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Demos Titus wrote:
Why not open up the gun weilding archetypes only to characters that possess 1 or more levels of gunslinger and/or add the rule that a character can only ever receive 1 "free" class granted firearm. Thus you keep guns and gunslingers limited (or as limited as they would be anyway) while opening up those options.
Possibly because PFS needs additional rules complexity about as much as it needs thread necromancy.
From what my VC has told me is that the higher-ups are not wanting to flood PFS with lasers so Iron Gods might go the way of wrath of the righteous. Sanctioned or not I personally am starting a campaign next week.
Keep in mind that a AP can be sanctioned without all of its gear appearing on the chronicle sheets. For example, the Rasputin Must Die chronicle sheet has a conspicuous lack of any firearms, despite the sheer number of them that appear in that AP volume.
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)
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?
Saturday, September 13 at Ettin Games, Humble TX
10 AM – 2:30 PM:
The failure of Mendev’s wardstones set in motion not only a new crusade but also catalyzed a change in the Pathfinder Society’s various factions. As the Pathfinders prepare to march on the Sky Citadel Jormurdun, members of the various factions scramble to consolidate their gains and neutralize their enemies. If they succeed, the Pathfinders may discover that the greatest prize is not the mountain fortress itself but the treasure that lies at its heart.
3PM – 7:30PM:
At long last, the Pathfinders have reached the lost Sky Citadel Jormurdun only to find it already occupied by fiends and subterranean foes. The Society must mount an epic offense to explore the immense subterranean city while simultaneously driving off the squatters within.
8PM – Midnight:
More than a millennium has passed since the “machine mage” Karamoss’s failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs’ resourcefulness and skill to make it out alive.
6-02: The Silver Mount Collection
The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its “stolen” property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.
6-03: The Technic Siege
When the Pathfinder Society acquires a copy of A Thread of Silver, a written survey of some of Numeria’s most closely guarded sites, the Technic League dispatches its own agents to the Pathfinder lodge in Nantambu to recover the text and make an example of those who would investigate Numeria’s otherworldly secrets. Can the PCs prevent the League from stealing this valuable tome and destroying the Society’s foothold in the Mwangi Expanse?
Admission to this event is $10, which will be refunded to you as store credit.
Signups can be found here, on the Houston PFS Warhorn.
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.
Forget scrolls, wear First Aid Gloves. 4500GP buys you two castings of Breath of Life anyone can use. And most importantly, they're always at hand.
You cannot take the prestige class (or at least cannot benefit from it), as Chaldira has no obedience published.
You can be a warpriest, due to the following text in the warpriest class description under Blessings:
Deities grant blessings of the same name as the domains they grant.
I hope we do see obediences for the lesser and racial deities published, but until then, you cannot benefit from feats or PRCs that require an obedience if you worship those gods.
The Fox wrote:
An oil of the spell Silence is indeed 300gp.
An Oil of Silence is a specific magic item which silences only a single target firearm.
Curse you duplicate named items!
The owl school revolution begins again. Feb. 21 at Rice University in Houston.
We have much to offer this year:
Adam Daigle returns to give everyone his best Auntie Baltwin voice. Break the Siege of the Diamond City the morning of the 23rd. Prove your worth to be called a Seeker in Eyes of the Ten. And laugh in the face of TPK in Bonekeep's Maze to the Mind Slave.
GM signups are now open on our prototype Openhorn system.
GM two slots for a free badge and a shiny new tee-shirt.
So my local lodge was running the infamously deadly Dalsine Affair today. I decided to turn a blob of GM credit into a playtest Swashbuckler and put it through its paces. It did not survive.
First, the character build:
Rakshasa-Spawn Tiefling Swashbuckler 3
NG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +5
AC 20, touch 14, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 natural, +1 dodge)
hp 28 (3d10+6)
Fort +3, Ref +6, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1; Resist fire 5
Speed 30 ft.
