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twells's page
Organized Play Member. 185 posts (190 including aliases). No reviews. 6 lists. No wishlists. 9 Organized Play characters. 1 alias.
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Hello community,
I have a very specific miniature in mind, but I am bashing my head searching google looking for it and though maybe someone with experience and/or intelligence in the ways of miniatures could assist.
I am going to be starting a new Adventure Path with a male human sorcerer and really had the concept of a punk rock varisian, but every male figure is more or less the generic wizarding type. The females have a variety that would fit the bill, but nothing on the masculine side.
Looking for, in order of priority:
1. Figure that looks like Billy Idol
2. Figure that has spikey or mohawk hair.
3. More generic punk rock fantasy.
Any assistance or a direction of where to look would be most appreciated.
Cheers!
Hello Pathfinder community!
I am in need of a specific creature that would fit the RP portion of an adventure I am creation and for some reason I just cannot find something that fits the bill.
Criteria:
- It must be effectively immortal. It is a guardian / caretaker of a site that has been undisturbed for millennia.
- It should be in the CR 2-3 range.
- It should be of average intelligence .. not of enough intelligence to get out of its predicament, but enough to effectively communication.
That's my only criteria.
I do not want to give away too much details, as my players may be reading these posts as well. You thoughts would be most welcome.
Hello Community,
There was a thread awhile ago about what challenges character should be able to do by level, and for the life of me, I cannot find it ... my search fu is terrible today.
This guide had things like when character should be able to deal with flying things, incorporal things, etc.
Any pointing me in the right direction would be most appreciated.
Hello Community!
I was wondering if I could plumb the collective to see if an answer appears.
I have a groups of friends I want to run an AP for. One of the group wants to be a Kobold, and has come up with an interesting concept. Plus, he is a awesome comedic personality, and whatever character he runs is brilliant and memorable, so I usually give him a long leash.
In the beginning, prior to any sorcererous assistance, he is planning on being the exotic "pet" of another character to make it through civilized parts.
My question is: What would be the best AP for this?

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Hello collective brain trust!
Given the errata which reduced the number of times Consume Spells and Consume Magic Items could be used per day (yes, I know it should have been 3 + CHA mod, but we are not here to argue that), I have been searching for ways to increase the number of points in my arcane reservoir. I have an Occultist Arcanist in PFS that I love to play and am not giving him up. Luckily, I did not dump CHA, so sitting at a 14 CHA, I am not in too bad shape.
So here are the ways I can see of increasing the points in the arcane reservoir:
Exploits:
Consume Spells: Add points equal to a spell clot given up for the day. Max use: CHA mod (min 1). Commentary: Most useful way to add points, but nerfed by errata. Not contingent upon actions by others.
Consume Magic Items: Add points equal to 1/2 the level of the spell contained in the item. Only spell greater than 1st count. Max use: CHA mod (min 1). Commentary: Useful way to add points, but nerfed by errata. Not contingent upon actions by others. Costs wealth.
Greater Exploits:
Counter Drain: 1 point per three spell levels on a successful counterspell. Only spells greater than 2nd count. Commentary: Very conditional source of points. Requires investment in the counterspelling exploits. Arguably, counterspelling is not the most efficient use of exploits and actions, although the arcanist seems to do it best.
Resistance Drain: End spell resistance to gain ½ point per spell level of a successfully resisted spell. Commentary: Very conditional source of points. Requires investment in Spell Resistance and Greater Spell Resistance, not normally considered strong exploits.
Siphon Spell: When using greater spell disruption, if the caster level of the spell is equal to or higher than that of the arcanist, and the DC of the dispel check by 5 or more, adds 1 point. If exceeds check by 10 or more, adds 2 points. Commentary: Very conditional source of points. Requires spell disruption and greater spell disruption exploit to select this exploit.
Feats:
Extra Reservoir: +3 points in arcane reservoir, and the max number of points increases by that amount. Commentary: Solid choice. Can optionally be retrained at higher levels when points are more available.
Race:
Gnome: Gain 1/6 point per level of favored class bonus. Commentary: You have to be a Gnome. 1/6 is not that impressive.
Are there any other items, tricks, traits or features which could assist in getting more points? This is my question to you.

