New Player - New Characters Questions RE: Society Character Creation


Pathfinder Society

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Scarab Sages

I am creating two characters for Pathfinder Society - So I can play locally and PbP. I'm completely new to roleplay games generally, so this is a pretty steep learning curve, between Pathfinder Core Rules, Pathfinder Society Guide and various character creation articles....

Here are my current questions:

The PFS guide says feats are taken per the core rulebook, and the core rulebook states that feats are determined based on class and level (pg 15), but it doesn't say HOW to determine what feats you can have for your character?

As a half-elf druid, my character does NOT have proficiency with crossbow, but I want her to use one.. can I take the feat "weapon proficiency- light", to counteract penalties?

My first character is a Half-elf Druid (STR 10, DEX 12, CON 13, INT 16, WIS 16, CHA 10). Per core rules, she can take 7 ranks in skills, but at one point I put 8 ranks.. is there something I read before that made me add an 8th, based on race, class, or something else I'm now overlooking? I have 7 but would really like to put 8 on her to start...

How is spell resistance (on character sheet) determined?

PFS allows for an "outfit" costing up to 10gps.. Can I use that allowance for a "pocketed scarf", or do I have to choose an outfit like "adventurer outfit"?

Thank you!

4/5 *

Welcome to PFS! Here are some answers for you:

Any character can take any feats they qualify for. Some have prerequisites, but a lot don't. You could take "weapon proficiency - simple" to gain proficiency with all simple weapons, which includes crossbows.

For skills: you get either +1 skill point or +1 hp due to your "favored class" bonus.

You have no spell resistance.

Free outfit has to be an outfit, otherwise you're literally walking around naked.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Every feat has its prerequisites listed in its description. These determine if you can take a feat or not.

The feat you would be looking for to get crossbow proficiency is called Simple Weapon Proficiency. It gives you proficiency with all weapons under the simple weapons category, which includes the crossbow. It does not have prerequisites, so your druid can take it.

There's something called Favored Class Bonus, which allows you to pick either +1 HP or +1 skill point at each level you take in your Favored Class.

Not sure what you mean by "spell resistance (on character sheet)". Spell resistance is an ability that some monsters have and some abilities grant. It's very unlikely your character has it from anywhere, since I can think of maybe one or two things that grant it for PCs.

An outfit is an outfit. As far as I know, you have to pick an actual outfit.

As a side note, what are you hoping for your character's role to be both in and out of combat? With Dex 12 and a druid's BAB, you're going to be shooting with a +1 at level 1, and most of the time will be shooting into cover, melee, or both, which means you're going to be shooting at massive penalties, making that a weak candidate for your primary combat contribution.

Scarab Sages

Lamplighter,
Thank you for the welcome and for the answers :)

The weapon proficiency- simple was what I was thinking, so I'm on the right path for that.

Ahhh.. it's the favored class skill bonus that I forgot about! Thank you for the reminder. I think there may be something in there that says I have two favored classes - does that mean I get 2 extra skill ranks, or does that not apply?

An outfit is an outfit- OK. Gotcha.. I'll have to pay money for the cool scarf if I want it :)

Rei- thanks so much for the additional information..I know abstractly what I want from my character.. She's not a melee combatant generally, preferring to take a support role - thus the idea of using crossbow (and maybe shortsword for melee as needed). However, I want to build her into an excellent animal handler, so am looking to capitalize on her animal companion- though I haven't gotten far enough to understand much about how those skills will translates mechanically to battle... Plus I don't yet understand much at all about her magic powers, which I assume will be one of her primary assets...?

Can you explain what massive penalties you mean?

The only penalties I know of now would be because crossbow is not a basic proficiency, which was why I want to add the weapon proficiency feat right away... but then I haven't studied much about battling yet, so any additional information would be very helpful!

What modifications might you suggest to give her a greater "primary combat contribution"?

5/5 RPG Superstar 2014 Top 32

Normally you designate one of the 20 level classes to be your favored class. Prestige classes can't be chosen as a favored class. Usually you pick the class you plan on having the most levels of to be your favored class. Anytime you take a level in the favored class you get to pick to get +1hp, +1skill point or certain books offer (like the advanced race guide or the advanced players guide) special bonus based on race.

As a Half-elf you get to designate two classes as a favored class. Allowing you to gain a favored class bonus each time you take either of the two classes.

