Are there any adventure paths (other than Kingmaker or Rise of the Runelords) where the party stay in the same area , such that they can have a home base and put down some roots in the community? Are there any APs set almost entirely around and in a city or a fort?
Our group wants to try a less travel-oriented campaign.
Are all the APs going to be Mythic from now on? Or will some have mythic elements while others do not? Or will the APs be done in such a way that they have all the mythic and non-mythic approaches in each AP, such that you can opt-in or opt-out as desired?
I ask because I dont want to buy any Mythic APs anytime soon, but I do like Pathfinder APs.
Just because you are wise, that doesn't mean a fence or a criminal couldnt put one over on you. They have to fleece the wise and the cautious all the time, if they want to survive in any world in which not everyone is gullible.
So by all means, switch Str and Con, and remain wise. If anything, this gives you a roleplaying hook of some sort, either more wisdom (realizing that wisdom alone isnt always sufficient) or perhaps giving you a suspicious nature or giving you a bit of a feeling of disappointment with yourself, or any number of things that could come from overlooking the fence.
There's always another way to spin something, from a character perspective.
Please forgive my questions if they are answered somewhere or if they are obvious to normal people. :) My search-fu is weak, and I am UI / layout - challenged. Oh and all of my questions are about the WizKids minis, because I dont have the free time to paint my own minis.
Can I order bricks of miniatures individually, or do I have to buy a subscription?
What exactly does a subscription entail? I found the splash page about it confusing, but I am easily confused. :)
Is the plan, going forward, to make bricks of painted minis for most of the adventure paths as they come out? Will WizKids ever do figures from older adventure paths?
Are there certain core mini sets that are always going to be kept available?
How do the special sets (such as the undead battles set on the home page currently) fit into the product line? I couldnt figure out where to find other such "non-core, non-adventure path" sets compiled into one place. Do they expire after supplies are sold or will there always be (slow, occasional) future availability?
I see individual figures listed for a higher price. I am assuming that these individual pieces are available until sold, and once they are gone, they are gone? And I assume that therefore some figures I may desire from a set wont be available for individual purchase due to the stock having been sold?
Sorry if these questions are compiled and answered elsewhere. I am none too clever at following product / web page layout, and I browse on a tiny mobile phone. So I do apologize if the answers should be obvious to me.
Thanks for any help, and for your patience. :)
Yeah the advanced race guide has aasimars, sylphs, etc living as long as elves or longer, which I prefer. But one of the pathfinder guys didn't like that. And when someone pointed out that the ROTRL campaign had an npc written assuming a more human lifespan, this PF developer kinda had the excuse he may have felt he needed to justify the shorter lifespan.
Now whether they went through with it or not, I can't say. I hate short lived aasimar, ifrits, etc on concept. So I never looked to see if they pushed that through. I guess if they did, I can roll up my Paladin of Asmodeus, since that was in a sourcebook too. :)
I strongly dislike tricks and traps. I also found the hunters bond for helping the party to be uninteresting, and something I dont enjoy dealing with.
As for re-writing the Ranger, picking the trapper or tricks stuff is already re-writing the ranger just as much, so why not re-write it in a way that I enjoy?
I love every ranger ability except hunters bond and the spells.
Anyway, I will go with four feats, and limit them to the ranger combat style feat list so as to minimize any encroachment into fighter territory.
Thanks for the responses. I will look closer at the third party stuff, but I dont like losing or changing any of the other abilities.
I love the Ranger Class for the most part, but I don't really like the spell-casting or the animal companion in terms of flavor. However, all the various Ranger Archetypes which trade those out for stuff trade them for stuff I hate or don't care for, or which are tedious, and those Archetypes usually change other things I consider critical or essential as well.
I was wondering, if one were to drop Ranger spellcasting and Spell List/Trigger access and Animal Companion access and replace them with a number of Ranger Combat Style Feats or just general feats spread evenly across the Ranger's 20 levels, how many feats do you think would be a fair trade to keep the overall power level of the Ranger where it is?
My instinct is to say 4 feats, but I wanted to hear your opinions.
@TarkXT: Hmm. I will consider those ideas. Could be fun. I do like the idea of worshipping a god of madness.
@LordKadarian: Can you be an advanced goblin? :) I like their stealth and dex bonuses and stuff. :)
I do kinda like the idea of being an Ifrit Diviner of some type, just to get the dumb +18 or so to initiative. :) But I have no specific idea on how to make that overpowered. Its merely fast. :)
I have about 4 hours before I go over and start making the character so I will mull everything over as well as any new suggestions that might come in.