I would like to tap into the collective brain-trust if I might to ask for opinions on when or if to take augment summoning for my Occultist Arcanist.
The Basics: I have an Occultist Arcanist I am developing for PFS. The premise is a Johnny-on-the-spot spellcaster for all situations – a spellcaster’s spellcaster. What I mean by this is to develop a thick spellbook, and make liberal use of Quick Study to get the party out of a pinch. I envision using this mainly for non-combat utility spells to overcome scenario situational difficulties with magic. To use the eclectic utility spells no one has time to memorize. Occultist enhances this by allowing extra “spells” per day from it’s summon monster ability, and would allow more utility spells to be allocated during non-combat events . I do not see this character as a primary summoner – summoning just happens to be one of his useful tricks, in and out of combat.
The Problem: As an Occultist Archetype, I am losing two free exploits at 1st and 7th – and I really love the exploits. I am finding it hard to put off things like dimensional slide and potent magic for augment summoning. I have another character who is a dedicated summoner, so augment summoning was a no-brainer - I took it at 1st level (also a human) and never looked back. Since I do not have experience with not having augment summoning, the question is: Would you take Augment Summoning with this build concept, and if so, when? Is Augment Summoning still viable in later encounters, or should I ditch the Augment Summoning altogether in favor of better opportunities?
The Build:
Exploits are currently as follows:
1: None - Conjurer's Focus (Occultist Archetype substitution)
3: Familiar <-- non-negotiable .. I just want it.
5: Quick Study
7: None - Planar Contact (Occultist Archetype substitution)
9: Metamagic Knowledge (Dazing or Persistent)
11: Greater Metamagic Knowledge
Feats are currently as follows:
H: Cypher Script <-- assists with the cost of having a large spellbook
1: Spell Focus (Conjuration)
3: Extra Arcane Exploit (Potent Magic)
5: Extra Arcane Exploit (Dimensional Slide)
7: Improved Familiar <-- non-negotiable .. I just want it.
9: Augment Summoning
Opportunities:
Extra Exploit: School Understanding: Foresight
Extra Exploit: Consume Magic Items <--PFS, so there is no penalty for sucking found magic items dry.
Extra Exploit: Metamixing
More metamagic <-- has one of the traits which lowers the spell-level cost.
Any opinions offered would be most appreciated.
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Hello gaming world,
If I could impose upon your goodwill, I would like to tap your collective experience for some advise.
The Question is this: Is there any way to get Dex in place of Str for both to-hit AND damage for a Kensai wielding a katana?
I am not really interested in a scimitar for the Dervish Dance route, as I am pretty fixed on using a katana for flavor reasons. At most, I would consider downsizing to the wakazashi.
I could do a level dip if needed, but would prefer to stay single-classed.
Although my search foo is not perfect, I have investigated slashing grace as getting halfway to the prize.
Its a PFS build, so I've got that going for me.
Any help you can render would be most appreciated.

Honorable Venutre-Captain Amara-Li
It is with a heavy heart that I tender my formal resignation papers. I realize that our paths must part due to circumstances out of our control, but I am saddened for the loss of companionship just the same.. I will forever be grateful for your offer of patronage after having served under the conniving Taldan leadership. Baron Jacquo Dalsine's death released me from my bond, and has allowed me to serve for your honorable organization. You have never asked me to do anything close to the despicable missions assigned by my former patron, and have restored my trust and honor.
As a member of the Lantern Lodge, I have had the opportunity and privilege to fight in the Ruby Phoenix Tournament for the honor of both the Pathfinders and the Lodge – I still bear the phoenix tattoo that garners so much attention and admiration from my fellow pathfinders. I participated in the initial exploration of the Hao Jin tapestry, spent many missions purging it of its unwanted “visitors”, and secured it for the Pathfinder Society. I may have made myself a prime enemy of the Aspis Consortium, but they fear me, and it is a constant reminder of what honor I have brought to myself, the Lodge, and the Society for my efforts.
As you know, I fear almost nothing, but I have a growing concern about the unfavorable influence these last several excursions into Varisia have had on the “beast within”. We spoke about the “beast” when I first arrived for duty, and your meditation recommendations have been very helpful in keeping him at bay. However, having participated in more than a few missions against these Lasallan cultists and their sleeping Runelord Krune has amplified his voice. My soul feels tainted, and I am less able to resist his primal urges and desires. I apologize for carrying on, but I wanted you to know how beneficial you and your organization have been in keeping my worst characteristics channeled into a productive good, and dormant when not desired.
I will admit that I do not know which way I will go after this, but I appreciate your resounding letter of recommendation. I know that the Lodge will be ceasing it field agent operations and liaisons within the Pathfinder Society, but I intend to keep and use my title – I feel we have both earned it.
With sincerest respect and admiration,
Master Draxx
Human Dragon Disciple
Late night thought ...
If one was to reproduce Gandalf in Pathfinder, what would your build look like?
Yes, I know that it is a hard because Gandalf did things that no single class really encompasses ... but within the PF rule-set, how would you accomplish a build as close to the core of Gandlaf as you could get?
He looks human, but is much more closer to a aasimar if you delve into the books. He is listed as a "wizard" frequently, but seems to cast spells more like a sorcerer. Then again, that staff looks an awful lot like and arcane bond. And he obviously has a lot on skills in the knowledge areas ...
Specialist Wizard? Sage Sorcerer? Magus? ('cuz of the whole sword thing)
Thoughts?
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2 people marked this as FAQ candidate.
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A point for clarification has recently come up … and I could use some assistance in finding an answer. A Dusty Rose Prism adds a +1 insight bonus to you AC, which should also up your CMD by +1 as well.
Slot it in a Wayfinder, and its resonance power is +2 insight bonus to CMB & CMD. Is that added to the +1 you got from the AC boost? They are both insight bonuses, and bonuses of the same type usually do not stack (not dodge or circumstance). However, the bonuses are affecting different capabilities, i.e. AC and CMB/CMD.
Opinions?
Any assistance would be appreciated.
Couldn't find anything with my search fu, but my technique may be weak.