When shooting into melee combat. If your target is in melee combat with another creature. There is a -4 penalty to hit the target. This penalty can be negated by the Precise Shot feat. If anyone is between you and the target they provide cover to the target, and the target gets a boost to their armor class making them harder to hit.

You should try and figure out your character's main method of fighting. For a druid you have melee combat(weapon or wild shape), ranged combat and spellcasting to pick from. You'll also need to pick a backup in case your primary method is a poor choice against your current opponents. Each option will have different feats and stat allocations to focus on.

4/5 5/5 Venture-Lieutenant, Finland—Tampere

Sorry for not explaining the firing into melee penalty, but Brian above clarified that for me.

Druids are pretty fun no matter what you decide to do. Support + archery is pretty much how my roommate runs her halfling druid, although she uses a sling instead of a bow, and it's a totally valid option. She's not the best at archery and she also goes into melee with a scimitar, but in melee she's not a primary damage dealer, letting her animal companion do that part of the job for her.

By the by, did you select an animal companion or a domain?

For archery, you're going to want a few feats if you want to hit things. Precise Shot is super important, because 95% of the time you will be firing into melee. It's quite probable that as you get to higher levels, you're going to be using spells and wildshape more than your bow, but it's always good to have something to do when your turn comes around even if you've already run out of spells.

Think about what you want to do with your character in a few levels - you don't need to think specifics, just look at some of the abilities druids get in a few levels. Wildshape is a big thing: do you want to wildshape into a huge beastie and crush your enemies (this doesn't seem like your thing, but it's a possibility that exists) or do you prefer the idea of utility wildshaping into something with flight or swim speed and scouting for your squadmates? If you want to mostly cast spells, pick feats that help with spells you use frequently, such as Spell Focus in a subschool you use a lot, metamagic feats, and Natural Spell once you get wildshape so you can shapeshift and still cast spells.

Druids are a little slow to get going at first, but they provide tons of utility using spells and wildshape. Even if you don't build yours with optimization in mind, you can't really build a druid wrong as long as you have some idea of what your character wants to do in a party.

Silver Crusade 2/5

As mentioned above, a druid is proficient in sling. Also, a sling costs nothing and weighs nothing, and you can find ammunition as you travel. They are worth having, even as a backup missile weapon.

A club is also free, and you are proficient.

The choice of animal companion can be very important.

Handle animal is the vital skill. With a charisma of 10, and one rank, you will have a skill bonus of 4. Handling an animal companion, you get a +4 bonus, which means you will succeed on directing your companion to perform a trick on a die-roll of 2. If, however, it is injured, there is a -2 penalty. There is a training harness as an item of gear that gives you a +2 bonus on this roll.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

NJ, I would suggest reading Treantmonk's guide to druids. It's very helpful.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

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Here ya go. Treantmonk's druid guide

Scarab Sages 5/5 5/55/55/5

If you're going to take care of a critter please take a union card

Crossbows are pretty bad. If you want to burn a feat on archery you'd be much better off getting a bow. As your stats above you are a LOT smarter than most druids , so you may want to study a bit less and spend a bit more time lifting rocks. (lower your int, raise your dex and strength). Our spells rely on a deeper understanding of nature rather than knowledge about it. Druids are wisdom based casters, not intelligence based casters in this system. If you had the advanced race guide, you could swap out your skill focus for a weapon proficiency.

There are two things to worry about shooting into combat. One is a -4 so you don't hit your friend penalty, and the other is an effective -4* cover penalty from your friends uhm..flank being in the way of your shot. Taking the Point blank and precise shot feats will get rid of one -4 but not the other.

STR: 14 DEX: 16 (14+2 halfelf floating bonus) CON: 13 INT: 12 WIS: 14 CHA: 10 Point buy Calculator

It is possible to "dump" stats lower than 10 for more points. Charisma is a popular choice for druids, but that will make controlling your four legged friend a little more difficult for a level or two without using some tricks that you need to have other books for.

Feat:

1st: Point blank shot
3rd: Precise shot
5th: empower spell

Trait: Magical Liniage: Produce flame and Reactionary (+2 to initiative) From the free character traits web enhancement Hit ctrl f and look for traits if you can't find it.

Druids are proficient with slings, and if you have any kind of strength bonus they're as good if not better than crossbows. Produce flame will quickly be a nice 1d6+5. or (1d6+5)X 1.5 ranged touch as a second level spell, and 1 spell will last you the entire fight.

