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Goblin Squad Member. Organized Play Member. 272 posts (560 including aliases). No reviews. 2 lists. 1 wishlist. 2 Organized Play characters. 2 aliases.


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Monk class feature 17th

Graceful Legend: Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defence increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.

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Barbarian Feat 8, 1 action called Thrash.
Barbarian Rage
Requirements You have a foe grabbed.
You thrash the grabbed foe around. It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage. The foe must a basic Fortitude save against your class DC.


Bard Feat 18 called Eternal Composition
Prerequisites maestro muse
The world is a stage upon which you are always playing. You are permanently quickened; you can use your extra action only to cast a composition cantrip that requires 1 action to cast. While in exploration mode, you can declare that you are performing an eligible composition cantrip while using any exploration tactic. Even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.

I realized I had the wrong critter name. My Jyoti were fine, it was the 2 Warmonger Devils that broke off. (That is what I get for trying to go by memory).

My breakages were the same. Both Jyoti and one of the stones surrounding Pharasma. I had one of the mounted Generals break at the peg as well.

As for the glue. I had no trouble with all but one Jyoti. That one was a pain to reglue. I managed to get some tape on it to hold it in place for over night and it still didn't work. However, when I went to reglue it, it took hold after 10 min and was fine. Must have been too slippery for the glue to take the first time.

I was quite surprised to see 3 gold dragons in my case.

Some great minis in this set but I had more breakages than normal. I had 4 minis that needed gluing - all breaking at the clear plastic stand. This was also the first set I have had (and we got all but 1 of the sets) that I did not get a full set. Missing the Psychopomp Morrigna, which is sad as that was one I was looking forward to.

Hello, I made it into this game and really looking forward to it!

Never mind, we figured out the miscommunication. The display price is wrong but the actual price is correct (which I can't see until it charges me when the case is available).

Marco Massoudi wrote:
wxcougar wrote:
Marco Massoudi wrote:
wxcougar wrote:
The 30% off price for a subscription seems to be calculating from the $511.68 price for Ruins of Lastwall. Is this correct?

No, the 30% are subtracted from the "our price" of $399.99.

That means you'll pay $279.99 for a case subscription.

On top of that, you qualify for the "case incentive" and will receive it 75% off the $49.99, which means you'll pay about $12.50 for it.

I hope i could help you.

Thanks. My cart still shows the price as 358.18 however.

That seems to be a common problem with the most recent set as you can read a few posts before.

It isn't with sets that are already out.
If you write to customer service they should be able to fix that so it displays the correct price.

I emailed customer service and they seem to believe the $358.18 number is the correct price.

Marco Massoudi wrote:
wxcougar wrote:
The 30% off price for a subscription seems to be calculating from the $511.68 price for Ruins of Lastwall. Is this correct?

No, the 30% are subtracted from the "our price" of $399.99.

That means you'll pay $279.99 for a case subscription.

On top of that, you qualify for the "case incentive" and will receive it 75% off the $49.99, which means you'll pay about $12.50 for it.

I hope i could help you.

Thanks. My cart still shows the price as 358.18 however.

The 30% off price for a subscription seems to be calculating from the $511.68 price for Ruins of Lastwall. Is this correct?

Same here. The Playtest 7 survey links point toward the Playtest 6 surveys. And typing in a 7 in place of the 6 in the URL goes to a broken page.

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Looking at the Half-Orc. Before, I chose it and picked the low-light vision and orc toughness. Now it appears I'll be losing the orc toughness part but have no way to gain that back. However, I do get an additional feat that I would have otherwise not had - so its a bit better in the regards to getting more things.

There is an Orc Ancestry feat though that grants low-light vision (Orc Sight), so that is a bit redundant for the Half-Orc now. Though it does provide dark vision if you already have low light.

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I would love to see condition cards for 2.0, especially since there are several types. We use our 1E condition cards all the time.

The table on page 349 lists the price of Cat's Eye Elixir as 3 gp but if you go to the description, the price is listed as 7 gp. My guess is the 7 gp is the correct number, but wanted to point that out.

I agree that it should be more clear. We scoured the book the other day trying to find this very thing but couldn't. Thanks for the page number reference.

I agree also with this that there should be some sort of weight limit to this spell. I had this spell with my first playtest character and my first thought was - "What exactly can I use it with? A small rock, a chair, etc?".

Maybe the weight limit can scale as you go up in level?

I will take one as well. Badge name Diana Hayden (or wxcougar). We will be coming in sometime on Thursday afternoon/evening (unknown at this time when that will be).

