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Thomas Austin wrote:
Charged a troll, at level 1. (We only survived because they have poor will saves and we missed the 1/day limit in the daze cantrip.
Thomas Austin wrote:
A mostly core sorcerer that could pump out 29d6 damage each turn at level 13. Killed the final boss of Eyes of the Ten in 2 turns with that.
Season 4 - early season 6 have a habit of assuming you have the following:
I consider that too much to haul personally, so I carry only B1 and CRB. Once I know that I'm running next week, I'll go over the PDFs for the others and print the relevant pages for my scenario. This keeps my hardback book load within reason.
It's currently possible to make a Dex monk with the Weapon Finesse feat and an Agile Amulet of mighty Fists.
I've played such a monk. The main thing you get out of a Dex monk is really good AC, as you don't have to choose between Str for damage or Dex for AC.
I would dare say it actually makes the (pre-unchained) monk a viable frontline fighter instead of a MAD mess.
What do you want to play? The rogue/bard will be bringing at least a little healing. You may want to keep him stocked on wands of the healing spells and play whatever you want.
Another choice is to similarly, play something with good charisma max use magic device, and again, stock wands of healing spells.
[Roll20 / G+] Skull & Shackles book 4: Island of Empty Eyes (9-11) Mon, Aug 31, 1 PM US Central (GMT-5)
Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?
Written by Neil Spicer
GM Jacob Savage
Signups on warhorn
Nope, looks like Taenia and I missed that bit.
You may still want to gather power to apply a substance infusion to your blade. Bucklers will be discussed in the equipment section, but aren't a bad idea if you don't go water.
A thing of note, celerity functions as haste, and even has the same duration if you use a burn. Burn is like your spells per say, so i like to think that 1 burn is almost cheap for a powerful ability like haste. Plus you have the option of ending low challenge encounters without spending resources simply by being a celerity buffer every turn. But those are just my reasons for picking air.
I was going to give celerity a low rating, but you've convinced me otherwise. Being able to add an extra hit for multiple rounds for 1 burn is incredibly good.
Back to the low level thing though, i almost feel as if targeting touch ac means the firing into melee penalty is negligable in comparison to normal ac. Plus you can always target enemies that arent in melee. The archer there, the wizard here, the dude closing in on the combat. I just feel that avoiding the -4 penalty isnt quite a good enough reason to focus on melee early levels. You're certainly putting yourself into much more danger.
If an energy blast is you only blast, what's your backup plan for when things are immune to it? I haven't had a chance to playtest a low-level build with just energy yet, so I'm curious to know your tactics.
EDIT: Chapter 3 has been updated with revised ratings and new text on specific element combos.
The main reason I see melee as good at low levels is that you do not need Precise Shot and its feat tax Point Blank Shot to contribute without taking a -4 to most attack rolls.
In going through the wild talents section, I think air may deserve a boost in ratings. It lacks a defense that works well with melee, but it gives incredible utility talents.
My reading of celerity however is that it uses up your standard, so unless you take burn every single fight, only your party benefits. It feels like a poor tradeoff compared to a wizard or sorc who can just cast haste (or later on, the cleric or oracle who can cast blessing of fervor.
You quoted it yourself, but didn't highlight the relevant part.
(If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.)
Depends who you're fighting. Being entangled can really nerf a caster.
Chris Mortika wrote:
So far as I can tell, whether scrolls work in a spring-loaded wrist sheath is table variation. I used to allow it, but someone made a convincing argument against it. So, not at my table.
Rather than try to jam a scroll into your buddy's wrist sheath, why not solve that problem yourself? Wear a Lesser Talisman of Life's Breath from Occult Adventures. Automatic Breath of Life when you die, no worrying about your buddies trying to reach you in one round either.
Since you're modifying it right now, I suggest you to add that a darkwood heavy shield makes the shield proficiency feat redundant.
Proficiency yes, but not the need to have both hands free to gather power.
A masterwork buckler is what you want if you're not using shroud of water's shield bonus, because a buckler does not take a hand.
Here is what my Dex paladin is looking like at level 4:
Female halfling fighter 2/paladin 2
LG Small humanoid (halfling)
Init +4; Senses Perception +1
AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 shield, +1 size)
hp 40 (4d10+8)
Fort +12, Ref +8, Will +6 (+1 vs. fear); +2 vs. fear
Speed 30 ft.
Melee mithral dogslicer +11 (1d4+4/19-20)
or mithral dogslicer +9 - piranha strike (1d4+8/19-20)
Ranged longbow +9 (1d6/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +4; CMB +3; CMD 17
Feats Piranha Strike, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (dogslicer)
Traits captain's blade, fate's favored
Skills Acrobatics +10 (+11 while on a vessel afloat on water), Climb -1 (+0 while on a vessel afloat on water), Diplomacy +10, Handle Animal +10, Knowledge (religion) +6, Perception +1, Survival -1 (+1 to avoid becoming lost); Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling
SQ lay on hands 4/day (1d6)
Combat Gear oil of bless weapon, oil of magic weapon, wand of cure light wounds, alchemist's fire (2); Other Gear mwk chain shirt, mwk buckler, arrows (40), longbow, mithral dogslicer, muleback cords, wayfinder, artisan's outfit, canteen, grappling hook, halfling trail rations (4), ink, black, inkpen, masterwork backpack, paper (5), silk rope (50 ft.), wooden holy symbol of Chaldira, 605 gp, 9 sp
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Slashing Grace (Dogslicer) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Highlights: Dex to damage and piranha strike come online 3rd level. Captain's Blade trait adds acrobatics as a class skill. Switch out for another similar trait if society faction traits are not available. Fate's Favored will further boost my saves as I start getting into magic items which grant luck bonuses to them.
