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Does it have to be Cha you're adding to AC?
The Sacred Fist archetype for the Warpriest gets Wis to AC from level 1. It also gets Flurry of Blows and Channel Energy, which means it qualifies for Crusader's Flurry to flurry with you deity's favored weapon. (You don't get proficiency with said weapon without a feat or racial trait sadly.)
Worship Gorum, run around unarmored, unleashing flurry attacks with your best greatsword.
Owlcon GM signups have moved to: The Houston PFS site.
We still need 4-8 more GMs, as well as sign-in desk staffers. So head over there, browse the schedule, and pick your GM slots now.
And the best for last:
We'll be bringing in John Compton as our guest from Paizo this year, so you can personally request more robots and guns in scenarios.
Fate's Favored is for certain. I'd rather not dip another class to avoid slowing down archaeologist class feature progression and likely losing skill points.
I don't have to use a scimitar for the first few levels. I can use a rapier or short sword for early levels and switch to the scimitar once I have dervish dance.
So I'm thinking of making a finesse archaeologist bard as my next PFS character. I will likely be a half-elf to pick up scimitar proficiency via ancestral arms.
There's 3 feats I want to be most effective, Weapon Finesse, Dervish Dance are obvious for a Dex build, and then Lingering Performance to stretch out my rounds of archaeologist's luck per day.
What I'm stumped on is the best order to take all these feats in. Weapon finesse is an obvious first so I can hit things, but which of them next? To rely on my luck for damage for a while with Lingering Performance, or to have to be stingy on luck rounds for a while and use Dervish Dance for damage for a couple levels.
What do you think?
I buy a handy haversack and restock on alchemical weapons for
Game the second:
The Silver Mount Collection
We are almost all levels 3 and 4, so the 3-4 subtier it is. As always, I spend 1 burn at the start of the day to boost kinetic defense.
First Encounter: Robots!
The first robot power-attacks the warpriest and does some serious damage. I'm the only one on our side able to act in the surprise round. I hit the other robot with my ranged blast and crit for 24, getting some damage past its hardness and stunning it. The mesmerist demonstrates his ability to bypass their immunity to mind-affecting spells and dazes the one I crit to keep it locked down. I soak it with another blast but do no damage due to hardness. The warpriest crits one but doesn't stagger it. I miss. The magus zaps one good with shocking grasp. The mesmerist and barbarian both miss. The warpriest finishes off the one he's been fighting. I scratch away at hardness some more, then the magus finishes it with shocking grasp.
Second Encounter: Technic League agent
The mesmerist opens with charm person but the enemy makes her save and tosses down a grenade none of us can identify. This should be a good fight for a switch-hitter build... except the barbarian's just enlarged himself so he threatens her in melee and I have to suffer that -4 to hit now, and I miss. The warpriest and magus miss with their best ranged attacks.
The mesmerist tries again with charm person and she fails her save. Then her flashbang goes off, staggering the barbarian and warpriest, I make my save. The magus lands an arrow, the warpriest and barbarian miss, so do I. The mesmerist then makes the opposed Cha check to get her back to negotiating with us, encounter over.
I make the perception check to spot a hidden, but locked door. The barbarian tears it open and we take a freight elevator up, skipping several rooms.
Third Encounter: Disgusting blob things
This is just a battle of attrition. These 3 blobs have lots of HP and regeneration. They're not hard to hit, so everyone does damage. But the magus disconnects and is never heard from again, leaving the warpriest's sacred weapon the only source of fire to bypass regeneration. He runs out after 3 rounds.
We eventually pummel the blobs unconscious, and follow a trail of ooze upstairs, triggering the final boss fight.
Final Battle: Too easy?
I go first, and miss the robot with my blast. The warpriest and barbarian buff. The mesmerist hits the possessed guy with hideous laughter. We take a few rounds hacking through hardness to kill the robot while the possessed guy laughs. It does get off a good hit on me before we take it down.
Hideous laughter wears off just in time for us to finish off the robot and start in earnest on the possessed guy. I whiff trying to do nonlethal with kinetic blade. (The wording of kinetic blade does not disallow it). The barbarian gets him into a grapple, the mesmerist hits him with ray of enfeeblement. He's nearly pinned, so I just get out rope to help tie him up. The barbarian succeeds on the pin, then the warpriest knocks him out.