One thing to ask yourself is what is your druids personality like. (A name would be good too) How do you worship the wilderness? Are you the hippy skippy granola eating friend to all living things (whistles innocently), a ruthless defender of the unspoiled wilds, a one man national geographic society driven to know everything there is to know about thw woods you call home r something else.

All characters in pathfinder society organized play are pathfinders: gentleman explorers dedicated to uncovering the secrets of Golarion, its people and its history. Why is your druid a grave ro.. erm... gentleman adventurer archeologist (or at least traveling with them on a regular basis). Some druids just want to see the many wonderful facets of nature and the society covers their travel expenses to do just that. Some are looking for allies against the aspsis consortium, and some just pathfinder as a hobby, or to gain the wealth and power to better defend their forest homes.

Faction: The societies members have different goals and focuses. You may want to go grand lodge because they're supposed to be getting some exploration and nature based boons soon. If you retain the high intelligence you may want to become a scarab seeker, as they value knowledge even moreso than most pathfinders.

Liberty's Edge 4/5

Handle Animal is a Charisma based skill, so I might suggest you take a couple points from Int to boost Cha to 13 or 14. You start with Skill Focus, Skill Focus (Handle Animal) offsets this quite nicely, so it isn't really necessary to change your stats. At 4th, you get to add +1 to any stat you want, this will allow you to up something that you feel is a weakness in your character.

I would also suggest you put a skill point into Handle Animal and Perception every level. In PFS Knowledge (Local) is used very often. With your high Int, you can do quite well in a number of skills Druids tend not to take (typical Druid Int is 7-10), but put at least 1 point into every class skill at some point in your first three levels.

Also you get 2 free traits (free downloadable PDF). These can help round out your character nicely.

However you end up making it, have fun with it.

Scarab Sages

You guys have given me terrific tips!!! To give you some additional info, here are my starting skills chosen (as of now- that might change given your advice)- they are all class skills: Handle Animal, heal, kn. geography, kn. nature, perception, spellcraft and survival. I need to choose one more (class bonus) - suggestions?

Since handle animal is important to me, I'm now at int. 12, Wis 14. I want to make good use of spellcraft and kn. nature, so don't want to lose any more than that from int.

I'll go with a sling- I like the idea of using natural materials (though how deadly is a sling typically?) and so far, I want to take feats animal affinity and armor proficiency - light, so I can use some melee weapon.. club just seems too barbaric... What if I go with a shortspear (1gp is cheap), which has same damage, plus as a bonus it's range is 20 vs. 10.

----"Some druids just want to see the many wonderful facets of nature and the society covers their travel expenses to do just that." ---- this, definitely, which also supports the idea that she's not much of a melee fighter, much preferring to use her animals (I was thinking a badger.. because their speed and meanness seems to complement her non melee tendencies) to do what they do best- bite and tear :)

I know about traits and I have the pdf, but not sure what to pick there that would be complementary...

Have no idea what to do with spells yet though,

nor what I need in order to actually USE an animal to advantage..

Silver Crusade 2/5

In PFS, an animal companion has a neck slot and a barding slot for magic items. If you want more for your companion, you need the Animal Archive player companion book, either on PDF or dead tree versions.

Your companion doesn't have armor proficiency to start with, so you need to get barding that has no armor check penalty, or take that penalty to attack rolls. Studded leather works nicely to start off, and a mithral chain shirt also has no penalty.

Your choice of feats will have great effect on how it fights, and the Animal Archive also has archetypes for animal companions that will influence it. (Animal Archives is very useful for members of Druid's Local 704).

For spells, fortunately you can change your loadout every day. This gives you the opportunity to experiment with them, and when in doubt, you can always switch to a summon nature's ally. My own druid is a gnome with strength 6, so she doesn't fight much. This leads to many buff spells for her kitty, and the rest of the party.

Grand Lodge

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For your last skill point, stealth is a very handy skill and while it is not used as often in pfs as it could be (or probally should be) it is always good to be the guy who did NOT alert the nearby bandit camp you were sneaking past.

On a side note. You handle animal bonus of +8 at first level (1 rank, 3 class, 0 cha, 4 animal companion) will actually be enough for most handle animal uses. Teaching new tricks may become an issue down the line but most combat you will only need a +11 max (DC to push an injured animal to do a trick it knows is 12, so +11 is auto succeed)

Sling is far from a deadly weapon. That said, as a ranged weapon it is fine.