Oh my friend is pretty sure that even tho nobody else is gestalt, the GM will let me be a gestalt Sorcerer/Warlock simply because he wants to encourage crazy stuff. So I might do that doo. :) If he lets me. But he might also say no.
Anyway, I will listen to any and all suggestions.
I am not sure about the Theologian of Madness. I do like the concept. But I am not sure that being able to give the huge save and attack penalty to anything is worth the cost of many of my main effects being ignored at high levels. I mean all my mind affecting stuff. And while I know the debuff works on everything ... still. It isnt thrilling me. :)
I will keep thinking about it and I welcome any other suggestions. Thanks much!
I guess I should have stated up front that I dont really understand or like the summoner. Something about it I just dont get. I made one once and I was the weakest party member. I also dont like alchemists.
I apologize for that. I should have mentioned that I suck with Summoners and Alchemists. :)
But still I do thank you for the reply.
To give more focus, I like being immune to crits. I hate being held or mind controlled. I love wizard spells. I would love shapechanging except its complicated. And I guess pathfinder shapechanging is not OP at this stage. I always loved the warlock conceptually but they were always kinda weak other than that gladius / binder hellfire lightsaber type build. Bleh.
I dunno. I'm stumped. :)
A friend who used to run an evil 3.5 D&D game every other week moved away for a year but recently moved back. But we all play Pathfinder now. So he is starting his game again using Pathfinder but also anything from 3.5.
He runs an over-the-top style evil game and so I need ideas, especially over powered builds if possible (due to the fact that I tend to make pedestrian builds and I wont measure up if I dont do something) just so that I can bring something to the table. I'm not good at evil stuff. :)
So I am wondering if you have any suggestions for builds that would be fun, versatile, wacky, powerful, or whatever, and maybe which feats, prestige classes, etc from 3.5 are juicy and maybe even be a bit over-balanced.
I do prefer spell casters, especially wizards, but I am not sure I am going that route. The other players will be:
Help? Please? Thanks so much for any ideas!
So we are about to make this character. Sorry for the necro response. But the player wants to go with Alexander's crossbowman fighter build at the bottom.
And I am wondering, does the damage just come from the feats, base weapon damage, and weapon enchantment? I mean, since str does not add damage.
He is going with Str 10, dex 19, con 16, int 12, wis 10, cha 10.
Thanks for all the responses guys. If you have any more builds or suggestions, I/we are eager to hear them. I will forward this thread to the game master and the player so they can read them.
One specific question (from Paladin of Baha-who's post): what is the deal with retraining weapon specializations? Is that RAW/official or just a house rule? We dont really have anybody in our group who plays straight fighters, so I am pretty ignorant on several mertial rules.
I have a friend who wants to play a ranged character like an archer or a crossbowman. He specifically wants to play a Kitsune. He does not like to deal with any tricky stuff like spellcasting or funky traps or animal companions. He just wants to be some kind of Kitsune archer.
What build do you recommend for this? This will be a kingmaker campaign and he will be joining our currently first level party. We have a cavalier and a barbarian and a wizard and an Oracle.
I was thinking he should go for the pure fighter/bow concept, at least before I knew Kitsune (-2 str) was a requirement. Our game master thinks he should go with a crossbow and the skirmisher Rogue thing for moving sneak attack since the racial penalty to strength will be present. I actually now don't know what to think now. None of us are really hard core gamists in terms of mechanics. So it's just has to kind of be fun for the player and work well enough.
Oh and we have a generous 25 point buy.
And again the player is very new to the system and just doesn't like any spellcasting or weird tricky stuff if he can avoid it. Unless it is something that is still simple at high levels but manageable to grow into. He has poor retention in lots of rules so complexity is probably bad.
Thanks for your help!
Wow. Thats way too many directions to consider for feats. :)
As for blasting, we will have an oracle of flame. So I am not sure I want to go that route. Also my last serious wizard was an elf diviner so I am not sure I should do that again. :)
Ugh. Decisions, decisions!
Thanks for the reply, and thanks to anyone who resopnds as well!
(The Kingmaker aspect is secondary really; Just listed it for context)
Our group was supposed to make new Kingmaker characters about a month ago but we were delayed. Last night we sat down and finally did it. I didnt finish due to some decisions I cant seem to make.
So I am torn on what school. I considered an Ifrit Diviner for the stupid good initiative roll, but I decided to go human. I was planning to maybe be a Conjurer and take the summoning feats, spell focus feats, spell penetration feats, improved init and maybe toughness. I could then use wizard feats for metamagic and get spell perfection at level 15.
