Showing posts with label Pathfinder RPG. Show all posts
Showing posts with label Pathfinder RPG. Show all posts

Saturday, August 24, 2024

Cindrana @ 15th Level


Years later and most likely never to be played again, 




Cindrana Longpath, Venture Captain of Korvosa
Female tiefling loremaster 1/pathfinder field agent 1/evoker (admixture[APG]) 13 (Pathfinder Player Companion: Pathfinder Society Primer, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +24
Aura elemental manipulation (30 ft.)
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Defense
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AC 25, touch 14, flat-footed 23 (+5 armor, +2 deflection, +2 Dex, +2 natural, +4 shield; +2 deflection vs. evil)
hp 108 (15 HD; 14d6+1d8+45)
Fort +9, Ref +10, Will +14; +2 resistance vs. evil
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 club +7/+2 (1d6+1)
Ranged mwk light crossbow +9 (1d8/19-20)
Special Attacks intense spells (+6 damage)
Spell-Like Abilities (CL 15th; concentration +17)
   3/day—dancing lights
   1/day—darkness
Evoker Spells Prepared (CL 15th; concentration +27)
   8th—empowered disintegrate (DC 26), stormbolts[APG] (DC 29), summon monster VIII
   7th—empowered fire snake[APG] (DC 26), empowered extended greater false life[UM], limited wish, greater teleport
   6th—disintegrate (2, DC 26), empowered intensified fireball (DC 24), extended life bubble[APG] (DC 25), extended overland flight, extended planar adaptation[APG]
   5th—fire snake[APG] (DC 26), empowered fireball (DC 24), empowered lightning bolt (2, DC 24), quickened true strike (2), empowered vampiric touch
   4th—black tentacles, emergency force sphere, intensified fireball (2, DC 24), intensified force punch[UM] (DC 24), extended haste, intensified lightning bolt (DC 24)
   3rd—battering blast (DC 24), intensified burning arc (2, DC 23), intensified burst of radiance (DC 23), dispel magic, fireball (DC 24), communal resist energy[UC]
   2nd—burning arc (DC 23), mirror image, resist energy, scorching ray, scorching ray, see invisibility, intensified snowball[UW]
   1st—liberating command[UC] (2), magic missile, magic missile (2), protection from evil (2), snowball[UW]
   0 (at will)—detect magic, prestidigitation, ray of frost, read magic
   Opposition Schools Illusion
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Statistics
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Str 10, Dex 14, Con 14, Int 30, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 20
Feats Alertness, Cunning, Empower Spell, Extend Spell, Improved Familiar, Intensified Spell[APG], Maximize Spell, Opposition Research[UM], Quicken Spell, Skill Focus (Knowledge [arcana]), Spell Focus (evocation), Toughness, Varisian Tattoo[ISWG]
Traits focused mind, tomb raider
Skills Acrobatics +5, Appraise +16, Craft (tattoo) +30, Diplomacy +13, Disable Device +8, Fly +11, Intimidate +15, Knowledge (arcana) +34, Knowledge (dungeoneering) +19, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +18, Knowledge (local) +28, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +28, Perception +24, Sense Motive +18, Spellcraft +28, Stealth +8, Survival +1 (+3 to avoid becoming lost), Use Magic Device +18; Racial Modifiers +4 Fly
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Hallit, Ignan, Infernal, Kelish, Orc, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ arcane bond (Riffle [Familiar], faerie dragon), pathfinder training (greater casting), prehensile tail[ARG], secret (secret health), versatile evocation, wayfinder upgrade, wayfinder upgrade (daylight)
Combat Gear lesser extend metamagic rod, lesser selective metamagic rod[APG], pearl of power (1st level) (3), potion of cure moderate wounds (2), potion of gaseous form, potion of protection from evil (4), reach metamagic rod[APG], spell tattoo of Infernal Healing, wand of channel the gift (CL 6th, 50 charges), wand of mage armor (50 charges), wand of shield (50 charges), alchemist's fire (3), antiplague[APG] (3), antitoxin (3), tangleburn bag[UE] (2), tanglefoot bag (6), thunderstone (2); Other Gear +4 comfort cushioned glamered restful silken ceremonial armor[UC], +3 mithral buckler, +1 club, crossbow bolts (7), mwk light crossbow, amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +3, dweomer's essence (2), efficient quiver, first aid gloves, handy haversack, headband of vast intelligence +6, manual of bodily health +1, ring of protection +2, tome of clear thought +1, wayfinder[ISWG], adventurer's sash, cleats[APG], climber's kit, earplugs[APG], everburning torch, explorer's outfit, familiar satchel[UE], flint and steel, grappling hook, ink (4), inkpen (4), masterwork tool, noble's outfit, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pocketed scarf[UE], scroll box[UE], signet ring, silk rope (50 ft.), spell component pouch, trail rations (10), traveling spellbook[APG], whetstone, winter blanket, diamond dust (stoneskin/comm stoneskin; 1800 gp) (worth 1,800 gp), diamonds (2, limited wish; 1500 gp each) (worth 3,000 gp), 21,789 gp, 4 sp, 5 cp
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Special Abilities
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Admixture Associated School: Evocation
Darkvision (60 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.
Elemental Manipulation (13 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus:  You gain the Alertness feat while your familiar is within arm's reach.
Greater Casting (Evoker) The Pathfinder field agent gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She doesn’t gain other benefits of that class other than spells per day, spells known, a
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+6 damage) (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (13/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayfinder Upgrade (Wayfinder [empty]) The chosen wayfinder grants extra abilities when equipped.
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So, pathfinder first edition, has pretty much died here in Jacksonville, so I figured I’d do up my mage and Venture captain Cindrana. She was fun to play and a well balanced character. She was equal parts, glass, Canon and Buffer for any party she was in. I Once enabled a party of six, including two halflings and two humans to go through the entire dungeon without a single torch, thanks to communal dark vision spell. 