You have light armor prof, you are prohibited from wearing metal armor ala druid code.

Club is good because it is bludgeoning damage vs those brittle brittle skeleton bones. Most PFS characters should carry around a club simply because a skeleton DR will eat up most of a shortsword damage.

Shortspear is good as a primary. I usually pick a primary weapon (one i use feats and class abilities for) and then have a back up suite of weapons. Club (or battle aspergillium, super awesome club like weapon, it can sprinkle holy water for extra damage to those restless undead) and Daggers (throwable, light so useable in a grapple, piercing and slashing coverage, concealable) and a ranged (I prefer bows, but slings are good too)

Badger is a good pet, not my favorite (take a peak at the Dino from the CRB, Deinychus) but still nasty.

Traits can be tricky. My suggestion is for Elven Reflexes (Half Elf Racial Trait, +2 init) and Highlander (+1 trait bonus to stealth, and you get stealth as a class skill). I am suggesting Highlander because I do not think stealth is a class skill for druids. If I am wrong, please do ignore this trait, a +1 trait bonus is not enough really, the big benefit was the class skill.

Spells, yeah, easiest would be go through the CRB druid list and pick ones your character would like. Some highlights are:

Entangle: big area, good effect, just be careful of catching the party
Cure X wounds: YOU CAN HEAL, keep it in mind because this means you can use CLW wands without UMD and it is nice to have one prepared and tucked away up your sleeve for an emergency.
Shillelagh: turn your club or staff into a +1 weapon which deals 2d6 damage
Magic Stone: 3 stones become +1 magic weapons and can be thrown or shot from sling for 1d6+1 and you treat em like sling bullets. Oh, and it is 2d6+2 vs undead.
Magic Fang: +1 enhancement to one of the pet's attacks, good for bypassing DR later, but for now, it is a +1 to hit and damage

At early levels (1-5) the animal companion is your melee side or body guard. You can do melee yourself, but the animal companion starts at HD 2 (twice your HD) and most are built to rip things apart.

Flank Trick
Attack Trick (taken twice so it will chew on all the foes, not just animals and humans)
Down/Come Trick (could do both if you like)
Heel Trick (so it will follow you through those hell gates)

That is 5/6 tricks there. It does not leave much wiggle room at level 1 sadly, but I think that will about cover most trick needs besides some niche ones. Tricks for the future to keep an eye out for are Sneak, Seek, Track and Menace.

After 5th level, most love-able furballs are mounts and scouts. This is mostly because they start to lag behind other martials soon. They are not completely useless in combat (not till post most PFS careers) but the lower HP and BAB show around now.

Scarab Sages 5/5 5/55/55/5

NJHeart2Heart wrote:


Since handle animal is important to me, I'm now at int. 12, Wis 14. I want to make good use of spellcraft and kn. nature, so don't want to lose any more than that from int.

Don't adjust your charisma just for handle animal.

Most of my druids have a charisma of 7 or lower. They have very little trouble controlling their animal companion at lower levels and none at all past level 2 or 3. Stat points are a very valuable resource. Inscreasing skills is relatively easy. If you're worried about it you can use the half elfy skill bonus.

99% of the time you only need to make a dc 10 handle animal check.
1 rank ( all you can have at first level
+3 from it being a class skill for druids
+0 charisma
+4 from the animals LINK ability: he's your trusted friend and companion. You know each other.

Would be a +8. Throwing your half elfy skill focus onto that would be +11, which is enough to command your companion while he's hurt when you roll a 1. While the consitency is good, having to do less die rolling during your turn is amazing, especially for the new guy.

Your animal comes fully trained. It gains new tricks as it levels without requiring a handle animal check. The only reason you';d have to retrain it is if it dies (and it had better not...)

Quote:


I'll go with a sling- I like the idea of using natural materials (though how deadly is a sling typically?)

better than a crossbow but worse than a bow. the composite bow really is the only missile weapon worth using in this game. A sling isn't that bad until level 5, but by that point you should be chucking spells.

Quote:
and so far, I want to take feats animal affinity and armor proficiency - light, so I can use some melee weapon.. club just seems too barbaric... What if I go with a shortspear (1gp is cheap), which has same damage, plus as a bonus it's range is 20 vs. 10.