All solid I guess but kinda boring. What I really kinda want to do is take fast learner, improvisation, and improved improvisiation so that I can get (by level 3) +4 to all unRanked skills, and in particular +8 to all int skills. Sort of a knowledge type guy. I would actually pump one or two knowledge skills.
Our group will have me (wizard), a cavalier, a saurial shaman druid, an oracle of flames, and a bow-based ranger. We have a 25 point buy. I was thinking 10 str, 14 dex, 14 con, 18 int, 10 wis, 14 cha.
With this setup I would get 8 skills per level so I would max out K(arcana), linguistics, spellcraft, perception, diplomacy, umd, sense motive, and bluff. Best of all, I would have +4 to all skills, which means I would have +8 to all knowledge and craft skills and appraise without spending points.
But of course the cost is that suddenly I am a rather unfocused Wizard.
Any advice on approach to take? I really like being a knowledge generalist but maybe I dont need the human improv line to do that. I also wonder if I should do Int 19 and Cha 12. I do want to pump a bunch of social skills but +1 may not be worth the hit to Int.
Any thoughts or advice?
I have to say, (personal opinion), that's pretty silly. Again, just my opinion.
What happens if you stop wearing the item for a day? Do you lose the feat? Or does it become inert for a day until you wear the item alone?
What happens if you found a helm of opposite alignment. Could your chaotic neutral character take monk levels?
What if they ever made a magic item that let you cast a level 3 spell once a day? Would that let you qualify for eldritch knight?
Or is it just feats?
Anyway, I certainly would house rule that out if I ran a game just because to me, its non-nonsensical. Fortunately, I dont, and none of you are in my non-existent game. :) So we can just agree to disagree.
Magic items dont qualify you to take feats do they? Just curious.
If they do, can I drink a potion of Bull's strength when I level up, and then when it wears off, lose the power of the feat, but have the ability to be buffed and then my feat kicks in?
Seems weird. I assumed you need to have the stats innately.
Cool. I think conceptually, I find the Diviner most interesting.
However the default Scrying power seems better for a Kingmaker game, whereas the Foresight powers seem better for simple fun factor. So I am torn on that.
I do have to say though that the idea of having Efreeti blood and going Conjurer and taking some of the other racial traits for matching that concept ... well, sounds cool too.
I guess I will dwell on it. I guess there is no wrong choice here, both will be good.
I am torn on which to play. I do know that we will use a 25 point buy, and so my Dex is likely to be 16 and my Int will be 18. So my init bonus at level 1 will be:
Even though I would probably be more effective being a Conjurer (Teleportation) Wizard, I do like the idea of Divination due to it being a Kingmaker game and due to the added init bonus and the d20 Prescience thing. Tho I guess for Kingmaker the Scrying Adept power from the basic Divination school would make more sense.
So yeah I am very much torn.
Either way tho, I will probably build as if I were a Conjurer. I want spell focus conjuration, regular and greater, and both spell penetration feats just so that my control spells are good, and I want the two summoning buff feats as well, plus improved initiative. I guess I will also use my wizard feats to pick up metamagic so that I can get Spell Perfection at 15, tho I have no clue what I want to perfect.
I could also go human, for the extra feat and for the ability to not look like a demon. :) But I like the ifrit +4 init more than the human ability to have +2 to int. I know that I should like the int more tho. :)
Our group is about to make characters tonight for a Kingmaker game. I was thinking about making a Wizard optimized for Initiative, just for fun, and so I am thinking I will be an Ifrit with the +4 init racial swap-out.
However, I had been thinking Conjurer just because some of the other Ifrit swap-outs affect Conjuration and it seems thematic. But then again, with a big campaign about running a kingdom (I think? Not entirely sure whats up with Kingmaker) maybe it would be good always having some high level Divination spells in slots at all times, and I love the Divination option/subschool that lets me roll the prescient d20 a number of times a day and then basically use it for substitution. Plus divination would augment my stupidly high divination score.
Anyway, so, for Kingmaker, do you think a Conjurer or a Diviner would be best?
I know Druids dont have to have a specific god. But I was wondering if it made sense for a Druid to worship Arshea, the Empyreal Lord of liberation, physical beauty and sexuality. The idea would be that the character reveres nature, but happens to revere physical beauty and sexuality most. The Druid would be Neutral Good.