As you may have noticed she is very Interested in Meta rods, Gems and Feats. I one time cast an intensified empowered fireball at 15th level as a caster. Sadly, the bad guys we are fighting took 185 points of damage to the chin. ;)

As soon as I got access to limited wish, I had lots of fun with that so. I put the components pricey gems, into her horns so she could have a little vanity while  casting a powerful limited wish. The reason, I went with the Pathfinder agent and loremaster Prestige classes was the pump up my skills and add some features that the wizard class doesn’t have.

Tuesday, May 13, 2014

Cindrana @ 12th Level

Introducing the Jax Lodge's first 12th Level Character.  She made 12th in November with the completion of 'The Waking Rune'. She and five others killed the Runelord of Sloth, Krune, in what can only can be called an epic 5 1/2 hour fight.

Tactics: She has some practices that she likes to do and few that she hasn't quite used but has in place. Some of them are 'common sense' elements any PFS player should consider, others are things I like to do with her.
-Buffing: She has a 'core set' of buffs for herself. Extended Mage Armor (24 hours), Extended Bullet Shield (240 minutes), Extended Greater False Life (24 Hours) and Extended Overland Flight (24 hours). Most of the rest of her buffs tend to be Communal spells to enable her to help out the rest of her party (like Resist/Protection from Energy, Darkvision, or Stoneskin or spells that spread the wealth to others like Haste, Life Bubble. Then the last mix are things like Liberating Command, See Invisibility and such.
-Multi-role spells. Most of the transmutation school have spells that give short term bonuses to multiple things. AC, Attributes, special abilities or such. Best example: Form of Dragon 1, you got attribute bonuses, flight (along with other possible movement methods), resistances, a potent breath weapon and multiple attack methods. Geniekind, Angelic Aspect, Monstrous Physique(s) and such. NOTE: come prepare with notes and entries for the forms you take. It, like bringing notes on your summons, helps the GM keep the game running smoothly.
-The Hammer. Cindrana is an evoker. She hits HARD and often. The record at this point is 124+ with an Empowered Intensified Reach Shocking Grasp. Critical hit, Assassin went from full health to smoking boots in one critical confirmation roll. That is 20d6 (x1.5)+ 6. LOTS of dice. Don't stick to one type of spell though. Shop for variety. Multiple elemental effects, force effects, and so on. Most wizards (and understandably Sorcerers) like to stick to one type of spell type. Magic Missile, Lightning, Acid, Fire, Force or whatever. Each spell has it's strengths and weaknesses.  Reflex save = Evasion critters WILL laugh at you. Your 20+ DC won't matter for @#$@ with their +15 (or higher) reflex save. Range Touch requires you to hit their touch, be aware of melee/soft cover. I find flight of any sort helps with the cover issues. Touch attacks require you (or your familiar) to get in close.
-'Set up spells'. I've found a surprising amount of folks think Evoker means you're a glass cannon and nothing else. You can pick some evocations that really mess up the foes or set them up for the party. Battering Blast, Chain of Perdition, Force Punch and ANY of the Hand spells all do other things. Knocking enemies prone, entangle, direct trick, bull rush an so on.
-Crowd/Battlefield control: I put this in a separate category from 'set up' because these set the battlefield conditions/crowd maneuvers. Wall spells, Black Tentacles, and such. These could simply set up things to make it hard to move, do more like hammer in damage, separate mobs to make them more easily managed. You can slow, entangle, hurt, block and so on the enemy and make them either not come to the group or come in manageable groups. Casters working in coordination here are terrifying. You're talking about things like a wall spell and cloud kill on the now trapped crowd.
-Counter-Caster: some spells are really good for this. You have things like Obscuring Mist (hides the group), Hostile Levitation, Mad Monkeys, Enemy Hammer (cause throwing another enemy at a guy is just cool.) Don't forget counterspelling if you got a good mix of spells and a spellcraft skill. Even Dispel Magic can make your character very good at denying the OTHER guy his spells.
-Contingency: This is 'technically' another buffing spell but it is, to me, so important that it requires it's own category. Think very carefully for the set up on this one. Not just the spell you're putting in it but the CONDITIONS. Be very precise. Things like 'falling more the 20 ft, moving more than 20 ft in any direction against my will, when I say the word 'favror' or pull of the onxy ring on my left pinkie'. Be specific. Let the GM know. Be aware which of your actions are free actions, things others can do to trigger it and such. I typically use Emergency Force Sphere with the conditions of 'losing more than 20% of my HP, a command word (Free Action) and such. Another player uses Greater False Life with the conditions of losing his current GFL, taking more than 30% damage in one round, or a verbal command.
-Surprise Spells: While technically those spells fall into other categories: Buff, Hammer, assist and such. I haven't used them yet, or just got them. Getaway. A definite fun teleport spell. We used it to 'fall back and recover' during our fight with Krune. Sign of Wrath. Using long lost Runelord magic to 'blow up' anyone adjacent to you AND throw a bull's rush at them. With a 25+Int Bonus as my CMB, it can literally throw folks away from me.
-Metamagic: This is the wizard's strong point. They can put in spells 'tweaked' for a variety of purposes. It is a very very feat intensive option but with extras like Metamagic Rods and Metamagic Gems, you can spend for even more variety. Cindrana has four metamagic feats (Empower, Extend, Intensified and Maximize) and a few rods (Lesser Extend, Lesser Reach, and Lesser Selective). The mix lets her do some 'out of hand' smashes AND some on the fly. Casting (via rod) an Extended Communal Darkvision on a handful of non-darksight players makes it easier to move about in darkness. A Lesser Reach Rod can put a variety of low level 'close in spells' into something nasty at a range. Imagine.. Force Punch showing up from 85 ft away or a Battering Blast out to 230 feet out. The list goes on. I got a Reach Rod for my cleric to allow things like Slay Living from 85 ft and Breath of Life at the same range.
-Be Prepared. As a former Eagle Scout, this comes to mind a lot. I leave spells open to keep the option to toss out spells that I might not have prepared. No rogues/evasion beasts in the initial mix? Add in more hammering spells with REF saves. Undead of the incorporeal type? Add in a few more force effects. Bring Pathfinder Chronicles to boost your (or others) skill checks. Carry extra weapons of a type that others might needs (like Cold Iron or Alchemical Silver) which can become magical really quickly with a Greater Magic Weapon. Went in expecting demons but got devils? A simple silver weapon with a single spell can give the unprepared fighter a +3 weapon that will last for HOURS.
After all most of my wizards don't actually use much of the contents of their Efficient Quiver. A handful of arrows with Magic Weapon can help out when the archer has blown through 80+ arrows in a fight.