As a druid you already have armor proficiency light and medium. You can wear leather or hide, depending on whether you want to be slowed down or not.

If you want to do ranged you really, really really reallllyyy need precise shot, which means you need point blank shot.

Quote:
I know about traits and I have the pdf, but not sure what to pick there that would be complementary...

Reactionary is a very good (almost mandatory) one. If you can shoot before your melee gets in the way you vastly increase your chances of hitting. Magical linage for produce flame will give you a lot of options later on.

Quote:
Have no idea what to do with spells yet though

You wake up early, enjoy the sunrise, pray to nature and ask it to fill your head with spells.

You pick 4 Orisons that you can use all day.

Detect magic (exactly what it sounds like)
read magic (lets you identify scrolls you find)
create water (exactly what it sounds like)
Stabilize (stops a dying companion from becoming a dead one) is a good combo for a pathfinder. Then all day you can cast those spells whenever you want to, as many times as you want to.

Then you pick (probably 2) Real spells.

Cure Light wounds (gives you back more hit points)
Entangle (wraps enemies up in trees and vines, can only be cast in areas with lots of plants)

Once you cast these, they leave your mind and you have to wait till the next day to get them back.

Quote:

nor what I need in order to actually USE an animal to advantage..

There will be a map with 1 inch squares. You'll have one figure for you and 1 figure for Mr Badger. The DM (guy running the game) will call for initiative. You roll a d20 (the spherical looking one) and add your dexterity and other bonuses (like reactionary). High roll goes first, the rest go in order

So if its you and a goblin you roll and go higher

DM: roll init

You go before the goblin.

You say something like "Shooting at the goblin" and roll that d20 again. You add your base attack bonus, dex bonus, and as you level up a metric ton of other bonuses. If you roll high enough you hit the goblin. If you hit the goblin you roll a d4 (the pyramid looking 1 that everyone steps on) and add your strength bonus.

You then say "Telling Mr. Badger to attack" (Honey would be a good name come to think of it) . if your handle animal roll is under +9 you then roll a d20 and add the handle animal skill to try to get a 10. If you fail mr badger holds out for more scooby snacks. If you succeed you move the mr badger miniature up to the goblin miniature and he tries to attack. He rolls a d20 and adds some bonuses and if he succeeds he rolls damage.

If you send the badger in to attack first, the goblin will be able to hide behind it and gain +4 to his armor class, which is like you getting a -4 to hit. -4 to his is a LOT, meaning you'll probably miss. There's also a -4 penalty for shooting into melee, for a total of -8. This is why you need point blank and precise shot asap.

It gets kind of complicated from there. The basics is you have a move action, a standard action, and free actions. (there are also swift actions but they're rarely useful for new druids) There's a chart in the core rule book telling you what you can do with each one. For you its usually "move action, load sling. Standard action, fire sling, free action, " KILL THEM MY MINION!"

Scarab Sages

roll4initiative wrote:
Here ya go. Treantmonk's druid guide

Thanks for the link! I will read up on that.. anything like this for wizards and spellcraft? Because I'm also working on a wizard character :)

The Exchange 4/5

NJHeart2Heart wrote:
roll4initiative wrote:
Here ya go. Treantmonk's druid guide
Thanks for the link! I will read up on that.. anything like this for wizards and spellcraft? Because I'm also working on a wizard character :)

guide to guides

their are a few guides for wizards. have fun!


Hi I'm new to the whole pathfinder society so just trying to scope things out.

I was under the impression you made one pc,at first level and worked your way through.

but a site I'm on is link to the PFS and are running games starting at 5th level.

So am I correct that yes you do need to work your pc to 5th before playing that or can you just make a 5th level pc.

secondly I have seen monster character classes.

I once had a barghest pc when 3rd edition was around and they killed that off with 3.5.

So can you now play them again using pathfinder?

So can I play two pc's one normal and one my barghast and if so can someone help me out how to work out how to do the later pc creation please

The Exchange 4/5

link to guide for PFS organized play
download this for free and read it. This is the basic guidelines for PFS and should answer all of your questions Steven Churton

Grand Lodge

You start at 1st with 0 XP and work your way up. The game you saw is "probally" a group who has played a while and is running a scenario that is for level 5-9 characters. Not all scenarios are for 1-5 level characters.