I too had a very warped Portcullis, though I live in Oregon. I'll be boiling it as I think I can fix it. My copper dragon also has issues standing but I think I can get the wings forward a bit to help with boiling.

Very impressed with the improving quality of the sets. However, 2 of my 4 halfling butchers have some skin color all the way into the hair. My Elf mystic also have some paint slop over from her ears into her hair.

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Best of luck with your new endeavours!

I too was sad to see this not be listed anywhere. I really enjoyed all of them.

From what I could tell from the schedule, the event was marked cancelled.

Really enjoy this set of miniatures. I didn't get an exact count, but we did get at least one of everything. Got 2 pillars and 2 candelabras from the dungeon dressing.

We had two breakages, one was the case incentive starspawn. The wing he was attached to the plastic with had broke off, and one of the center part of a candelabra broke off. Both were very easy fixes and able to be glued back on.

I too had a hard time getting the eagles on the base, but my husband was able to get them on and keep them on so we didn't have to glue them. I did have to glue the clockwork dragon's wings on to keep them from falling off.

Excited to get a sphinx right before my Mummy's Mask group runs into their first sphinx - so great timing :).

Name: Hazel
Race: Half-elf
Classes/levels: Bard 8
Adventure: Shifting Sands
Location: Outside Tephu
Catalyst: The Forgotten Pharaoh Cult

The Gory Details::

The party headed out of town and were ambushed by the cult. The first round they were partially surrounded by Khabekh-Shu's Aurora Borealis, funneling the party into two predictable directions. Between damage from the wall, and some crossbows, the cone of cold did our bard in. The party did take her back to town and managed to find someone to cast Raise Dead (by finding a shrine to Shelyn in specific since they weren't exactly on good terms with the church of Nethys there).

Congrats to the winners :).

Eleven - CR9:

Eleven CR 9
XP 6,400
Young female human sorcerer 7, psychokineticist [HA] 4
NG Small Humanoid (Human)
Init +8; Senses Perception +15

----- Defense -----
AC 19, touch 16, flat-footed 16 (+2 armor, +3 Dex, +1 size, +1 natural armor, +2 deflection)
hp 58 (7d6+4d8+11)
Fort +9, Ref +12, Will +12; +2 vs. mind-affecting, +1 vs. divination spells and spell-like abilities

----- Offense -----
Speed 20 ft.
Melee +2 attuned dagger +6/+1 (1d3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks mental overflow +1, kinetic blast
Bloodline Spell-Like Abilities (CL 7; concentration +13)
8/day— psychic strike (DC 18, 1d6+3)

Sorcerer Spells Known (CL 7; concentration +13)
3rd (5/day)—detect mindscape [OA], ego whip I (DC 18) [OA], force punch (DC 18) [UM]
2nd(7/day)—boneshaker (DC 17) [HA], detect thoughts (DC 18), id insinuation I (DC 17) [OA], invisibility
1st (8/day)—cause fear (DC 16), ear-piercing scream (DC 16) [UM], expeditious retreat, heightened awareness [ACG], lock gaze (DC 16) [UC], mind thrust I (DC 17) [OA]
0 (at will)—bleed (DC 15), daze (DC 15), ghost sound (DC 15), message, prestidigitation, resistance, sotto voce (DC 15) [FG]
Bloodline Psychic [OA]

Kineticist Wild Talents Known
Defense—force ward (4 points)
Infusions—kinetic blade, pushing infusion
Kinetic Blasts— telekinetic blast +10 (2d6+5)
Utility—basic telekinesis, kinetic cover, telekinetic haul

----- Tactics -----
Before Combat Eleven prefers to use her innocent appearance and diplomacy to avoid combat. She even chooses to suppress her sleeves of many garments from always appearing clean to appear harmless. If she is alone, she will try to slip away using her stealth or cast invisibility. If she has friends with her, she will stay and fight.
During Combat Eleven resorts to trying to scare or push her opponents away using spells such as cause fear, or her telekinetic powers. Only when the opponent doesn’t back down will she start to use damaging spells or abilities starting with the ones that cause the least damage. If her friends are in immediate danger, her emotions get the best of her and she will not hesitate to kill the attackers.
Morale If alone, Eleven will use expeditious retreat, invisibility and her dust of tracelessness to get away from a fight as soon as she is able. She will not hesitate to fight to the death if her friends are in danger.