Melee masterwork rapier +8 (1d6+1/18-20/×2+3 Precise Strike)
Special Attacks deed: menacing swordplay, deed: opportune parry, deed: precise strike, deed: riposte, panache
. . 1/day—detect thoughts (DC 15)
Str 13, Dex 17, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 18 (18 vs. disarm, 18 vs. steal, 18 vs. sunder)
Feats Power Attack, Weapon Focus (rapier)
Traits empyreal cultist (magnimar), reactionary
Skills Acrobatics +9, Diplomacy +9, Disguise +5, Intimidate +9, Knowledge (local) +6, Perception +5, Sense Motive +1; Racial Modifiers deed: derring-do
Languages Celestial, Common, Infernal
SQ deed: recovery, deed: swashbuckler initiative, prehensile tail, swashbuckler finesse
Other Gear Mithral Chain shirt, Masterwork Buckler, Masterwork Rapier, 150 GP
Bravery +1 (Ex) +1 to Will save vs. Fear
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry (Ex) Spend 1 panache and 1 AoO to attempt to parry a melee attack.
Deed: Precise Strike +3 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Recovery (Ex) When attacked, spend 1 panache to step 5 ft. and gain +2 AC vs attack.
Deed: Riposte (Ex) When parrying, spend 1 panache and AoO to atttack your attacker.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Empyreal Cultist (Magnimar) +1 on Diplomacy checks against good-aligned humanoids.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Swashbuckler Finesse At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.
We get the illegal cultists smuggled away. With no ranks in bluff I'm not very good at delaying the guards. The eidolon takes the forefront here, tripping their captain and staying behind until dismissed to hold the line against them.
Giant spider. I win initiative and do rather weak damage to it. It then counters and due to poor fort I fail my poison save and take Con damage. The remaining party members kill it while i am stagger from the poison.
Faceless stalker. I do weakish damage, and in the process have to block the eidolon's charge lane. I do some weak damage, the ranger then kills it.
Dogs. Nothing much to say. I do weakish damage again, then the ranger and eidolon finish everything off.
Big bad evil magus. The ranger goes first and attacks the illusion. He then takes the spell combat attack but keeps ticking. I move in and can't hit his high AC, but do give the ranger a flank. The eidolon can't hit it either. The only party members dealing damage here are the ranger with humans as favored enemy and the sorcerer who's hitting his touch AC.
After spending a turn attack the eidolon the BBEG turns to attack the ranger who's toe only one injuring him and kills him outright with an empowered shocking grasp. I still can't hit him, especially with my flanking buddy dead.
Fourth round. I'm wearing metal armor, so I get the shocking grasp spellstrike, dropping me to -4. The cleric channels me up to 3 and I try to stand up and grapple the BBEG. He crits on his AOO, dropping me to -18. Dead.
Final round. The eidolon finally gets in a hit, then the sorcerer's acid arrows finish him off. Ranger has enough prestige to get a raise dead. I have no such luxury.
Overall, I was unimpressed by the class. I was seriously outclassed in damage by the halfling ranger power attacking with his greatsword, ad of course, the eidolon. My AC was well below the eidolon's even before it got buffed, and slightly less than the ranger's.
With 3 Panache, I spent one to parry a hit, botching the parry roll. I wasted the second to improve my precise strike damage only to miss on the attack roll. I have to keep the third in reserve to use precise strike. I never finished off an enemy or even threatened a crit to regain Panache.
The class in general fails at its design goal of making an effective Dex-based melee combatant. Maybe it would have evened out with the tho-handed fighter at higher levels, but it has to somehow survive to reach them while the two-handed fighter can do its job starting at level 1.
In short: felt useless, died ignobly.
Don't be silly. Eidolons get pounce at first level and a spellcaster companion.
James McTeague wrote:
I know of at least one Goblin in Houston that exists only as a stack of GM credit and it therefore still alive.
Another thing which seems like a copy-paste oversight of Precise strike from the duelist: you can't use it if carrying a shield, and yet the class is proficient with bucklers? Should Precise Strike work with a buckler, but not a heavier shield, or is this a deliberate compromise the Swashbuckler must make?
I like the swashbuckler so far, and will probably make it my next PFS character.
However, one thing seems off: The restriction of "living creatures with discernible anatomies." in Precise Strike feels like a copy-paste error from 3.5. There's a reason Paizo removed that restriction from sneak attack in PF.