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Depending on your build, take the Scaled Fist archetype from Legacy of Dragons for your monk levels. You now have Cha instead of Wis to AC when unarmored.
20 point buy. likely using a pfs rebuild boon to start at level 6.
I case you hadn't heard, Houston is hosting a Superb Owl next year. (Also, some football.)
Owlcon returns to Rice University the weekend of Feb. 10-12, with a full slate of gaming. PFS event will span all released seasons Friday to Saturday, leading up to The Cosmic Captive Sunday morning.
Paizo designer Stephen Radney-MacFarland will be on hand to run Skeleton Moon in an out-of-retirement event as well. Other special events include Kobolds, Aspis Agents, and Elementals on their own missions.
Over on the PACG side of the hall, bring your best Goblin deck for We Be Goblins Friday and Saturday, then team up with the RPG team for The Cosmic Captive Sunday.
Haven't played PACG before? Stick around after The Cosmic Captive Sunday for a mass PACG demo.
GM 8 total hours of RPG or PACG to claim your GM badge.
Player signups open early December.
Anyone else have this hangup when making a character? And what is it that you do to ensure that you aren't one item dependent?
Carry spares. At high levels, you're often wanting to carry a silver, cold iron, and adamantine version of your weapon so you can switch it out as needed to overcome DR.
This admittedly still leaves you in a bad place in a no-weapons-allowed situation. A called weapon may help there, if you can leave it within 100' without attracting suspicion. Other options include gloves of storing, and, of course, using sleight of hand to conceal a weapon.
I was looking at this archetype and I am wondering if it was intended for the spell Instigate Psychic Duel to be gained or if it was an oversight. I looked at Additional Resources and nothing is mentioned about the archetype being modified but still that spell is weird enough that I just wanted to double check. On top of that the section of Additional Resources also cites an archetype that doesn't exist in that book.
The dreamstalker doesn't automatically add Instigate Psychic Duel, but lets you choose from a list which includes it. You still cannot add Instigate Psychic Duel because it's not legal from it's original source, Occult Adventures.
Additional resources is long enough without having to call out every archetype which might add an illegal spell as saying "no, this spell is still not legal".
Mediums who focus on casting are likely to have a few arcane or divine spells as backup, as the archmage and heirophant spirits add spells of those types.
However, this means you will likely need a spell component pouch and a holy symbol as a medium, as the arcane/divine spells added don't say anything about removing material or focus components.
Pat Lowinger wrote:
I can sympathize there, I've had to explain how taking butn works to at least one other kineticist player locally.
Speaking of which, I have attention deficit character disorder, so my personal count is at 2 kineticsts, 2 mediums, a mesmerist, and a blob that may become a medium when I apply a rebuild boon, though I'm also pondering vigilante there.
Join us Saturday morning for Black Waters:
The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?
Then, come back in the evening for the sequel, School of Spirits!
Sign up on the Aethercon site
Reminder, these are core campaign games, characters should be built with core rulebook only with certain exceptions as outlined in the roleplaying guild guide.
What concerns me even more is the collector in the reactor room together with Meyanda. I really don't see a reason, why the epic "end fight" should take place in any other location that that cool reactor room. But the players will be level 3, maybe 4, facing Meyanda (CR 5) AND a collector (CR 3) in the same room
Away from books presently, but there is a way to shutdown her collector remotely prior to the fight.
Considering your level, magic weapons aren't a huge deal. If you're even dedicated to hitting stuff with weapons, just make sure to fill a golf bag that covers bashing/slashing and silver/cold iron along with a backup ranged.
And pack a 50GP oil of magic weapon for when magic weapons suddenly do turn out to be a big deal.
It's gone well so far. Our monk had to drop, but we were able to pick up a replacement member out of a wrecked ship on the road to Scrapwall.
They're just about to break into Hellion's domain under Scrapwall now.
But I have a new question for those who have run the AP. I want to start hinting at the possibility of a way home buried in Silver Mount. Any ideas to hint at that without giving away the full potential of the Divinity Drive too early?