----- Statistics -----
Str 7, Dex 17, Con 10, Int 12, Wis 17, Cha 20
Base Atk +6; CMB +3; CMD 16
Feats Alertness, Empath [OA], Eschew Materials, Fearsome Spell [OA], Improved Initiative, Lucid Dreamer [OA], Psychic Sensitivity [OA], Spell Focus (Divination), Toughness, Weapon Focus (telekinetic blast)
Skills Diplomacy +7, Escape Artist +6, Intimidate +19, Knowledge (Arcana) +7, Knowledge (Planes) +4, Perception +15, Sense Motive +15, Spellcraft +9, Stealth +21
Traits Arcane temper [UC], Alert [PotS]
Languages Common, Abyssal
SQ mental burn (1 point/round, maximum 3), gather power
Combat Gear dust of tracelessness, greater talisman (beneficial winds) [OA], potion of cure light wounds; Other Gear backpack, belt pouch, feather step slippers [UE], heavyload belt [UE], mwk dagger (attuned), divination runeward tattoo (of 011) [MM], sleeves of many garments (attuned) [UE], 4 days trail rations (waffles), waterskin, 67 gp

----- Special Abilities -----
Alert (Ex) Once per day as a free action, Eleven can take 10 on her initiative check.

Basic Telekinesis (Sp) This ability is similar to mage hand, except Eleven can move an object (even magical objects) that weights up to 10 pounds. Additionally, she can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. She can dip the container to pick up or drop a liquid as a move action. She can also use basic telekinesis to duplicate the effects of the open/close cantrip.

Emotional Intensity (Ex) Eleven uses her Wisdom modifier instead of her Constitution modifier to determine damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and other Constitution-based effects of all her wild talents. She can’t use any of her wild talents whenever she would be unable to use a spell with an emotion component, and if she ever gains immunity to charm, compulsion, emotion effects (even if such immunity extends only to a subcategory of these effects like fear effects or compulsion effects from creatures of certain alignments), she loses all her kineticist abilities. This includes effects that she previously activated that normally last until the next time her mind burn is removed, though she still keeps all the penalties from mind burn. Eleven can always choose to ignore such immunities when she would normally gain them, but once she decides whether or not to ignore an immunity, the choice can’t be changed.

Force Ward (Su) Eleven constantly surrounds herself with a ward of force, gaining 4 temporary hit points. These temporary hit points are lost first, even before other temporary hit points. If an attack deals less damage than temporary hit points she still has from force ward, it reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of mind burn as a standard action, Eleven can increase the maximum number of temporary hit points provided by force ward by 2 until the next time her mind burn is removed. If she uses this ability multiple times, the increases stack. For every 2 points of mind burn she accepts in this way, her force ward’s rate of regeneration increases by 1 hit point per minute. Whenever she accepts mind burn while using an aether wild talent, she siphons some of the energy from the aether flowing through her and her force ward recovers a number of temporary hit points equal to 4, up to its current maximum. Eleven can dismiss or restore her force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

Gather Power (Su) If she has both hands free, Eleven can gather power as a move action. This creates a loud, visible display in a 20-foot radius centered on Eleven, and it allows her to reduce the mind burn cost of her blast wild talent by 1 point (as long as she uses the talent in the same round). If she gathers power for a full round, she can reduce the cost by 2 points (minimum 0). If she does this, she can also gather power as a move action during her next turn to reduce the cost by 3. If Eleven takes damage during or after gathering power but before she releases her infused blast, she must succeed at a concentration check or lose the gathered energy. The DC is equal to 11 + the amount of damage Eleven took. If she fails this check, Eleven must accept the number of mind burn points she was trying to reduce.

Kinetic Blade (Su) Eleven can transfer pure energy into any object held in her hand (this object does not prevent her from using gather power). She can use this once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with this object. This does not provoke attacks of opportunity. The kinetic blade deals Eleven’s kinetic blast damage on each hit and then disappears at the end of her turn. If used with a magic weapon, the attack does not use the magic weapon’s bonuses or effects and simply deals the telekinetic blast damage. The kinetic blade doesn’t add the damage bonus from mental overflow.

Kinetic Cover (Sp) As a standard action, Eleven can select one face of a square within 30 feet of her and move telekinetic force to block that face, providing total cover from that direction. This face must be supported by ground and cannot support more than 5 pounds of weight. Telekinetic force is translucent. The cover has hardness 0, AC 5, and 8 hit points. Eleven can have up to 5 covers in existence.
Mental Overflow (Ex) Eleven’s telekinetic force sends strange elemental humors and planar echoes through her brain when she accepts mind burn. She receives a +1 bonus on her attack rolls, and a +2 bonus on damage rolls with kinetic blasts.