Cindrana Longpath
Female Tiefling Wizard 12
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +21
Aura elemental manipulation


Defense


AC 21, touch 13, flat-footed 19 (+4 armor, +3 shield, +2 Dex, +1 natural, +1 deflection)
hp 62 (12d6+12)
Fort +7, Ref +8, Will +11
Resist cold 5, electricity 5, fire 5


Offense


Speed 30 ft., fly 5 ft. (good)
Melee +1 club +7/+2 (1d6+1)
Ranged masterwork light crossbow +9 (1d8/19-20)
Spell-Like Abilities (CL 12th; concentration +14)
   3/day—dancing lights
Tiefling Spell-Like Abilities (CL 12th; concentration +14)
   1/day—darkness
Wizard Spells Prepared (CL 12th; concentration +22):
6th—empow inten lightning bolt [S] (DC 22), globe of invulnerability
5th—empow inten burning arc [S] (DC 21), overland flight, teleport
4th—extend haste, inten fireball [S] (DC 22)
3rd—battering blast (DC 22), extend bullet shield, fireball (DC 22), lightning bolt (DC 22)
2nd—see invisibility, spontaneous immolation [S] (DC 21), touch of idiocy
1st—hydraulic push [S], liberating command, protection from evil, snowball (DC 19), unseen servant
0 (at will)—detect magic, prestidigitation, ray of frost, read magic


Statistics


Str 10, Dex 14, Con 13, Int 26, Wis 12, Cha 10
Base Atk +6; CMB +6; CMD 19
Feats Empower Spell, Extend Spell, Improved Familiar, Intensified Spell, Maximize Spell, Opposition Research, Spell Focus (evocation), Spell Penetration, Varisian Tattoo
Traits focused mind, tomb raider
Skills Acrobatics +5, Appraise +14, Craft (tattoo) +21, Diplomacy +8, Fly +11, Knowledge (arcana) +23, Knowledge (dungeoneering) +17, Knowledge (history) +16, Knowledge (local) +23, Knowledge (nature) +16, Knowledge (planes) +20, Knowledge (religion) +16, Linguistics +23, Perception +21, Sense Motive +11, Spellcraft +23; Racial Modifiers +4 Fly
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Goblin, Hallit, Infernal, Kelish, Orc, Osiriani, Osiriani, Ancient, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon, Varisian, Vudrani
SQ arcane bonds (arcane bond [familiar]), intense spells, opposition schools (illusion), prehensile tail, specialized schools (admixture), versatile evocation
Combat Gear extend metamagic rod (lesser), feather token (tree) (2), pearl of power (1st level), pearl of power (1st level), pearl of power (1st level), potion of cure light wounds (6), potion of cure moderate wounds (2), potion of protection from evil (4), reach metamagic rod (lesser), scroll of stoneskin, communal, selective metamagic rod (lesser), spell tattoo of Feather Fall, spell tattoo of Infernal Healing, wand of mage armor (50 charges), wand of magic missile, wand of shield (50 charges), wand of spectral hand (50 charges), wand of sure casting (50 charges), alchemist's fire (3), antiplague (3), antitoxin (3), tangleburn bag (2), tanglefoot bag (6), thunderstone (2); Other Gear +3 silken ceremonial armor, +2 mithral light steel shield, +1 club, crossbow bolts (7), masterwork light crossbow, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, efficient quiver, first aid gloves, handy haversack, headband of vast intelligence +4, ring of protection +1, wayfinder, adventurer's sash, blanket, winter, cleats, climber's kit, earplugs, everburning torch, explorer's outfit, flint and steel, grappling hook, ink, black (4), inkpen (4), masterwork tool, noble's outfit, pocketed scarf, scroll box, signet ring, silk rope, spell component pouch, trail rations (10), travelling spellbook, whetstone,


Special Abilities


Admixture Associated School: Evocation
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Manipulation (12 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Extend metamagic rod (lesser) (3/day)
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +6 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Reach metamagic rod (lesser) (3/day)
Selective metamagic rod (lesser) (3/day)
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (13/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Monday, May 20, 2013

How to build a better Gunslinger for PFS

Well not really. More like MY TAKE on how to make a gunslinger for PFS. Or guidelines even.

Vital points to remember.