And indeed too easy, as a nanomachine swarm, of all things, vacates his body and starts trying to disassemble us. No alchemist or arcane caster in the party, so we're left throwing whatever alchemical weapons we have. I'm left badly wounded as I get hit by the swarm's initial attack, so I get as far back as I can while those with pellet grenades start setting them off with little regard for their own health.
Something like 10 pellet grenades later, the swarm goes down while I try to drag its former host to safety.
Now I level up to 5 and get form infusion specialization, but sadly not in time for further testing during the playtest window.
It's been fun. Thanks for the class. Looking forward to seeing how it gets its rough edges smoothed out.
Finally, free time to play once again, just in time to slip in 2 games before the end of the playtest.
But first, character advancement to 4. Not much of note here. I decide that I'll put my level-up points into Dex and buy a Con belt. A switch-hitter is no good if limited to 30', so I grab extended range as my 4th level talent.
Game the first:
The APL works out to just under 4, so rounding kicks in and we play the 4-5 subtier. As we approach the dungeon, I spend 1 burn on kinetic defense, pushing my AC to 23.
First Encounter: Cannibal cleric and bodyguards
Then the half-orc barbarian strikes first, oops! She severely wounds one, who then gets dropped by a AoO from the ranger's lucern hammer. The ranger's second AoO severely wounds another, which is then finished off by my readied action despite sucking down a -8 for blasting into melee and past cover. We mop up the remaining meatshields, and I manage to take the final blow on the cleric.
The cleric is the only one still alive, so we decide to tie him up and heal him back to consciousness. Unfortunately, nobody speaks his language.
Second Encounter: The Bog
As we cross the bog, 2 giant leeches and a leech swarm all attack. The 2 barbarians and the ranger finish off the giant ones before my turn even comes up. As for the swarm, having good Dex means I'm good at throwing liquid ice and alchemist's fires. I use up both my liquid ices and a borrowed alchemist's fire on the swarm while the oracle unloads on it with burning hands. 3 rounds of wasting alchemical weapons and spells later it's dead, and we fish the unconscious tengu out and heal him up.
Swarms are a definite "screw you" encounter in any situation. If I could have, I would have been spending burn to get torrent form online, but it has minimum kineticist level 6. Having any soft or low-level AoE form infusion would be good.
Third Encounter: The Hungry Dead
There's a disgusting necrotic blob thing here providing them perpetual rancid meat. The GM gives it's stats that basically say it's not meant to be killed. I realize that if I was a pyrokineticist I could take an hour or so to burn the thing away, breaking any sequel hooks the thing might give.
The tengu barbarian has to leave now due to family obligations.
Fourth Encounter: Aghast
The remaining barbarian rolls an nat 1 on her save against the ghast's paralysis and gets shut down for 3 rounds. I try to hinder it with slick to no avail. Then, cursing my pitiful halfling CMD, I get tripped by one of the festrogs. The ranger soaks up AoOs so I can stand up and hit it with my ranged blast point-blank, taking it out. As I continue to miss the ghast with my blast, it paralyses the ranger and knocks out the hunter. The life oracle wastes the remaining minions with a good channel and keeps us all from death with another. It's looking bad, but then the barbarian's paralysis wears off and she finishes off the ghast before anyone bleeds out.
I'm not sure if people really like it, or just enjoy arguing over the Burn mechanic.
I like the class concept, but think Burn may be too much at high levels. What if Feel The Burn stayed the same, but the nonlethal damage from Burn was halved?
Also, any chance we can get feat and item support for Kineticists teased?
Between PFS and home games I have 22 characters built in the PF system.
6 of those 22 are Halflings.
Discounting the 2 paladins, there is only a single prepared spellcaster among them (a magus) versus 6 spontaneous casters (1 sorc, 1 bard, 3 oracles, 1 eldritch scion magus).
Definitely some patterns there.
Sammy T wrote:
I'm hoping to test it both ways before the end of the playtest. Look for the results of my concentration checks probably next Wednesday.
The phantom was the real star of the show here, able to reliably land hits, make thing shaken on those hits, deliver healing spells and scout. They don't have the raw stopping power of the eidolon, but they make up for it in utility.
I am very glad for all my investments in HP. Without all of them, I would have passed out in the last fight and possibly been eaten then. If the kineticist is meant to use burn to a great degree, even d12 HD might not be uncalled for.