Mind Burn (Ex) Eleven’s mind strains when she overtaxes herself. She takes a -2 penalty on Will saves, Wisdom checks, and Wisdom-based skill checks for each point of mind burn she has accepted. She can accept 1 mind burn per round for a maximum of 3 points of mind burn total. These penalties can’t be healed by any means other than getting a full night’s rest. This manifests as nosebleeds.

Pushing Infusion (Su) The momentum of Eleven’s kinetic blast knocks foes back. She can attempt a bull rush combat maneuver check against each target damaged by her infused blast, using her Wisdom modifier instead of her Strength modifier to determine her bonus. This infusion can push a foe back by a maximum of 5 feet. Eleven can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted.

Psychic Strike (Sp) Eleven can overwhelm the minds of those nearby. She can target one creature within 30 feet that she can see; that creature must succeed at a Will saving throw DC 18 or take 1d6+3 points of damage and become shaken for 1 round. She can use this ability 8 times a day.

Telekinetic Blast (Sp) Eleven can throw a nearby unattended object up to 20 pounds at a single foe no more than 30 feet away as a ranged attack. If the attack hits, the target and the thrown object each take the blast’s damage (2d6+5 points damage). Eleven can also choose to deal damage to both the object and the target as if she had thrown the object herself. Eleven substitutes her Wisdom modifier for her Strength modifier if throwing the object would have added her Strength modifier on the damage roll, and she does not take a -4 penalty for throwing objects that weren’t designed to be thrown. She can use the object’s special effects (including effects from its materials), and if the object is a weapon, she must be proficient with it and able to wield it in one hand; otherwise the item deals damage as a one-handed improvised weapon for a small creature.

Telekinetic Haul (Sp) When using basic telekinesis, Eleven can move an object that weights up to 400 pounds. When using her telekinetic blast, she can throw an object weighting up to 400 pounds, but this doesn’t increase the damage. If she accepts 1 point of burn, the maximum weight increases to 4,000 pounds and the duration increases to 4 minutes.

Sources: Core Rulebook, Faction Guide [FG], Horror Adventures [HA], Magical Market Place [MM], Occult Adventures [OA], People of the Stars [PotS], Ultimate Campaign [UC] and Ultimate Equipment [UE], Ultimate Magic [UM]

Favored class (sorcerer) bonuses went to hit points.

Based on a story told by the direction of Stranger Things on an interview, I was tempted to give Eleven glitterdust. One day, the actress of Eleven showed up on set covered head to toe in glitter, saying she had no idea how it happened. The director said they scrambled to get her cleaned up since "Eleven doesn't sparkle", though they did laugh about it afterward.

Name: Takany
Race: Human
Class: Magus 6
Adventure: Empty Graves
Location: The Sepulcher of the Servant
Catalyst: DM's rolls on fire

The Gory Details::

The party made it to the model of the city with Sceaduinar sitting up on the spire. No one noticed him and he amusedly watched them carefully look through the model to find the various statues. One person finally saw him but not for what he was. In order to see if it was more treasure, the magus tossed a rock, hitting him square on. Combat ensued. I hit the magus with Enervation for 1 level. The second casting of it was on the paladin. Then, with the magus hitting him hard with spells, Sceaduinar did his last casting of Enervation on the magus again. I rolled a crit and confirmed. Maximum levels rolled... Turns out Enervation can be deadly.

Last year we had any paizo published materials covered with PFS legal stats, hp and wealth per level.

This is my first year getting a lottery event on my own (last year I saw one with an open seat at open reg time and the other was given to me by my wonderful husband who got the event I really wanted).

I had this happen to me last year. Something weird happened when I transferred my ticket to my husband. A call to customer service fixed that. Hope you get it resolved!

I wouldn't be surprised that there are still some non-lottery stuff that hasn't been entered yet since the priority was to get all the lottery stuff up first.

The Pathfinder Roleplaying Game Rules Q&A is also showing up as a lottery event. I don't think it usually is, but could be wrong :).

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I've also signed up at the urging of my husband. I love to write, and have done lots of various types of fantasy stories for many years (none published as of yet). I'm relatively "new" to tabletop rpg, starting briefly with 4e and some 3.5 about 7 years ago. We discovered pathfinder shortly after and have been playing that since.

I signed up to learn more about writing in this particular style with the hopes maybe one day getting something published. So add me to the list of interested in the publishing side. But I wouldn't mind a few tips in the other either.