First time caller, long time listener here.
What I respectfully request is some advise from the collective gaming community on which combat maneuver to take next. Specifically, which combat maneuvers have been useful in play, and which you have found to be very situational or not used at all.
Things I think you need to know to make an intelligent choice for me:
1. There character is a Dragon Disciple with some barbarian levels, so is VERY strong and has a pretty good CMB/CMD for his level. I do not think the specific build is really important, as I am really just looking for advise on maneuvers which have proven to be more useful than others.
2. I have decided to take one more Combat Maneuver feat, mostly for style points and RP purposes.
3. I already have Improved Grapple, and Improved Trip. I cannot qualify for the Greater versions of either of these, so its not worth going in that direction.
3A. On a personal note, I have found that I use Grapple a lot more than I though I would, and Trip less than I though I would.
My thoughts on the remaining maneuvers:
Bull Rush: Fits with my character theme. Have not actually tried it yet with this character, because there has not really been a good need to provoke a AoO. (no lakes of fire or cliff faces to push an opponent to their death). Most opportunities have been to "open" up the opposition's front line to sack the squishy. Standard battlefield manipulation.
Disarm: Since I have Grapple, any opponent I wanted to disarm, I just grappled. This usually means taking some damage, but eventually I have overcome. Am looking to see how the community rates disarm versus the other maneuvers
Overrun: I actually have risked this at least twice, and it was almost always to save the mission by preventing a hostage from being killed, etc. Limitation of only one person to trample may mean Bull Rush is better. You can push multiples (although its harder), its a standard action that does not have to be part of your move, etc. Thoughts?
Sunder: See disarm for why I haven't personally used it with this character. Plus, since I play PFS (and LG before that) it has been hardwired into me not to destroy my own treasure. Since this is not really an issue anymore, maybe sunder is better than I give it credit ...
Feint: My Bluff isn't all that high, and it really doesn't fit the primary mold of the character. I will entertain other thoughts if they are compelling .. but I do not have any sneak or precision damage to take advantage of the flat-footed condition.
Dirty Trick: RP wise, kind of goes against his nature ...
Drag: Have never seen it used. Opposite of bull-rush, but I can see where it might be handy.
Reposition: Never seen it used, but seems more useful than drag.
Steal: Again, not really in character.
I appreciate any assistance I can get on this one. Anyone's opinion is welcome on how useful these Combat Maneuvers are. It would be nice to get your order of preference from most used / useful to least used / useful. I could then profile the community at large's preference for which are the more commonly used maneuvers.
Again, thanks for any help you can give.

Ok.
I am in the process of developing a "martial artist" for PFS and would like some advice from those who possibly have played with the new UC material, or who just consider themselves RPG geniuses.
I looked into MoMS and after some hard soul searching, decided I just could not give up the Flurry. I also could not see an easy way to secure Improved Trip, which I want for the build, but do not want to pay for Combat Exp. This led me to a straight Monk (or Martial Artist arch-type), with a 2 or 4 level dip into Unarmed Fighter.
Given that I want to do other things than just style, I have settled for the fact that I will only have one style that I am actively trying to get. This question is, which one?
In order of my (current) preference:
Crane - solid defensive abilities to complement FoB, the front-runner. Question is - Is Snake better for the "on-the-defensive" strike?
Snake - like the piecing dmg, and only requires two feats to get the top ability, possibly an extra AoO if it works. Question is - Does Crane's auto success make it better?
Dragon - like the 1-1/2 STR boost on first attack, and +1/2 STR bonus on all attacks, good offense.
Panther - nice, but more situational (have to be moving), and Crane or Snake will work in that situation as well. If I only have one style, I think Crane, Snake or Dragon are better.
Tiger - since I am keeping FoB, the Claw is not as useful, which leaves only the slashing dmg and PA to penalize AC ... good for MoMS, but if there is only one style ...
Monkey - would definitely have this if I were MoMS, as I just love its theme and all the ancillary abilities, but not a contender.
Boar - not really interested, unless there is a really good reason.
Mantis - meh, extra stunning fists
Snapping Turtle - meh, extra defense without the punch
Djinni, Earth Child, Efreeti, janni, Kirin, Shaitan - not really interested in any of the "elemental" style, as it doesn't really fit the concept.
I guess it really comes down to Crane, Snake or Dragon. I will get the base style, then use the Unarmed Fighter to get the upper tier feats of the style sooner.
Any thoughts or experiences would be greatly appreciated.
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