damage reduction.


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So I am attempting to create Darkness from Konosuba. For those who are not familiar with the series she is the epitome of the masochistic tank. Wiki on her here Darkness
I'm going to have to tone her back to PG-13 and not total tank her ability to hit.

My question for you is what Class/Archetype seams the best for her, and what feats would play to her fighting style?

Here is what I have came up with.

I'm leaning towards Paladin over the Cleric(Crusader) because she has not used spells yet (finished anime & reading light novel for more reference martial), and none of the core class ability's/bonus feats from Crusader, seam like a good fit for Darkness over that of the Paladin.

Archetypes - order by personality/usefulness
(Sword of Valor: Not surprised, Bonus to initiative, Temp HP buff & Just give up smite, but no bonus to saves) -- Seems like a good fit for darkness
(Divine Defender: More Def to go around & bond armor, but lose mercy) -- Seems right up her alley
(Core Paladin: detect evil,smite evil, LOH, ect...)
(Hospitaler: Free Channel Positive Energy & Aura of Healing, but lose Some uses of Smite Evil) -- When Darkness is around others hurt les, sounds like her
(Enlightened Paladin: +Cha to dodge & Free Improved Unarmed Strike, but lose med/heavy armor, detect evil, smite evil) -- Not so much darkness only light armor seams wrong
(Holy Tactician: Teamwork Feats & give them to others) -- Darkness is not much of a Tactician

Using a standard 25 point buy this is what I have come up with.
Human Female (LG)
Str: 15
Dex: 12
Con: (17)15+2
Int: 13
Wis: 7
Cha: 16

The main feats I am going for is Archon Style and that eats up a few feats and leaves lvl 7 open along with (11-19)
H: Combat Expertise
1: Improved Unarmed Strike
3: Archon Style
5: -Archon Diversion
7:
9: --Archon Justice

Mainly she will run up with the rest of her group and provided cover to her allies. Wielding a Longsword in one hand and keeping the other free for "Archon Diversion"

Here are some of the things I was think of to fill out the rest of the feats
Chains
Fast Healer: Endurance>Diehard>Fast Healer
Ultimate Mercy: Greater Mercy>Ultimate Mercy
Osyluth Guile: Dodge>Osyluth Guile
Single
Selective Channeling
Extra Channel
Extra Lay on Hands
Toughness
Power Attack

Idea(1)
Feats
H: Combat Expertise
1: Improved Unarmed Strike
3: Archon Style
5: -Archon Diversion
7: Endurance
9: --Archon Justice
11: -Diehard
13: --Fast Healer
15: Greater Mercy
17: -Ultimate Mercy
19: ??

Idea(2)
Feats
H: Combat Expertise
1: Improved Unarmed Strike
3: Archon Style
5: -Archon Diversion
7: Dodge
9: --Archon Justice
11: Osyluth Guile
13: Extra Channel
15: Selective Channeling
17: Greater Mercy
19: -Ultimate Mercy


So a friend of mine got me playing pathfinder last year and after 2 months our new DM got to busy to continue. So a month or so back her fiance started up a new campaign. We were told to start at lvl 4, and I was roped into being a tank/front line fighter so I put a reach build together.

25 point buy (+2 stat points every 4 lvls house rule "Different stats")

So ended up with this
Human Fighter lvl 4 standard archetype
Str 20
Dex 16
Con 14
Wis 14
Int 9
Cha 7
Feats:Power Attack, Furious Focus, Endurance, Combat Reflexes, Dodge, Improved Initiative.
Main weapon: Masterwork Bardiche
Other Masterwork Heavy Flail, Composite +5 Longbow, Bill, Longsword (2), Daggers (6), Fiery +2 Bearded Axe (new drop)
Gear: Masterwork Agile Breast Plate, Ring of Protection +1, Amulet of natural armor (drop trade)
Also have a light horse (per our dm am allowed to ride into combat with) may get pick up a lance and a war trained horse though

We are a group of 6-8 adventures normally consisting of me and
"Cleric/Bard" Half Elf - support
"Swashbuckler" Elf Female - rushes in without thinking - has been below 0 hp twice (disguised: Pretends to be Human Male)
"Wizard" cast from afar
"Alchemist/Barbarian" uses bombs for range and fights when they get close
"Ranger/Rogue" Goblin with natural weapons sneak attack & bite (disguised: Pretends to be a gnome)

and on occasion
"Summoner" Last session was first session
"Cleric" - support - found out it was a bad idea to run up to the front lines when a troll one shot her with an Attack of Opportunity

Was trying to plan out the rest of my feats a bit did not think of the 13 int req for Combat Expertise so combat maneuvers are a bit harder to pull off, unless I dip a level into brawler. So with that in mind I focused on a reach/crit build.

So for the next few lvls I was thinking.
5:Exotic Weapon Proficiency (Fauchard)
5:Weapon Training (Polearms)
6:Weapon Focus (Fauchard)
7:Vital strike
8:Improved Critical (Fauchard) replace if get Keen weapon
9:Greater Weapon Focus (Fauchard)
9:Weapon Training (Bows)
10:Critical Focus
11:Critical Versatility
12:Surge of Success
13:Bleeding/Staggering/Sickening Critical (for next lvl to have something to stack with Critical Mastery using Critical Versatility)
13:Weapon Training (Flails, Hammers, Axes or Heavy Blades)
14:Critical Mastery
15:Weapon Specialization (Fauchard)
16:
17:
13:Weapon Training (Flails, Hammers, Axes or Heavy Blades)
18:
19:
20:
20:Weapon Mastery (Fauchard)

Not sure if Weapon Focus is necessary or Vital strike will be useful, or if im going down the crit path a bit early.
Other feats I was considering are; Cleave/Cleaving Finish, Bodyguard, Outflank (if i convince others to get), Step up/Following step/Step up and strike, Quick Draw, Iron Will, Diehard.

I'm trying to be that front line guy that you have to get through to deal with the rest of the group, so far it works most of the time as long as no one charges in. I have been able to take out 2-4 lesser mobs on there approach and have received little damage taking this approach, and protected those behind/next to me at the same time.

Not sure where to put these in or leave them out all together. Does anyone have any thoughts on this build or something I may be overlooking?