I had Marrowgarth do a one time flyby and then head toward Gallowspire. The party encountered her at the edge of town. They all prepped for a fight and then waited for her to come back but didn't. It was rather amusing to go against the expectation. They eventually encountered her later when they came in further into town.

If the paladin was the only one to have a crack at her and take her down, I would definitely go with a Wyrmwraith. Could be a way to show just how powerful Tar-Baphon's influence is in the region. If you think it will be a good fight (but not overwhelming) for your party, I'd say go for it.

Here's my take on the iconic swashbuckler.

Mirror Universe Jirelle:

While Jirelle rarely shares her backstory, what she never tells is that she enjoyed sinking the Bloodcrow and putting an end to her mother. Since then, Jirelle has been taking jobs as a mercenary in order to earn enough coin to finance her own ship and crew. (She has 24 platinum toward the cause currently.) While she may seem friendly, Jirelle has learned that people talk when you get friendly with them, and especially share in drink with them. But when it comes down to business, she will either talk her way into surprising you, or intimidate you until you surrender.

Mirror Universe Jirelle CR 4
XP 1,200
Female Half-elf Swashbuckler 4
NE Medium Humanoid (elf, human)
Init +5 (+3 without panache); Senses low-light vision; Perception +3

----- Defense -----
AC 18, touch 14, flat-footed 14 (+4 armor, +3 dex, +1 dodge)
hp 29 (1d10+4)
Fort +3, Ref +8, Will +5; +2 vs. enchantment
Defensive Abilitiesnimble; Immune sleep

----- Offense -----
Speed 30 ft.
Melee +1 mithral rapier +8 (1d6+4 +4 precision/18-20), or mwk dagger +8 (1d4/19-20)
Ranged mwk dagger +8 (1d4/19-20)
Space 5 ft.; Reach 5 ft.

----- Tactics -----
Before Combat Jirelle will first attempt to bluff her intentions in order to get the upper hand before combat starts. If that fails, she uses intimidate to try and demoralize her foes.
During Combat Jirelle is not afraid of combat and will move in to melee range as soon as possible. She will focus on one target with her rapier unless a more threatening foe presents itself. She will use acrobatics to avoid attacks of opportunity whenever she needs to move. Jirelle will keep 1 panache point in her pool in order to use menacing swordplay on her foes.
Morale When Jirelle reaches 10 hp or less, she will use her flash powder to blind enemies and try to escape. If successful, she will regroup and try again at a more opportune time if the opponent was a paid target for her contract.

----- Statistics -----
Str 10, Dex 17, Con 13, Int 10, Wis 13, Cha 16
Base Atk +4; CMB +4; CMD 17 (+2 vs. disarm of rapier with at least 1 panache)
Feats Combat Reflexes, Weapon Focus (Rapier), Fencing Grace (Advanced Class Origins)
Skills Acrobatics +10, Bluff +10, Intimidate +10, Knowledge (Local) +7, Perception +3, Sense Motive +9; Racial Modifiers +2 Perception
Traits Amoral Mercenary (Hell’s Vengeance Players Guide), Killer (Ultimate Campaign)
Languages Common, Elven
SQ charmed life 3/day, deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), dual-minded, elf blood, panache, swashbuckler’s finesse

Combat Gear flash powder (2)(APG), cure light potions (2); Other Gear +1 studded leather, +1 mithral rapier, mwk dagger, cloak of resistance +1, mwk backpack, belt pouch, flint and steel, hip flask with mead, soap, sunrods (2), trail rations (3 days), 24 pp