Alexander Augunas wrote:
Yeah, Cha to attack and damage with your choice of weapon would be OP. Starknives are a weapon most builds would not otherwise even consider, due to small damage die and low crit threat range.
And, as already pointed out, it's not available for the optimal users of Cha in melee, paladins.
To follow up on the thought of cross-table buffing/healing mentioned upthread, could this be worked into the 'aid token' mechanic we've seen in some previous scenarios?
After an encounter, a table could choose to expend healing resources (channels/wand charges/potions) to pass out a healing token, spell slots or magic item charges to pass out a buff token, or leave behind X GP worth of consumables to generate a supply token. The power of a given token would be abstracted between tiers.
Say a 10-11 table must give up 5000Ggp in consumables to generate a supply token, which then becomes 3 potions of cure light wounds when opened by a tier 1-2 table. Conversely, a tier 3-4 table spends 500GP to make a supply token, which the tier 10-11 table opens and gets a scroll of raise dead.
For healing tokens, you could have a 7th-level cleric spend a channel, which becomes a 1st-level cleric's channel when a tier 1-2 table receives it, or a level 3 paladin spends 2 lay on hands, which becomes an 11th-level cleric's channel at the 10-11 table.
For buff tokens, likewise a blessing of fervor might turn into a haste, or bless depending on who activates the token.
Have you considered Str-based TWF? Where you take just enough Dex to quality for the TWF feats, but otherwise use Str as your attack and damage stat.
On my Rakshasa-spawn boon medium, I went with
Feats by level 5 are Two-Weapon Fighting, Spirit Focus Champion, and Double Slice. I fight with a quarterstaff or two daggers, depending on enemy DR.
The softcover lines seldom get full errata, but they may get fixes in PFS campaign clarifications for obvious glitches. Such as
The dragonheir scion gains fearful might at 2nd level. She gains draconic strike and draconic presence at 4th level and 6th level, respectively, replacing the fighter bonus feats she would normally gain at these levels.
I'm currently playing a characters whose natural talents are that of a chaokineticist.
Duty and family honor, however, demand that she join the Hellknights.
The end result so far is an armored warrior swinging a longsword, but occasionally launching bolts of pure darkness from her free hand.
People at PFS tables end up constantly asking "what classes are you again?", especially since my Warhorn signups say "Level 2 Hellknight"
So I'm considering making a character who fights exclusively with a heavy shield.
All the PRD has to say about shields as magic weapons is:
An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
So what would be the pricing of a shield that is both a +1 shield and +1 weapon?
For heavy steel shield, I assume it would be:
20gp (heavy steel shield) + 150gp (masterwork armor) + 300gp (masterwork weapon) + 1000gp (+1 armor) + 2000gp (+1 weapon) = 3470gp.
Is this right?
I've a boon undine pirate and swashbuckler who fights just as well underwater as above 1.5 XP away from level 12 now.
Her protege/long lost sister is likely to be an unchained rogue/unchained monk multiclass who specializes in getting foes to drop their guard, then precisely striking pressure points.
Look for sources of bonus damage that aren't halved for off-hand attacks.
Fighter's weapon specialization and weapon training.
Ranger's favored enemy, Paladin's smite, Cavalier's challenge offer larger, but more situational bonus damage.
Also, remember you can use a double weapon as a two-handed weapon should you be limited to one attack in a given round.
I'm doing quite well in PFS with a quarterstaff-wielding medium. Decent str + spirit bonuses + monk weapon skill trait give a lot of bonus damage that isn't halved for my off-hand attack.
Yes, that's why I'm wondering about the usefulness of Menacing Swordplay... figure most of my swift/immediate actions will be used for Charmed Life or Parry & Riposte.
It's been my experience playing a swashbuckler that menacing swordplay is useless. You will always be using your swift or immediate action for better things.
captain yesterday wrote:
I absolutely 100% disagree that technology is hard for new players to understand, they're literally no different than magic items. :-)>
I'd avoid Iron Gods for new players for other reasons though, the low-level encounters are absolutely brutal.