Having the kinetic blade vanish at the end of my turn meant I could not provide a flank for the slayer, who never got a sneak attack off the whole module.
Weapon finesse+kinetic blade may be the ultimate "Switch Hitter" build. You don't even have to spend actions drawing, dropping, and sheathing weapons, you just use your blast as whatever you need currently.
Kineticists need feat and magic item support. I have no idea what I'll spend this module's haul on. Nor do I have much inspiration on what feat to take when I hit 5th level.
Kinieticists could use more variety of low-level wild talents. I want kinetic whip and waterdancer, but neither of those are available till 6th level, and greater waterdancer being limited to 10th level is painful. Ride the blast looks great for this kind of build, but it another 10th-level talent. Is there any chance the minimum levels on some of these could be reduced? The 4th level talent leaves me with nothing interesting in this case.
Until next game...
The game is find is:
Thornkeep: The Forgotten Laboratory
Into the Dungeon
First Encounter: Ooze Ambush
In the aftermath, the occultist has a short conversation with the loot to identify the 1 magic item in it. The phantom phases through the door into the next room and fails its stealth roll, alerting that room's occupants. Not much for me do to here.
Second Encounter: Goblin Mutants
Eventually, I get an opportunity. The phantom and slayer has split the goblins up so that there's only the slayer and a single goblin between me and getting thought he corridor. I use that reckless trait and acrobatics ranks to tumble through the goblin's square. Unfortunately, this puts me into a flank between more goblins. I've already spent my move action getting into position, so I suck down burn and one-shot a goblin with kinetic blade. I am no longer flanked. The slayer, phantom, an me proceed to mop up the remaining goblins.
In the aftermath the spiritualist uses wands to heal me and the phantom from our goblin-inflicted injuries.
Third Encounter: Earth Elemental
We find some books in Draconic. The occultist translates them with comprehend languages. The spiritualist heals us up with wands.
Fourth Encounter: More Goblins
We find potions. While I chug the healing potions, the phantom chugs the invisibility potion and goes scouting in incorporeal form.
Fifth Encounter: Alchemist and Minions
In the aftermath, the occultist identifies one of the vials we find as containing a CL-boosted potion of Cure Moderate. Given that I've been a HP sponge the entire scenario, I keep it for later.
Sixth Encounter: Dire Rats, Goblin Test Subject
In the aftermath, the spiritualist again gets us to full health with wands.
Seventh encounter: Spiders!
We know there's one more construct waiting for us, but the casters are out of spells. We decide to call time on the module.
Finishing thoughts next post...
Character build process and commentary:
I hate to dump Cha to this extent, but the class needs Dex and Con as high as you can get them, and I wanted that extra skill point that comes from Int 12.
Skills and traits
I take the Reckless trait to make acrobatics a class skill, and put my skill points into acrobatics, stealth, and perception. My other trait goes to Focused Mind, which is a given for anyone who needs to make concentration checks.
Now I'm ready for game time (continues next post)
Consider swapping Cha and Int and taking the Eldritch Scion archetype from ACG.
This makes you a spontaneous caster, which qualifies you for Dragon Disciple and its handy boost to Str.
Also, remember you can two-hand your katana when not using spell combat, this includes when spellstriking. The boost to damage is not to be denied.
So I'm looking at creating a Kinetic Blade hydrokineticist. The test on Kinectic blade is:
"... Use this form infusion as part of an attack action or full-attack action to make melee attacks with this weapon, ..."
Just to be clear, since you are using the attack or full-attack action and not the use spell-like-ability action, it does not provoke?
Building my hydrokineticist, I saw use Magic Device and the list of class skills, and that got me thinking....
What if a kineticist could use items containing spells with the [Fire],[Cold],[Acid],[Electricity], or [Force] descriptors without needing a UMD check if the descriptor matches her element?
It's admittedly just theorycrafting at this point, but I feel the Kineticist does not hold up well against the gunslinger.
Kineticst has medium BAB and has the difficult choice of targeting normal AC, or targeting touch but having to put up with spell and energy resistance. Gunslinger has full BAB and targets touch without SR or energy resistance.
Individual kinetic blasts deal more damage, but guns get iterative attacks and rapid shot, and then there's the Dead Shot deed.