----- Special Abilities -----
Amoral Mercenary (Ex) Jirelle has a keen eye for what makes a good arrangement and when to walk away from a bad deal. She gains a +1 trait bonus on Sense Motive checks and Sense Motive is considered a class skill. In addition, as an immediate action once per day, she can shift her effective alignment so that she is considered neutral instead of evil for the purpose of good effects that target evil creatures. Her alignment does not actually change when she uses this ability.
Charmed Life (Ex) 3 times per day, Jirelle can spend an immediate action before rolling a saving throw to add +3 to her save. She must choose to do this before the roll is made.
Derring-Do (Ex) Jirelle can spend 1 panache point after rolling an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 to her result. On a 6, she can roll another d6 and add that result too. This process continues as long as she rolls 6 up to a total of 3d6.
Dodging Panache (Ex) When an opponent attempts a melee attack against Jirelle, she can spend an immediate action and 1 panache to move 5 feet, gaining a +3 dodge bonus against that attack (though not negating it). All other enemies who threaten her can make attacks of opportunity. Jirelle can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Killer (Ex) Jirelle made her first kill at a young age and found it to her liking. She deals an amount of additional damage equal to her weapon’s critical hit modifier when she scores a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit. This extra damage is a trait bonus.
Kip-Up (Ex) As long as Jirelle has at least 1 panache, she doesn’t provoke attacks of opportunity when she stands up, and she can spend 1 panache to stand as a swift action instead of a move action.
Menacing Swordplay (Ex) As long as Jirelle has at least 1 panache, she can spend a swift action when she hits with a light or one-handed piercing weapon to attempt to Intimidate to demoralize her opponent.
Nimble (Ex) Jirelle gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes her to lose her Dexterity bonus to AC also causes her to lose this dodge bonus.
Opportune Parry and Riposte (Ex) When an enemy attempts a melee attack against Jirelle (but before it rolls its attack roll), Jirelle can spend an attack of opportunity and 1 panache to make an attack roll as if she was making an attack of opportunity with a -2 penalty for every size larger than Jirelle the enemy is. If Jirelle’s result is higher than the enemy’s, the attack misses, and Jirelle can then spend an immediate action to make a counterattack against that enemy, as long as she can reach it.
Panache (Ex) Jirelle starts each day with 3 panache, and her total panache can never be higher than 3. She gains a point of panache whenever she confirms a critical hit or reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon, but she doesn’t gain panache if the creature is lower than 2 Hit Dice or is helpless or unaware.
Precise Strike (Ex) As long as she has at least 1 panache and does not attack with a weapon in her other hand or use a shield other than a buckler, Jirelle adds 4 precision damage to all her attacks with her light or one-handed piercing weapons (if she throws her dagger, she only deals this damage within 30 feet). Precision damage isn’t multiplied on a critical hit, and any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of precise strike. As a swift action, she can spend 1 panache to double her precise strike’s damage bonus to 8 for her next successful attack before the end of her turn.
Swashbuckler’s Finesse (Ex) Jirelle gains Weapon Finesse, but only for light and one-handed piercing weapons.
Swashbuckler Initiative (Ex) As long as Jirelle has 1 panache, she gains +2 initiative (included above).

My husband was the one to introduce me to the game (as well as a few friends of mine who had been trying to get me to play for years). I am now not only a player but a GM as well (we all take turns). I have been gaming with my husband since I started, and we have also gamed with other married couples.

The best advice has been already said: don't play favorites - treat the significant other as you would any other player. I often use dice rolls to help me pick targets for my monsters as a GM if there is no obvious tactical choice and there are multiple valid targets.

Thanks, it was a ton of fun and my group still talks about the campaign. Word play (both accidental and on purpose) continues on in our current campaigns. :)

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I too went with the Adivion and the Professor knowing each other. He even showed up at the funeral at the start as one of the attendees. After HoH, I had Kendra move to Caliphas with Adivion helping her get resettled (and even a romance develop between them). It helped that one of my players was moving after book 1 so I had her character go with Kendra to Caliphas. We role played that side of things so her character got to know Adivion's good side.

That character soon rejoined the party (as the player moved back in town) by the start of Book 5. It was quite amusing to see the reactions everyone had as the other 2 characters knew Adivion was behind things and all the 1 character knew was that Adivion was a great conversationalist and was going to marry Kendra.

The Double Tree is on a big property and the farthest part of the hotel is a bit of a walk to the center part of the hotel where the con is held. It wasn't too bad though (I stayed in one of the farther parts of the Double Tree), but could see how it would be compared to a walk from a different hotel nearby to the Double Tree itself. I can't recall how close the other hotels are but I do know there are several in that area since its near the airport.

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I've ran Carrion Crown, the first 2 books of Rise of the Runelords and am in the process of running Legacy of Fire and Mummy's Mask. I am currently playing in Curse of the Crimson Throne and Wrath of the Righteous.

My favorite will likely always be Carrion Crown - likely due to it being my very first game as a GM and the PCs that were in it were very memorable. So many fun stories that we still share today.

I'm thoroughly enjoying all of the various stories so its hard to list out which are better than the others for me. That said we are looking forward to continuing through our list of APs we want to play (Skull & Shackles, Reign of Winter, Giant Slayer, Iron Gods, Shattered Star, Hell's Rebels, Hell's Vengeance and likely many more to come).

I have a cat who is also addicted to plastic bags. Her favorite game however, is to play with the new garbage bag. She can hear us unfold one from the opposite side of the house and comes flying.

The other is a 16 lb kitten who thinks he's a shoulder cat. He'll give you a two second warning by staring at you before he leaps up and puts his paws on your shoulder. Doesn't matter where you are sitting.