  • There two very essential statistics to consider when building a Gunslinger. Dexterity because you are primarily a ranged character. To get the maximum effect you need a high Dexterity. Then you need Wisdom to get the second vital point of a Gunslinger. Grit.  The only exception is for a Mysterious Stranger, for which you substitute Charisma for Wisdom.
  • Secondary Characteristics: You need a good constitution, HPs are definitely a vital point to anyone who is playing. Never go be a 12 and try for a 14 if you can. Intelligence can help, skills help in PFS play. You need a crew of players with knowledges, every character needs some social skill (Bluff, Diplomacy, and/or Intimidate), and a gunslinger (particularly the pistol types) needs Acrobatics and EVERYONE needs Perception. 
  • Feat Economy. A gunslinger has SOME bonus feats but it is a very feat intensive class. There will be more on this later. 
  • Favored Class abilities: Beside from the standard HP/Skill point bonuses, some races bonuses are pretty handy.  Extra Grit (1 every 4 levels), reduced misfire to a one type of gun, ect. Research your race. 
  • Your weapon. This is the centerpiece of your character. More than any other class, Gunslingers are defined by their weapons. Build on your role. Going to be close in? Maybe melee & gun? Get a pistol of some flavor and pick your feats on it. Long range/crowd control? Get a 2handed gun and work from it. It WILL become your signature weapon. Maybe, if you're lucky, it will be from the very beginning with your starting pistol/musket/blunderbuss; or perhaps you'll have to scrimp and save for the gun(s) you want. Guns cost money. So you won't have a lot. 
Starting off with the concept of how you're playing. I have 3 basic concepts that I see coming up. 
  • Pistol-man. The up-close and personal types. Typically you'll see a pistol user play pistolero or mysterious stranger. They move in close, hammer in from 30 feet or so. (20 ft typically to get the optimum hits). 
  • Rifleman. You pick your shots, put them in from 40 feet or so. Or further if you got Distance enchantment or Far Shot. Typically built down to the one shot one kill concept. 
  • The Gunthug. This one is still in building. Scattergun user. Keep in close, use scatter attacks. This gives you the ability to hammer multiple targets and use specialty ammo. This one needs to be able to mix in melee attacks with the gun. 
Feats:
  • Point Blank/Precise Shot. A staple for ANY gunslinger. You CAN live without them but it is INFINITELY easier to live with it. 
  • Rapid Reload. Pick your signature weapon and get it for that. It WILL help you in a fight.
  • Deadly Shot. The ranged version of Power Blow. Absolutely essential in my opinion. You trade off some hit for a bigger bite. With ranged touch attacks it's a no brainer. 
  • Far Shot. Something to consider for snipers. 
  • Quick Draw. Definitely helpful for the Pistol-Man. Pull and switch pistols a la Jose Wales. 
  • Vital Strike. Helpful. I use it on my Sniper to conserve ammo and use my iterative attacks on a standard action. Makes it easier to run&gun. 
  • Deeds. Some of the deed feats can be useful. For example, a Pistol-man could definitely get pay off Deft Shootist Deed, allows them to reload and shoot up close without drawing AoOs. Signature Deed is a great way to minimize grit cost. For example. Reducing Up Close & Personal from 1 point a use to 0. Or using the Extended Range deed of a Musket Master at medium range at will and reducing the cost by 1 for further increment. 
  • Extra Grit. Results might vary, but depending on Grit requirements this might be of use.
  • Rapid Shot. Shoot twice. Good for low level Gunslingers. If thats' your build. In my opinion better than shooting twice with a double-barrel fire arm but I'm not too eager to use them.
Gear: Things you should get.
  • Ammo. Specialty ammo, be it paper cartridges or bullets, can be useful. Adamantine, Cold Iron and Silver are all clear choices but if you have Ultimate Equipment check out Elysian Bronze.  Alchemical blanches are another good thing to look into. Ghost salt when you expect incorporeal creatures.
  • Guns. Normally materials don't do that much for the guns. Bullets yes, guns not so much. Mithril is good for weight reduction, protection vs rust attacks. Or Adamantine if you're scared of sundering. 
  • Magic items.  Armor and weapons aside, there are a few items to get. Endless Bandolier, Efficient Quiver, Handy Haversacks and Bags of Holding are all good things to lower your encumbrance. Any of the dozen or so sensory enhancing magics are good choices. 
<More to come>

Monday, April 1, 2013

Cindrana Longpath, Tiefling Wizard (Admixture) 9


Cindrana is my first PFS Wizard, courtesy of this years updated Organized play changes that allowed for Tiefling PCs. She's an admixture wizard after her first run, Quest for Perfection Pt. 1, introduced her to an elemental specific vulnerability while she only had one fire spell. She tends to go for surgical strikes, admixing elmental effects and hammering in precision strikes with single target spells and things like Burning Arc to slam in elemental effects while the melee types close in. Add in a few spells like Burning Disarm, Battering Blast, and Chain of Perdition to hinder the foes. Mix in a few communal spells, buffs (Enlarge Person, Bear's Strength, ect) and so on, and she is a good rear line fire support.
(Ask Baron Jacquo Dalsine's cousin, just bring a Speak with Dead spell).
Thanks to a recent change in the way wizards buy spells, her spell book has gotten quite fat and more often than not I typically hold back one or two spells a level for 'scenario specific' issues. (Such as packing in a few different types of pellets for Pellet Blast if she expects demons/devils, extra proteciton spells or such.)
She was born in Korvosa to a Chelaxian merchant family and a Varisian scholar who attended the Acadamea. Her life had been planned by her father till her Chelaxian family heritage cropped up her second year as she changed from 'apparently human' to a Tiefling. Her grandfather was killed as a 'lesson' in not deceiving her bethrothed family and her father quickly disowned her to recover what prestige they had. She took up with her mother's clan and finished her studies as a Wizard at her grandmother's tutelage. Once her apprenticeship was done, she was introduced to a family friend in the Pathfinder Society. From there she entered into the service of Osirion and the Ruby Prince where she has worked to help recover artifacts and pursue knowledge.