I thought Heighten Spell was BAD for Spell Perfection. Sure, the DC would go up 2 instead of 1. But the text on Heighten Spell does *not* say to increase the spell slot value by 1, as most metamagic feats say. Instead, it says that the heightened spell uses as high of a slot as its effective level.
Spell Perfection lets you stack on a metamagic feat for free, but still makes the comparison of the overall level vs 9th level slots to remain valid. While Spell Perfection never uses the literal phrase "effective level" ... thats effectively (sorry :)) what that check for total levels (vs 9th slot) is.
So RAI, and maybe even RAW if you arent pedantic, seems to me that Spell Perfection gets trounced by Heighten Spell. And even if it doesnt, you still could get trounced. Check this out:
Fireball with Magical Lineage and Heighten Spell and Persistent Spell have an effective level of 6. Magical Lineage lowers the metamagic cost by one, but you still cant use a 5th level slot because Heighten Spell says the slot used is equal to the effective level of the spell, and that is 6th.
Anyway, I just dont trust Heighten Spell. What do you all think?
Ok so Quicken Spell at 9th, Dazing Spell at 7th.
But which MM feat at 3rd? I still want Persistent, even if I dont use it on Ball Lightning all the time. Because a Persistent entangle would be cool. Or whatever.
I still am unsure what to Lineage/Perfect. Ball Lightning seems cool, but its frustrating that BL isnt one of the possible spells for a spontaneous selection for a Storm Druid.
Interesting points. Too bad there isnt a Call Squirrel Storm spell that works like Call Lightni g except instead of the 3d6 lightning damage, the bolts will baleful polymorph the targets into squirrels. I think it should be 8th level. Oh! And then there could be an epic Storm of Squirrel Vengeance that turns whole cities into squirrels!
Anyway, my reason for wanting Persistent Spell on Ball Lightning (or whatever) is simply that each Ball is save-or-nothing, and that is pretty frustrating. And the higher you go, the higher enemy reflex saves get. Sure, when I first get Ball Lightning at level 7, my save DC would be 19 or 20. Not necssarily awful. But by the time I am throwing around spell perfected ones at level 15, my DC would be 21 plus whatever I can get from +wisdom gear. Maybe 23 or 24. But lots of foes will have spell immunity and resistance, which is bad enough, but also crazy high reflex saves. Heaven forbid they have a cloak of resistance. At that point, all Persistent does is make it palatable.
Anyway thanks for the response. I do like the idea of Persistent, Dazing and Quicken. I can perhaps get Rime or Elemental on a Metamagic Rod.
Then again, we dont really have magic shops in our games, as such. We use the random determination/low magic rules. Tho we can roleplay finding someone who will craft for us, or I could take craft rod. But I dont have room on this character. :)
I definitely want spell penetration. And I guess with my spells being about half-and-half conjuration and evocation, taking spell focus is perhaps not the best approach. So that leads me to this template:
1) improved initiative
I agree that I really want Dazing Spell. I also sorta want Rime spell but about all I can think of that it works well with would be Ice Storm. Is there a Greater Ice Storm? :) Would be cool.
But other good metamagic feats would be elemental spell (i guess) and quicken spell and persistent spell. So I have 5 metamagic feats I like but room for only 3.
In a way I wonder if Quicken Spell is pointless. Well not pointless, thats silly. But maybe not optimal. Its not like I am making some crazy fireball blaster and I am trying to drop a quickened empowered spell perfected lineage fireball in the same round I am dropping a dazing maximized intensified spell perfected lineage fireball, or whatever.
I dunno. And then I still dont know which spell to take spell perfection on, or which spell to take magical lineage on, or whether to take reactionary vs wayang spellhunter for my other trait.
I almost want Magical Lineage on Ice Storm so that I could use Rime spell and entangle with no save for a 4th level slot. But then again, Magical Lineage and Spell Perfection on Ball Lightning would eventually let me keep a persistent ball lightning in a level 5 slot and then throw on dazing for free so that i can keep 3 or 4 targets stunned, and they would have to save twice every time.
But then again, maybe I should use lineage+spellPerfect on something I can spontaneously cast. I was thinking of Storm Domain first, then Air. Then I can spontaneously get Call Lightning, Call Lightning Storm and Chain Lightning.
Oh yeah, Chain Lightning. Maybe I should play for the really long haul. Get Magical Lineage on Chain Lightning and Spell Perfection. Then I could do either a normal quickened chain lightning in a level 6 slot (assuming that lineage works to remove 1 level from the spell perfected free quicken to meet the rule that my freebie from spell perfection cant effectively exceed 9th level as a spell). But I should definitely be able to do chain lightning with elemental spell (keeping it level 6) and then using spell perfection to put Dazing Spell on it.