The deadline is tonight pacific time. So there is time :). I love reading everyone's ideas and concepts. I do not envy the judges for this.

That is a good point. In this case, I went with him having used it for his higher Con (which is why he doesn't have the component anymore. It takes time to gather that much diamond again :)). The limited budget kept me from having it available for the combat but felt it worked as a good flavor spell.

I mainly had wish for the reason stated in the creation comment. If someone wanted to focus his 3 castings on microcosm they could or use the slots to use metamagic on an 8th level spell.

Stat Block:

Grigori Rasputin CR 17
XP 102,400
Male middle-aged human psychic 18
NE Medium humanoid (human)
Init +0; Senses telepathy (100 ft), true seeing;
Perception +23
Aura unholy aura (DC 22)

----- Defense -----

AC 27, touch 19, flat-footed 27 (+8 armor, +4 deflection, +4 insight, +1 natural)
hp 173 (18d6+108)
Fort +16, Ref +12, Will +19; +2 vs domination, mind-affecting effects, and possession
Defensive Abilities stitched soul; SR 25 vs good

----- Offense -----

Speed 30 ft.
Melee mwk dagger +9/+4 (1d4-1/19-20)
Ranged mwk Nagant M1895 revolver +10/+5 (1d8/x4)
Spell-Like Abilities (CL 18th)
1/day—Detect Thoughts (DC 19)
1/day—Telepathic Bond
Psychic Spells Known (CL 18th; concentration +26)
9th (3/day)—Microcosm (DC 27), Wish
8th (6/day)—Dream Voyage (DC 26), Moment of Prescience, Psychic Crush IV (DC 26)
7th (7/day)—Ethereal Jaunt, Finger of Death (DC 25), Reverse Gravity (DC 25), Waves of Ecstasy (DC 25)
6th (7/day)—Antilife Shell, Blade Barrier (DC 24), Cloak of Dreams (DC 24), Curse, Major (DC 24), Mind Thrust VI (DC 24), Permanent Image (DC 24)
5th (7/day)—Contact Other Plane, Forbid Action, Greater (DC 23), Id Insinuation IV (DC 23), Nightmare (DC 23), True Seeing (DC 23)
4th (8/day)—Freedom of Movement (DC 22), Oneiric Horror, Greater (DC 22), Scrying (DC 22), Sending, Sleepwalk (DC 22)
3rd (8/day)—Clairaudience/Clairvoyance, Deep Slumber (DC 21), Dispel Magic, Ectoplasmic Snare (DC 21), Force Punch (DC 21)
2nd (8/day)—Enthrall (DC 20), Levitate, Oneiric Horror (DC 20), Paranoia (DC 20), Silence (DC 20), Spectral Hand
1st (8/day)—Command (DC 19), Entropic Shield, Forbid Action (DC 19), Magic Missile, Sleep (DC 19), Telepathic Projection (DC 19)
0 (at will)—Bleed (DC 18), Detect Magic, Detect Poison, Ghost Sound (DC 18), Prestidigitation, Read Magic, Resistance (DC 18), Stabilize (DC 18), Telekenetic Projectile
Psychic Discipline dream

----- Tactics -----

Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine's unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts entropic shield, freedom of movement, levitate, moment of prescience, and true seeing. Once enemies are in sight, he casts antilife shell and spectral hand to enable him to use touch attacks beyond the field's perimeter.
During Combat Under the protection of his antilife shell, Rasputin attempts to hinder opponents with reverse gravity and waves of ecstasy and turn foes against each other with paranoia, before laying waste with such deadly effects as blade barrier, psychic crush IV, finger of death and mind thrust VI.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----

Str 9, Dex 11, Con 19, Int 26, Wis 14, Cha 17
Base Atk +9; CMB +8; CMD 18
Feats Combat Casting, Craft Wondrous Item, Diehard^B, Expanded Arcana, Furious Spell, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Skill Focus (Bluff), Toughness
Skills Bluff +30, Craft (alchemy) +21, Diplomacy +28, Heal +20, Intimidate +25, Knowledge (arcana) +20, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +15, Knowledge (nobility) +21, Knowledge (planes) +29, Knowledge (religion) +29, Perception +23, Sense Motive +23, Sleight of Hand +18, Spellcraft +29, Use Magic Device +21
Languages Church Slavonic, Common, English, French, German, Infernal, Necril, Romanian, Russian
SQ phrenic pool 12, phrenic amplification (focused force [Su], mind touch [Su], overpowering mind [Ex], space-rending spell [Su], synaptic shock [Su] undercast surge [Su], will of the dead [Su]), detect thoughts, skill unlock (faith healing [heal], hypnotism [diplomacy]), telepathic bond
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +1, belt of physical perfection +2, bracers of armor +8, headband of mental prowess +4 (Int, Cha),

----- Special Abilities -----

Detect Thought (Sp At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level of higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC.