As I level up and get more general feats, fighter levels will be retrained into paladin levels, and the combat feats I lose will be re-taken as general feats.
Aziraya Zhwan wrote:
Occult Adventures page 11 wrote:
Sounds about right. I'll expand the element selection chapter to include this when I next revisit it.
Chapter 6 is planned to be Wild Talents, with chapter 7 as gear. Possibly a chapter 8 for archetype discussion and sample builds.
As I worked to convert my playtest kinetic blade build to the final released version, I started taking notes on what was good and not, those notes became a short guide, then a long one.
As I'm 5 chapters (out of a likely 7) in, I figured it's high time I open it to community feedback.
This is not a general kineticist guide, those have been written. This is a guide to a specific, but still flexible build; the blade kineticist, who rushes into melee to deliver the beatdown with kintetic blade. As such, options will be looked at through the lens of how they interact with kinetic blade.
Open to feedback and comments here.
One thing that the class seems to clearly encourage is switch hitting, or even dedicated melee builds. I would like to see different thoughts on making that work, personally.
Having a fair degree of experience with a playtest kinetic blade build, I'm considering drawing up a guide to the blade kineticist, but I want to get more post-playtest experience to see how changes have settled before I do.
Yikes! Sounds like some players need warnings that evil alignments are not playable, and that is what they are on the road to becoming.
Precisely. The Xenophile and Xenophobia boons both require a race boon attached, and give benefits based on which race is attached.
Just one thing about Devastating Infusion, it locks your blast at 1d8 with no dice scaling, so your blasts are going to be individually much weaker than a normal kineticist
And combined with working with only physical blasts, it will make DR and hardness a total pain to deal with. Fortunately, as mentioned up-thread, you can still use the regular kinetic blade also.
That said, losing out on the utility talents is just too painful for my tastes.
I GMed this a couple weeks ago and had a blast. In retrospect, I'm glad I had no dark archive PCs at the table however.
Spoilers for dark archive mission:
So one of the players finds an area of magical darkness. He goes in alone and finds a reasonably dry book at the center. Trying to communicate back to party members, he finds it drown out his voice with the sound of screaming dwarves.
He does the perhaps sensible thing in the circumstances and sets the evil book on fire.
I double-check that there are no dark archive players at the table and it burns.
Kreighton Shane is furious when he finds out.
I would point out that the option to get in people's face and full-attack with kinetic blade is quite nice.
Sure, you lose out on elemental overflow damage now, but you're still full-attacking with your blast.
And with the right elemental defense, you can have quite good AC while doing it too. And you likely have enough HP to afford a few hits.
Ifrit sorcerers would disagree with that statement.
The Fox wrote:
Tiny armor prices are spelled out on page 153 of the core rulebook.
Tiny and huge weapons are what is not priced.
Page 31 is in the section detailing 3 XP sanctioned modules. For the similar rule on pregens in 1 XP scenarios scenarios, see page 37. (You get 500 gold if you take a scenario's chronicle down to level 1.) Page 21 also indicates that any boons wait until you are of the sub-tier played before they apply.
Wei Ji the Learner wrote:
If that still trys to use color ink, check your printer's settings for its own "print in grayscale" option.
As it's now, slashing grace is weaker and with more prerequisites than dervish dance, how can that be considered a good thing?, answer: It can't.
Slashing Grace now works with light weapons, unlike DD. There are some fun light-weapon-only tricks like Piranha Strike out there to play with now.
And, of course, it opens it up for light weapon use without requiring a swashbuckler dip.
Bucklers are strapped to the forearm and don't take up a hand, based on their entry in the core book.
My swashbuckler loves them off-hand wands though. Ouch.
Presumably, it is meant to be read as "(light OR [one-handed slashing]) weapon." A Paizo dev would be the one to confirm this though.
You may also want to wait until the ACG errata comes out before committing to a build. Mark Seifter confirmed here that Slashing Grace is up for errata which will apparently include letting it apply to light weapons.
Also nice is Piranha Strike, from Sargava, the Lost Colony, which is Power Attack exclusively for light weapons, without that pesky 13 Str requirement.
I wasn't so much making a reference, but noting that all her character build resources are spent on things shut down by "immune: magic" or "immune: fire".
As a GM, there's some scenarios where I'll just have to tell players "Don't pick her, you won't have fun."
Willing to trade many-for-one for:
Also looking for:
LInda T. wrote:
Four-mirror armor is in Chapter 3 of ultimate combat. Additional Resources mentions that "Everything in the book is legal with the following exceptions...", and make no exception for Eastern Armors, so UC is a legal source for these.
The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads’ bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they’ve proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....
Only 4 slots to this, as there are only 4 Goblin pregens.
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