Cindrana Longpath
Female Tiefling Wizard 9
CG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 18, touch 13, flat-footed 16 (+2 armor, +2 shield, +2 Dex, +1 natural, +1 deflection)
hp 47 (9d6+9)
Fort +6, Ref +7, Will +9
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee  Light Shield Bash +0 (1d3/x2) and
   Masterwork Club +5 (1d6/x2)
Ranged Masterwork Light crossbow +7 (1d8/19-20/x2)
Spell-Like Abilities Dancing Lights (3/day), Darkness (1/day), Light (At will)
Wizard Spells Prepared (CL 9):
5 (2/day) Overland Flight, Fire Snake (DC 24), Fireball, Empow (DC 22)
4 (4/day) Black Tentacles, Burning Arc, Empow (DC 21, x2), Darkvision, Communal, Extend, Burning Disarm, Empow, Inten (DC 19)
3 (5/day) Fireball (DC 22, x2), Bullet Shield, Extend, See Invisibility, Extend, Battering Blast (DC 22), Resist Energy, Communal
2 (6/day) Scorching Ray, Burning Disarm, Inten (x2) (DC 19), Mage Armor, Extend, Snowball, Inten (DC 19), Burning Arc (x2) (DC 21)
1 (6/day) Magic Missile, Hydraulic Push, Burning Hands (DC 20), Enlarge Person (DC 19), Protection from Evil, Burning Disarm (DC 19), Snowball (DC 19)
0 (at will) Ray of Frost, Read Magic, Detect Magic, Prestidigitation (DC 18)
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Statistics
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Str 10, Dex 14, Con 12, Int 26, Wis 12, Cha 10
Base Atk +4; CMB +4; CMD 17
Feats Empower Spell, Extend Spell, Improved Familiar, Intensified Spell, Spell Focus (Evocation), Spell Penetration, Varisian Tattoo (Evocation)
Traits Focused Mind, Tomb Raider (Perception)
Skills Appraise +14, Craft (tattoo) +20, Diplomacy +6, Fly +10, Knowledge (arcana) +18, Knowledge (dungeoneering) +17, Knowledge (history) +15, Knowledge (local) +20, Knowledge (nature) +15, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +20, Perception +16, Sense Motive +11, Spellcraft +20, Survival +1 (+3 to avoid becoming lost)
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Hallit, Infernal, Kelish, Osiriani, Osiriani, Ancient, Shoanti, Skald, Sylvan, Thassilonian, Tien, Undercommon, Varisian
SQ arcane bonds (Riffle [familiar], dragon, faerie), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, intense spells +4, opposition schools (illusion, necromancy), prehensile tail, share spells with familiar, speak with familiar, specialized schools (admixture), versatile evocation (13/day)
Combat Gear: Pearl of power (1st level x3) , Potion of barkskin +2, Potion of cure light wounds, Potion of protection from evil, Rime metamagic rod (lesser) (3/day), Selective metamagic rod (lesser) (3/day), Spell Tattoo: Feather Fall (Wrist Equipment Slot), Spell Tattoo: Infernal Healing (Ring Equipment Slo, Spell Tattoo: Vanish (Hands Equipment Slot), Wand of Mage Armor, Wand of magic missile, Wand of Shield, Alchemist's fire (3), Tanglefoot bag (2), Thunderstone (2); Other Gear +1 Silken ceremonial armor, +1 Mithral Light steel shield, Amulet of natural armor +1, Cloak of resistance +2, Handy haversack (67 @ 75.2 lbs), Headband of vast intelligence +4, Ring of protection +1, Wayfinder

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Special Abilities
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Admixture Associated School: Evocation
Arcane Familiar: Faerie Dragon
Artisan's Shop: +1 to Craft for Day Job rolls and 5% discount on items of same type.
Damage Resistance, Cold (5) , Electricity (5) , Fire (5)
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Manipulation (9 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Mind +2 to Concentration checks
Restricted Schools: Illusion/Necromancy: 2 slots to cast spells from the Illusion/Necromancy school.
Intense Spells +4 (Su) Evocation spells deal listed extra damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime metamagic rod (lesser) (3/day)
Selective metamagic rod (lesser) (3/day)
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (13/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Introducing....


Allow me to introduce myself.. I'm a man of wealth and fame...

Actually Borgrin isn't..he's a dwarf of violent and loud tendencies. Rude and obnoxious (to date he's insulted six of the eight faction leaders to their face), he tends to be an 'in yer face cause that is where mah BOOM-STICK needs ta be!' sort of lad.
Boom-stick, as he is known to friends, enemies, rivals and anyone in earshot, is a larger than life dwarven boy come down from the mountains to explore the world. He has found his calling in service to the greatest of all human gods, Cayden Cailean. A god whose sacrement is a pint is just his sort of god. Add in that god calling for him to go out and get into trouble for the 'greater good' is just his sort.
The fact he can drink while doing it is just icing on the cake.

Favored moments of play:
-To a certain Andoran Faction Leader. "Nice hat mistah.. does yer mummy know yer wearing it?"
-To a particular Cheliaxian Paracountess. "Lady yer more twisted than a wee pretzel..and about as cute a sewer rat."