But dang, thats a long road.
Anybody got any suggestions relating to these thoughts?
Thanks for the replies!
I kinda want to take Spell Focus and Greater Spell Focus Evocation, in conjunction with Elemental Focus and Greater Elemental Focus for Electricity. Then maybe Dazing Spell, Persistent Spell, and Quicken Spell. Then I could get Spell Perfection on Ball Lightning along with the trait that reduces metamagic on it by one (Magical Lineage, iirc).
The problem with that is ... such a progression eats up all my feat slots, and I would still crave improved initiative, toughness, spell penetration, greater spell penetration, natural spell, heavy armor proficiency for Ironwood armors, etc.
I would really need to be a Human Wizard to pull that off. Because he would have room for improved init and both spell penetration feats, due to being able to shift the three metamagic feats to his wizard feat slots. Also. a wizard wouldnt need Natural Spell or armor proficiency.
So I am kinda stumped. But I really like the idea of moving ball lightning around to zap people, while also directing call lightning/storm bolts at people. I just kinda wish i could reach the wonderful (+4)x2 save with spell perfected call lightning, persistent & dazing. Woof! But again ... guess I will have to save that for a Wizard.
I also like the idea of Ice Storm with Rime Spell, just to get control plus damage in one casting.
That reminds me. Can one take both Magical Lineage *and* Wayang Spellhunter on different spells? What about on the same spell? I know it wont matter for this character since both Ice Storm and Ball Lightning are 4th level spells and Wayang Spellhunter only works on spells of level 3 or below. But I have been wondering for some time and just now remembered to ask.
I believe the Wizard will be focusing on battlefield control effects, especially conjuration AOE save or suck stuff. The wizard will probably be a conjurer, but I think mainly to use the bonus slot for more conjuration AOEs. I dont think the Wizard plans to really focus (use feats on, or many/any spell slots on) summons. Just the stuff like Stinking Cloud, etc.
I want to make a caster Druid, but I want him to be a Storm Druid who takes the Storm Domain, and later Air (for Chain Lightning). However, I am not sure what feats to take. Should I focus on control feats and traits? Damage? Which ones?
I have read Treatmonk's old guild, but his caster uses the summon spells, but of course the Storm Druid wont have the summon nature's ally stuff, or a companion. So I am wondering which feats I should take, since his are in part based on other considerations.
The rest of the party will be a Sword & Board Fighter; a Wizard; a Rogue; and a Magus.
You don't have to make your players build in a certain way, nor do you have to disallow it. Also, you can certainly make magic shops unavailable, or limit them. I use an online thing I found for whats available in a city, and every once in a while half the items change out. Players can either buy those, use what they find, pay an NPC to craft something, or do it themselves.
It seems to work fine, despite players not trivially being able to buy wands of cure light or enlarge person or etc.
So just give your own preferences a try. If they don't work, just adjust as you go.
Or you could always play GURPS, which is a game I like. You don't ever have to give out a single magic item in that game, and it won't screw your players at all if you don't. The economy of power isn't build around items.
But I think Pathfinder will still serve you well. Just look for issues as you move forward, and deal with them if you need to.
This may not apply to anyone in your group, but I figured I would comment anyway.
I hate PvP games, secret betrayal games, and stuff where a player is the bad guy. Maybe your players are all ok with it, in which case, party on dude! However, if I were in the group, once I found out, I would simply thank everyone for a lovely game and quit, asking them to let me know when the next non-pvp game is, if they have an opening. If I played half a year or more, or until the final encounter, before finding out, I would still be polite but would consider that to be 200 or more wasted hours of my life I will never get back, and I would likely not want to return to any future games.
Now, to be fair, I let everyone that I play with know my play preferences & quirks up front, and I expect them to be honest with me up front if its that kind of game. That way, things dont get awkward later after a betrayal. And when I say betrayal, I mean of me, not my character. If people want to play that kind if game, have at it, just give me the courtesy of not being involved. After I tell you I hate pvp, don't tell me one thing and then do another. Some people have different playstyles and/or shouldnt play together. And thats ok, there's nothing wrong with that. Just let me know. I won't spoil the other players.
All I am really saying is: know your players well. If any of them might be sensitive to pvp/betrayal plots, at least give them the chance to opt out. But if you are sure your group is ok with it then by all means, proceed full steam ahead and have fun!