Stitched Soul (Su) Rasputin's soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul's stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Telepathic Bond (Sp) At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can't leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level.

Book Sources:

Advanced Players Guide: Expanded arcana feat, Spells (cloak of dreams, sleepwalk)
Occult Adventures: Psychic class, Furious spell feat, Spells (microcosm, dream voyage, psychic crush IV, psychic thrust VI, id insinuation IV, oneiric horror [greater], ectoplasmic snare, oneiric horror, telepathic projection, telekinetic projectile)
Reign of Winter #71: Rasputin Must Die: Nagant M1895 revolver
Ultimate Combat: Metal cartridges
Ultimate Magic: Spells (waves of ecstasy, curse [major], forbid action [greater], force punch, forbid action)

Thoughts on Creation:

When trying to figure out which class to pick, I was mainly drawn to the psychic. I could see how mesmerist would be good due to his historical description as a charismatic man and the mention of his stare, but I wanted to do something different. With psychic being an intelligence based class instead of charisma, I decided to swap around his mental stats from the original stat block to make intelligence the highest of the three mental stats followed by charisma and then wisdom. It still captures the charismatic man, but also shows that he is very smart. A good quality for a con man.

For his feats and spells, I tried to emulate his original feel as well as make sure all the important spells were still available that was utilized in the Adventure Path. I tended toward a lot of mind-affecting spells as well as some damage dealing spells that fit the manipulation of life theme (be it mental or physical). I had a hard decision between two Psychic Disciplines as I liked the feel of both Self-Perfection and Dream. I ultimately went with Dream as it fit the manipulation of others better. Though I was sad to lose akashic form as a bonus 9th level spell. It made me laugh to think that it would be 1 more time the PCs would have to kill him. That said, I made sure to give him wish as a 9th level spell due to Brandon Hodges mentioning that miracle can "work miracles" in regards to his higher Constitution score.

One of the things that Rasputin was known for was helping heal Alexei. With him not being an oracle and no longer having access to healing magic, I decided to give him full ranks in heal and utilize the spell unlock faith healing. I also gave him craft alchemy along with sleight of hand in order to manipulate any "illness" Alexei may or may not have had.

For Rasputin's equipment, I wanted to keep it similar to what he had in his original stat block but needed to replace the cassock as it was not beneficial to him now that he was no longer an oracle. With the loss of the ectoplasmic armor, I decided to go with bracers of armor +8 and a lower version of the amulet of natural armor. I kept in mind that magic items would be very difficult to obtain considering magic on earth is quite a bit rare (to perhaps non-existent depending on who you ask). While all the magic items were wondrous items (which fit with his craft wondrous item feat), he did not have all the necessary spells - in particular barkskin. With a high Use Magic Device skill, and the assistance of some of his contacts, I figured he obtained the necessary scrolls to make his own magic items that he currently has on him.

I ran my PCs through Gallowspire after completing the Carrion Crown AP. Dungeons of Golarion did help quite a bit. While it doesn't lay out encounter by encounter, it gives suggestions of who is there and other creature ideas as well.

This is the second time I've done the replacement method (the first was with a very broken hag). They replaced that mini with the same mini. I've had breakages a few other times but all of them fixable with some glue. Not having the actual part or having a mini far beyond repair is the only time I go the replacement route.

Very nice looking minis in this set. The sarcophagus was a hit in my Mummy's Mask game the other day. We only had one mishap in the case. One of the chupacabra's was missing its arm. It wasn't broken as there was no free floating arm. So I have sent that mini off to Whizkids for a replacement.

Completed: Carrion Crown as first time GM Had a lot of fun and players still recall stories from it.

Started but did not complete: Rise of the Runelords as GM. Group fell apart.

On Hiatus and will resume: Curse of the Crimson Throne as player.

Currently GMing: Legacy of Fire, Mummy's Mask.

Currently Playing: Wrath of the Righteous.

Plan to GM next: Reign of Winter

Plan to play in future: Iron Gods, Giantslayer (likely more but those are on the plan list at least).

I really enjoyed playing a Dervish Dancer Bard. Also like the Blackblade Magus.

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