Borgrin 'Boom-Stick' McCracken
Male Mountain Dwarf Gunslinger (Gun Tank) 1/ Inquisitor (Spellbreaker) 1
CG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 11, flat-footed 18 (+7 armor, +1 shield, +1 Dex)
hp 19 (1d10+1d8+4); judgement of sacred healing 1
Fort +6, Ref +4, Will +4; +2 trait bonus vs. fear
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire); SR 7
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Offense
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Speed 30 ft.
Melee Dwarven waraxe +2 (1d10+1/x3)
Ranged Blunderbuss +3 (1d8/x2)
Special Attacks: agile feet (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor (Spellbreaker) Spells Known (CL 1):
1 (2/day) Expeditious Retreat, True Strike
0 (at will) Disrupt Undead, Stabilize, Detect Magic, Brand (DC 12)
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Statistics
--------------------
Str 13, Dex 15, Con 14, Int 12, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 13
Feats: Gunsmithing, Point Blank Shot
Traits: Good Natured, Reactionary
Skills: Acrobatics -5, Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -6, Craft (alchemy) +5, Craft (firearms) +6, Diplomacy +5, Escape Artist -5, Fly -5, Intimidate +5, Knowledge (arcana) +5, Knowledge (local) +6, Perception +7 (+9 vs. flying creatures), Ride -5, Sense Motive +8, Stealth -5, Swim -6
Languages: Common, Dwarven, Orc
SQ deed: deadeye, deed: gun tank's resolve (25%), deed: quick clear, domains (travel), greed, grit, judgement (1/day), mountaineer, sky sentinel, slow and steady, strong-willed

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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Artisan's Shop: +1 to Craft for Day Job rolls and 5% discount on items of same type.
Darkvision (60 feet): You can see in the dark (black and white vision only).

Deeds:

  •  Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
  •   Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
  •   Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.

Good Natured: You have an unusually sunny spirit, and it takes serious doing to dampen your mood. You gain a +2 trait bonus on all saving throws against fear effects.
Greed: +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex): Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor (Spellbreaker): Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.

  • Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
  • Judgement of Sacred Healing 1 (Su) Fast Healing
  • Judgement of Sacred Justice +1 (Su) Attack bonus
  • Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
  • Judgement of Sacred Protection +1 (Su) AC bonus
  • Judgement of Sacred Purity +1 (Su) Save bonus
  • Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
  • Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
  • Judgement of Sacred Smiting (Magic) (Su) DR bypass

Mountaineer: Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Point Blank Shot: +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sky Sentinel: +1 to attack/+2 to AC Gain bonus to att/AC vs flying foes. Foes gain no bonus for high ground, +2 Perception vs flying.
Slow and Steady: Your base speed is never modified by encumbrance.
Spell Resistance (7): You have Spell Resistance.
Strong-Willed (Ex): At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. 
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Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Thursday, May 31, 2012

Lilly's Quill


Sorry that it's been a while but this has been rattling around in my head for a long while.


Lilly’s Quill  
Aura: Transmutation; CL: 6th
Slot: None; Cost: 8,800 gp  ;Weight: --

Description:
An ornately crafted quill that can animate on command to perform transcription of the user’s spoken words as if the user was using scrivener’s chant. Additionally it can cast secret page on the written text with a command word up to 3/day.

Construction:
Requirements: Craft Wondrous Item, Scrivener’s Chant 1, Secret Page, 4,400 gp




Friday, January 6, 2012

And in other HERO LAB news

The new Pathfinder Beginner Box came out a few months back.

The Pathfinder Beginner Box @ Piazo: this is a quick 'out of the box' version of the Pathfinder game. Up to fifth level. It comes with a 'New Gamer' style guide for the players (the Hero's Handbook) and another for the GM (Gamemaster's Guide), a full set of dice, several sheets of heavy stock figures for use, several pregen characters to play with right out of the box.

If you got someone who is interested in starting off, it's sorta like the old classic D&D 'Red' book from back in the day, without the need to color the dice with a crayon.

Well the grand folks at Lone Wolf Productions added their two bits to the mix as well. For those who want to try out Hero Lab Beginner's Box edition. It has limited options, naturally, but you can make characters up to 5th level with the Beginner's box options. Not a LOT of stuff, but still it's a good way to test the waters on seeing if you like the Hero Lab program. And it's FREE!!

Tuesday, June 21, 2011

We BE Goblins!!!


Paizo has a serious Goblin fixation. There is a goblin on each of the bestiary covers so far, and they are big into the whole look of them. I like it.

So, this month they put out a free module for Free RPG Day coming up. Check it out. It's a quick one shot adventure that is both fun, silly and interesting. It comes with 4 pregenerated Goblin PCs.


Sunday, June 19, 2011

Wayfinder by Paizo Fans United

Just a quick post and hotlink.

Paizo Fans United: The fans who got together and made up Wayfinder, the fanzine that Paizo lets you download for free! It's amazing that fans do this on their own, for free! Check it out, it's the best fracking value for your dollar. Oh wait! You don't GIVE THEM YOUR DOLLAR!


See? It's already a good value!

Tuesday, June 14, 2011

My Sources

It just occurred to me that my resources for Pathfinder are a bit more extensive than some GMs might have. (I got probably something like 80%+ of the campaign setting books.

I currently use:
1.Pathfinder Core
2. Bestiary 1 & 2, as well as the bonus bestiary from the Paizo site
3. Advanced Player's Guide
4. Ultimate Magic
5. Player's Guides for: Rise of the Runelords, Curse of the Crimson Throne, Council of Theives, Kingmaker, Serpent's Skull, Carrion Crown (All free btw)
6. Pathfinder Chronicles: Guide to the River Kingdoms, Cities of Golarion, City of Strangers, Classic Treasures Revisited, Faction Guide, NPC Guide, Seekers of Secrets, Gazetteer, Guide to Korvosa, Classic Monsters Revisited
7. Pathfinder Campaign Setting: Inner Sea World Guide, Lost Cities of Golarion, Rule of Fear
8. Pathfinder Companion: Adventurer's Armory, Andoran: Spirit of Liberty, Cheliax: Empire of Devils, Dwarves of Golarion, Gnomes of Golarion, Qadira, Halflings of Golarion, Inner Sea Primer, Orcs of Golarion, Faiths of Purity.