Second, while Pathfinder has rules for monster PCs, PFS does not support those rules. Many things in generic Pathfinder are not supported in PFS, Crafting, Evil, Leadership. The guide countchocula linked will cover most of the things you need to know.

5/5 5/55/55/5

Steven Churton wrote:
Hi I'm new to the whole pathfinder society so just trying to scope things out.

You've been directed to the guide. Don't worry if it sounds like something that would summon cuthulu's lawyer.

Quote:
I was under the impression you made one pc,at first level and worked your way through.

You can make as many PCs as you want. They usually have to level through normally though.

Play a game. get a chronicle sheet. get 3 xp go up a level. Wash rinse repeat.

What often happens is someone makes a character, gets them to level 4 or 5, then make another character for some reason. Maybe they sit down.. and everyone else has level 1s. Not wanting to run a level 4 through a level 1 scenario they make another character. Or they get bored with the character, or everyone is making a reach pole arm fighter this week so they make a cleric. They get that character up a little bit, then there's a high level game so they play their first character, remember how much they liked him and play him for a bit. After a while people tend to develop a spread of characters.

Quote:
but a site I'm on is link to the PFS and are running games starting at 5th level.

Its probably a pregenerated character. What happens is if for some reason there's no low table you can play at you can play a higher level character at the table BUT it has to be one off of a list. You can't just make a 5th level version of your character.

Quote:
So am I correct that yes you do need to work your pc to 5th before playing that or can you just make a 5th level pc.

Usually. For every "this is how it normally works" there's always 15 footnotes of "unless you do this.. this.. this.. or this..."

Quote:


secondly I have seen monster character classes.

This year the kitsune (fox person) Nagaji (snake person) Tengu (crow person) Wayang (... weird.. shadowy.. little thing person) are legal for everyone. Past seasons have allowed tieflings (half demons) and aasimar (half angels) and there are other races available by special boons from conventions but...

Quote:
So can you now play them again using pathfinder?

Nothing THAT weird in organized play. Are you sure it was a society (organized play) game?

Scarab Sages

countchocula wrote:
NJHeart2Heart wrote:
roll4initiative wrote:
Here ya go. Treantmonk's druid guide
Thanks for the link! I will read up on that.. anything like this for wizards and spellcraft? Because I'm also working on a wizard character :)

guide to guides

their are a few guides for wizards. have fun!

Thanks Countchocula!


Sorry for the Noob question! but I'm making up a test character to have a run in a non pfs game before I make my pfs character.

I have heard of a Warpriest class,but cant find it written up anywhere.
is this a basic class,advanced class or prestige class.

and could I be told where I can find it..

also I am intrigued,but the fact,the pathfinder has rules for settlements,armies etc...

does that mean you can construct settlements and armies etc,and if so where are the rules for that,and Is there a level requirement before being able to do so..

5/5 5/55/55/5

Steven Churton wrote:
Sorry for the Noob question! but I'm making up a test character to have a run in a non pfs game before I make my pfs character.

Not a bad idea. At least for first level though its not strictly neccesary: you can remake your character in between adventures.

Quote:

I have heard of a Warpriest class,but cant find it written up anywhere.

is this a basic class,advanced class or prestige class.

Advanced class guide Linky

and could I be told where I can find it..

Quote:
also I am intrigued,but the fact,the pathfinder has rules for settlements,armies etc...

Most of those are in ultimate campaign. Pathfinder society organized play doesn't use them. There is one army scenario assault on the wound, and the emerald spire has some sort of mini kingdom building hex thing on the chronicles.


Thank You BigNorse for the feedback!


What race? has the best advantage for a war priest?

Grand Lodge 5/5

Any race works with warpriest, I have an Ulfen Warpriest that I really like. However mechanically I would vote for Half-Orc (with Fate's Favored as a trait, and Sacred Tattoo as an Alternate racial trait)


Which book has the different cultural descriptions! for example Ulfen?

Grand Lodge 5/5

Off the top of my head, Inner Sea World Guide and some of the splatbooks (like Humans of Golarion or the Dragon Empires Gazetteer) probably have the most. Though the Wiki is also a good place to start.

Silver Crusade 2/5

Pathfinder wiki


Hey Steven, since you appear to be using mostly online stuff to make your character, you should know about this rather important rule that PFS has: you have to own the books and bring them to each game if you want to use them. So if you make a warpriest, expect that at any time a GM could refuse to allow your character if you haven't brought the book.