Only earth blasts gets the ability to bypass DR/material, but not till level 6, a Gunslinger will likely be buying or crafting bullets of the appropriate material before that. There is no Kineticist equivalent to the Oil of Bless Weapon for that pesky alignment DR. Maybe Hydrokineticists should get a holy/unholy water infusion.
Kineticist has 2 skill points per level, Gunslinger has 4.
Kineticist has d8 HD and will probably be causing himself some nonlethal damage over the course of the day, gunslinger has d10 HD and will likely not be stupid enough to let his gun blow up in his face.
I'll definitely echo that they could use more skill points and possibly either better BAB or have the option of a blast that deals physical damage but targets touch.
I'll have more feedback as soon as I can decide between earth and water as my next PC's element, as it's still my favorite class from the playtest.
Alexander Augunas wrote:
Point — Whirlwind Dervish doesn't get free Dervish Dance. Whirlwind Dervish gets Dex to Damage with any weapon that the swashbuckler can use with its altered version of swashbuckler finesse. And Dervish Finesse doesn't actually remove your ability to Weapon Finesse with all light and one-handed piercing weapons. In effect, the Whirlwind Dervish can use Dex on attack and damage rolls with all light and one-handed piercing weapons plus the scimitar.
Handy, and while the archetype does nerf panache regeneration from kills, it also doesn't require worship of Sarenrae or have alignment restrictions despite the fluff.
Owlcon is back for another year, bringing the best in Texas gaming to Rice University.
On the PFS side, we have plenty to offer this year. Bring your strongest character and coffee for Bonekeep level 3: The Wakening Tomb Saturday morning. Watch the past and future of factions unfold Saturday night in The Paths We Choose. Then join us Sunday morning for an extended slot for Legacy of the Stonelords or instead take on Krune himself in The Waking Rune.
Also on tap are the firs half of season 6, The Emerald Spire and for you Seekers; Eyes of the Ten.
John Francis wrote:
It gives guidelines for when thing should occur, not deadlines, and even with the allowed 20% adjustment, I have seen a house of 7 tables unable to complete it on-schedule.
So I'm planning yet another convention, and figuring that I'll need to give 'Legacy of the Stonelords' and extra-long slot based on my last experience running it.
I've also seen 'The Waking Rune' take a good 6 hours.
'Halls of Dwarven Lore' is maybe another, but has the disadvantage of being part 1 of 3.
What about low tiers? What 1-5 and 3-7 scenarios have you seen take well over 4 hours to run?
On the flip-side, what sanctioned modules or AP sections run short enough to finish in a 6-hour slot? I often see 'Murder's Mark' wrap up in about 6 hours. Have you seen others?
What content do you think is best slotted into a 6-hour slot?
So I'm playing a strengh-based magus as one of my PFS characters. She has the Eldritch Scion archetype from ACG, which makes her casting spontaneous and Cha-based, and will be going into Dragon Disciple at 6th level.
I've just hit 3rd level, and I'm wondering what to take as my sole magus arcana. I had considered Close Range so I could channel snowballs through my blade, but re-reading them, this does not seem to be a valid combo as Snowball is not a ray.
If I do go with close Range, what are good valid rays to use this with? Otherwise, what ere generally good arcana to pick up at 3rd level?
Senzar is an ancient language i think, so i don't think you can start with it as a bonus language off of your intelligence.
Kitsune get Senzar and Tien as automatic racial languages if you are using the Dragon Empires Primer as the source for the race.
Looking at the statblock, I see those 2 plus 3 others from high Int, which appears correct.
Say you are playing a swashbuckler who's not going to have the 13 Str needed for power attack, most likely due to playing a Str penalty race.
Which of these would you use to boost your damage:
Piranha Strike, which functions as power attack, but only with light weapons.
Slashing Grace seems more front-loaded, giving you Dex to damage as soon as you take it, while Pirana Strike only gives +2 damage till BAB 4. However, Piranha Strike comes with an ever-increasing penalty to attack rolls. Is it worth taking that penalty?
Which do you think wins out on damage in the end after factoring in reduced chance to hit (and confirm crits)?
You missed the part of the Bladebound archetype's description which prevents it from having a familiar of any kind, even from another class. The PFS FAQ allows homunculi as improved familiars only.
The typical way for magi to contribute with healing if the Infernal Healing spell from the Inner Sea World guide.