This doesn't include things like the Iconic downloads or any of the various beta tests they put on their site. Or the Pathfinder SRD or Golarion Wiki.

Sunday, June 12, 2011

'The Bartender is a what?' Part 2: Haladen 'Hal' Laroe

Balding with a bit of a paunch, Hal looks like your typical barman. He looks to be nearly 10 years younger than his actual age(60). Of note, he walks with a limp and favors his right leg.

Location: Small village in Ustalav where he grew up before heading out to adventure. After losing his left leg below the knee in a fight in with a trio of lycantropes. Healed by his party cleric, Hal was given a metal leg and enough funds to set up his inn (The Orge's Head) and quietly retired and became a preist of Cayden Cailean.
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HALADEN 'HAL' LAROE CR 7
Male Human (Varisian) Cleric 7 Fighter 1
CG Medium Humanoid (Human)
Init +1; Senses Perception +12
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 46 (1d10+7d8+8)
Fort +8, Ref +3, Will +9
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OFFENSE
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Spd 20 ft.
Melee +1 Consecrated, Holy Rapier +8/+3 (1d6+2/18-20/x2) and
+1 Mace, Light +8/+3 (1d6+2/20/x2) and
Unarmed Strike +7/+2 (1d3+1/20/x2)
Spell-Like Abilities Strength Surge (7/day), Touch of Good (7/day)
Cleric Spells Known (CL 7, 7 melee touch, 7 ranged touch):
4 (2/day) Spell Immunity, Holy Smite (DC 18), Neutralize Poison
3 (3/day) Magic Vestment, Magic Circle against Evil, Create Food and Water, Daylight
2 (4/day) Bull's Strength (DC 16), Hold Person (DC 16), Hold Person (DC 16), Suppress Charms and Compulsions, Zone of Truth (DC 16)
1 (5/day) Bless Water (DC 15), Bless, Command (DC 15), Sanctuary (DC 15), Pick Your Poison, Sun Metal (DC 15)
0 (at will) Purify Food and Drink (DC 14), Detect Poison, Stabilize, Light
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TACTICS
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Before Combat He can cast Bless, Bull's Strength and Magical Vestments if he has time to prepare for a fight
During Combat He uses Holy Smite, Sun Metal and Channeling Positive energy to help allies or disrupt undead that he typically has to deal with.
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STATISTICS
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Str 13, Dex 12, Con 13, Int 16, Wis 18, Cha 17
Base Atk +6; CMB +7; CMD 18
Feats Catch Off-Guard, Combat Casting, Extra Channel, Improved Channel, Improved Unarmed Strike, Quick Channel
Skills Diplomacy +11, Heal +9, Knowledge: Local +11, Knowledge: Religion +14, Perception +12, Profession: Barkeep +13, Profession: Innkeeper +13, Sense Motive +13, Spellcraft +12
Languages Common, Dwarven, Orc, Skald, Varisian
SQ Aura (Ex), Channel Positive Energy 4d6 (8/day) (DC 18) (Su), Cleric Domain: Good, Cleric Domain: Resolve, Spontaneous Casting, Tankard of the Drunken Hero
Combat Gear +1 Consecrated, Holy Rapier, +1 Mace, Light, +2 Leather; Other Gear Acolyte Ale (5), Blue Priest (5), Tankard of the Drunken Hero
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Channel Positive Energy 4d6 (8/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain: Resolve Associated Domain: Strength
Combat Casting +4 to Concentration checks to cast while on the defensive.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Quick Channel Channel energy faster by expending more uses
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (7/day) (Sp) Grant +3 to a melee atack or strength check.
Tankard of the Drunken Hero This simple battered tankard is usually made of copper or tin. Its handle is slightly open at the bottom to let you slip it through a belt for easy carrying. You gain a +1 resistance bonus on Fortitude and Will saves. Once per day you may fill it with wine, ale, or some other alcohol and drink from it to gain the benefits of a remove fear spell.

If Cayden Cailean is your patron, the tankard counts as a holy symbol. Once per day, you may drink an alcoholic beverage from the tankard to gain the benefits of a heroism spell. Once per day, the tankard automatically unties ropes that bind you or unlocks locks that hinder you (including loosening manacles attached to said locks). This typically occurs about 5 minutes after the tying or unlocking and only affects bindings that are directly on your person (for example, it won't unlock a door to your prison cell but will unlock your manacles). This power is subtle enough that it is unnoticeable unless someone checks the bindings to make sure they are secure - ropes loosen but still appear to be tightly bound, manacles unlock and loosen but do not automatically fall off. The tankard can only untie or unlock things with a DC of 25 or lower, though more powerful tankards may exist.

Construction
Requirements Craft Wondrous Item, animate rope, heroism, knock, remove fear, resistance; Cost 2,650 gp
Touch of Good (7/day) (Sp) Grant +3 to skill checks, ability checks and saving throws for 1r.
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BASIC DETAILS
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Motivations & Goals To spread cheer and instill hope in the folk of his village and the surrounding area. He listens to rumors and stories, and discretely slips folks coin to investigate things for him.
Schemes, Plots & Adventure Hooks -Recover his stolen leg
-Investigate a tomb in the local swamp.
Boon Free healing to those who are willing to give him a helpful hand.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Thursday, June 9, 2011

Two New Channelling Feats

Note: These have been rattling around in my head for a while. I need feedback REALLY bad on them. So if you use them in a gaming group, I'd appreciate hearing about it. The cost (in channelling and feats) isn't an accident. The ability to extend channelling's reach and to exclude the bad guys from the normal burst is pretty potent. Other options if 2 uses/2 feats is too low for a GM could be changing the Channel from a standard action to a full round action.