I believe that the Core Rulebook is the only exception. That is, while you are still supposed to own that & bring it, the GM is also supposed to bring that (and only that), so he or she should never need to ask you to produce the Core Rulebook and "prove" something in there. So coming to the game with a standard wizard or cleric or barbarian wouldn't raise any eyebrows, and wouldn't have anyone doing a "book check" on you. But bring a warpriest or give your character some unusual gear from a tiny splatbook, and you should expect that at some point (maybe not your first game), a GM is going to say "show me the book or else it doesn't exist."

Good luck! Have fun!

Scarab Sages

Although we say "bring the book", watermarked pdfs are also accepted (unless a ruling changed). Now, the number of times I've been asked to show ownership of a book is in the single digits, but it doesn't hurt to be ready.

Grand Lodge 4/5

Usually, in my experience, the main reason for the "bring the Paizo document" rule being invoked is when the GM doesn't know the rule, and needs to look it up. In that case, the actual book it is from is needed, rather than any of the online resources.

This means that, odds are, that a GM is unlikely to need to see the rules for Channel Energy, but may need to see the rules on how Bloodrage works, and how it differs from Barbarian Rage.

As a GM, I am less likely to need to see the rules on stuff I use for my own PCs, but more likely to need to see the (obscure) rules for how options I don't use, or seldom use, work.

In other words, it never hurts (other than maybe your back ;) ) to have the PDF or hardcopy book with you, or, for PDFs, just print outs of the relevant pages for the PC.

For instance, I have the ISWG and ISM pages for Razmir and Razmiran Priests printed out and stored in the binder for my PC who has the Razmiran Priest archetype. Seldom needed, but quickly available when his oddities form the archetype come into play.


That would have to be watermarked pdf's copies I'm presuming! not just one's copied from a friends pdf?

Silver Crusade 2/5

Steven Churton wrote:
That would have to be watermarked pdf's copies I'm presuming! not just one's copied from a friends pdf?

Absolutely correct.


Also a question from someone who was a pure 3.5er ,Does Pathfinder have Dragonborn as a race?


No, Dragonborn are a Wizards/Hasbro thing.

Grand Lodge 4/5

Steven Churton wrote:
Also a question from someone who was a pure 3.5er ,Does Pathfinder have Dragonborn as a race?

Not for PFS, as it was not in any of the OGL material.

For a home game, you can discuss it with your GM. I think the 3.5 version was from Races of the Dragon?


correct races of the dragon

if you are a fan of the old 3.5 dragonborn avoid the 5e ones i have not seen them but are told they are completely different from the old ones

of course if you do decide to put them into a home game you will need a new deity to base them on

Scarab Sages

<NJHeart2Heart growls slightly at the fact that Steven Churton hijacked her thread>

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

I would think that PF could make a Dragonborn race at some point, but call them "Dragonkin" instead. Not likely to happen, though.


they have half dragons dont they thats good enough for me

although i dont think those are legal for society play


oh wait of course the level adjustment is where the problem lies

3/5 RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

There are the Nagaji, who are lizard people. It might be close enough for some purposes.


With a draconic bloodline, you could even be a lizard man who spews forth a breath weapon.

-k

Liberty's Edge 4/5

thaX wrote:
I would think that PF could make a Dragonborn race at some point, but call them "Dragonkin" instead. Not likely to happen, though.

There's one in Midgard from Kobold Press but its NOT legal for PFS


NJHeart My apologies! wasn't as you say an intended hijacking.
I just presumed it was an open Q & A room...

5/5 5/55/55/5

2 people marked this as a favorite.
NJHeart2Heart wrote:
<NJHeart2Heart growls slightly at the fact that Steven Churton hijacked her thread>

If you love it let it go, if the topic of conversation doesn't wander back it was never yours.


As a person looking to play or possible Gm pathfinder.
What Freeport modules are PFS friendly?

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

None, since Freeport is a Green Ronin Publishing product. PFS is Paizo only.

Now if you are asking what Freeport products are made using Pathfinder there is the following that I can find:

Peril in Freeport - Cubicle 7 Entertainment
Freeport Companion - Green Ronin Publishing
Dark Deeds in Freeport - Kobold Press
Freeport: The City of Adventure - Green Ronin Publishing
Player's Guide to Freeport - Green Ronin Publishing
Rito della Sucessione - AW Games

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