Feats

Shaped Channel: Cone
With great effort and concentration, you can channel your divine energies in a cone.
Prerequisite: Improved Channel, Selective Channel
Benefit: With great focus and effort, the cleric (or other channeling class) can release a cone-shaped burst (45 feet long). Each use requires 2 uses of channel energy
Normal: Typically channeling energy is only done in a 30 ft burst.

Shaped Channel: Line
With great effort and concentration, you can channel your divine energies in a straight line.
Prerequisite: Improved Channel, Selective Channel.
Benefit: With great focus and effort, the cleric (or other channeling class) can release a burst of energy in a line up to 60 feet long. Each use requires 2 uses of channel energy
Normal: Typically channeling energy is only done in a 30 ft burst.

A spell whilst you wait!

One of the spells from my old fun on the Stennis group, adapted to Pathfinder. As such, I'm going to give a call out to the guys who let my character (Kyrie Harpell) create crazy spells like this and give the input I needed to make them work. Thanks guys. (That would be: Roland, John, Ryan, Drake, Morris and the rest of the guys I'm trying to recall of the 2000 Stennis Cruise)

For the setting, this is one of the spells that Callie Del Noire is (in)famous for, though she doesn't claim to have created it. Some hints that she found a cache of lost spell books and transcribed select spells from it. It is rumored at least one of the bounties offered is from the creator/owner of the spells.

(Feel free to comment on these please!)


Clinging Darkness

School: Evocation [darkness] Level: Sorcerer/Wizards 3

Casting Time: 1 standard action

Components: V, M/DF (black ink mixed with ground coal/iron fillings)

Range: Touch

Target: Object Touched

Duration: 1 minute/level

Saving Throw: none, Spell Resistance: no

This spell creates a field of darkness just like the darkness spell with the addition that the darkness ‘sticks’ to anyone coming into the field and leaving it. To that person, the effects of the darkness spell persist as if they were still in the spell’s area of effect. The spell effect can be disperse in the same way as darkness, but has to be applied to the victim. To others, the victim looks like they are wrapped in gauzy wisps of darkness. The spell fades at the end of it’s duration regardless of location.

Monday, June 6, 2011

"The bartender is a what?" Part 1

Players have been meeting up for the start of an adventure in taverns, bars, pub and inns for decades in dozens of different game settings. From the gritty fantasy of Warhammer Fantasy Roleplay, to DnD in all its' incarnations and to the far future of sci-fi games.
I fondly recall one Shadowrun setting where the players had more than a few adventures tied into their favorite club. One being the long running quest to get the owner's truename back (she was a free spirit). One of the fun points my WHFRP GM likes to point out is that an Innkeeper is an advanced career. So they aren't too weak.
In many games I've heard about in campaigns with runaway players, the Bartender is the first to die on the player's whim. I've always thought that any guy (or gal) who runs a bar in an area where there are heavily armed (and armored) folks is not a one-shot one-kill cutaway npc.
So, without further ado, I'm going to start up the 'Bartenders of Glorian' thread over the coming weeks, with alternate notes for my own personal failed game setting of Dragonsgate as an option.

Pathfinder Links

One of the things I like about Pathfinder is the willingness of Pathfinder to work with their players and share all sorts of things on their website. The Paizo Blog is broken up to three sections all of which are good reading. The Store Blog, The Paizo Blog and Web Fiction.

The Paizo Site: Of particular use is the 'freebies' and goodies you can get gratis from the store to expand your goods of the Pathfinder setting of Glorion. You can get free 'Player's Guides' of each of the adventurer's path series, a few other items and the occasional 'beta' test of something Paizo is working on (Like the upcoming Ultimate Combat beta with the Gunslinger PC class)

The Pathfinder Wiki: A nicely organized and growing breakdown of the Glorian setting. Lots of information at a glance for using the setting in games. Good crunchy fluff. Includes sources so if you like something (say the country of Ustalv) and want to read more you know where to look and what to buy.

The Pathfinder SRD: The Pathfinder SRD is a quick access wiki with pretty much everything that the Pathfinder Core Book has, and a lot of the other stuff too. I found it helpful at a game with my iPad. The site covers all the core material and a good chuck of the 2nd tier stuff from the Advanced Players Guide, and some 3rd party races and classes. It has pretty much all the official prestige classes if you area GM looking at something a player wants to do. Also on the GM side it has most of the goodies from the bestiary for quick checks when you're bored at a Starbucks and want to check some critter to drop on the group next adventure.

Callie's Pouch of Spell Components


Callie’s Bottomless Spell Component Pouch (Pathfinder RPG)



Description: Renowned arcane trickster Callie Del Noire is known to have come up with the well-designed pouch of holding to hide her spell components and scrolls and yet have that at ready access when she put her hand into it. The pouch has a false bottom that can be fastened to hide the extradimensional space from inspection. There are several magics that were laid on the pouch that made it different from a normal bag of holding, these include magic aura (to conceal it against magical detection), detect thought and unseen servant (which allow the owner to think the activation word to conceal the extradimensional space and let the servant know what the owner is reaching into the pouch for.) Due to the limitations of the pouch’s size and the servant’s limited lifting ability (2 pounds), it is considered to have a third the space/dimensions of a type 1 bag of holding (contents limit: 80 lbs, Cubic Volume limit: 10 cubic feet)



Construction: Craft Wondrous Item, detect thought, magic aura, secret chest, unseen servant; Cost: 1,500 gp