A certain 4-armed zombie very nearly TPKed a well-optimized party of experienced players in our first session.
Ammon Knight of Ragathiel wrote:
It's probably the best bloodline to pick if you go Bloodrager/DD either way, because DD will then keep advancing the bloodline.
Matthew Morris wrote:
So true. I'm kicking around an idea for a halfling vigilante whose vigilante identity is the famous up-and-coming adventurer archaeologist Pathfinder, with the social identity of a random slave/servant girl.
Got a couple concepts I'm kicking around, not sure what will see play:
The new slave girl, y'know, I don't think she ever told me her name, your grace/Azalea Pavonis, adventurer archaeologist. Uses her real name and membership in the Pathfinder Society as her "action" identity. Takes on the persona of a household slave in order to subvert that practice and advance the natural freedom of all halflings.
Also debating using the boons from a certain AP chronicle to create Name TBD/Sailor Androffa (working title). Bonded to a familiar that she says came to another world from Silver Mount, and taught her the language and technology of that world.
* Grit/Panache. A daily 'do cool stuff' pool that actually refreshes. Finally, we are moving beyond the 15 minute adventuring day.
* Opportune parry and riposte (Swashbuckler). Killing things off-turn is fun. Pity it's attached to such a rubbish class.
* Finesse Training (Unchained Rogue). Still doesn't catch dex up to str in damage terms, but certainly helps close the gap.
* Shared seance (Medium). All day buffs!
* 6-level spellcasting (Bard, Mesmerist, Skald). Adds a lot of utility to classes that also have worthwhile class features.
* Burn damage (Kineticist). Episode 5: The 15 minute adventuring day strikes back, and takes half your hitpoints with it.
* Charmed life (Swashbuckler). Episode 3: Revenge of the 15 minute adventuring day. Too few uses/day, prevents riposting.
* Wild empathy (Druid, Ranger, Hunter). Takes a minute, requires cha, but none of the classes that get it are likely to have cha.
* Raging song (Skald). So it's inspire courage, except it doesn't benefit archers or finesse builds.
* 9-level spellcasting (Arcanist, Wizard, Witch, CODZilla). Often a class's only redeeming feature, and breaks the game in half should you use it to full potential. Limited by our old friend the 15 minute adventuring day at low levels.
My intro to this usually goes something like:
"Shiela Heidmarch has assigned you, as unproven agents, the mind-numbling dull task of researching the histories of small towns in Varisia for follow-up by more experienced teams.
You're in the towl of Illsurian, which you've learned was established by Ilsur... [read establishing paragraph on page 3 up to] ...this racism has
"As you're finishing up your studies for the week, the circus rolls into town. Want to go relax?"
In a CoCT campaign, the LE hellknight aspirant inquisitor of Asmodeus gave my CG Caydenite gunslinger quite the itchy trigger finger.
In the end though, I fought valiantly to keep our inquisitor from being ripped apart by tentacles, but it wasn't enough, and not enough of his body could be recovered for a raise dead.
As for replay after X year, that leaves two problems:
1: The bookkeeping headache of determining exactly how long ago a scenario was played.
2: This encourages more play of older scenarios so people can replay. New scenarios blow away old ones in terms of quality and variety. There should be every reason to play new, better content.
You are taking the attack action, not the use spell-like ability action. The attack action does not provoke when used with a melee weapon. We've been over this since the playtest.
In the event you do get into melee... well, best bet would be a weapon even kineticists can use, that or take Kinetic Blade and either take the AoO or try to cast defensively to avoid it.
Kinetic blade does not provoke AoOs. It's called out in the talent's description.
And yes, kinetic blade plus weapon finesse is the best way to contribute in melee as a kineticist. If you're coming in at level 7, you can have point-blank shot, precise shot, and weapon finesse regardless of race. You'll also start with infusion specialization sufficient to reduce kinetic blade's burn cost to 0.
You might even consider taking water as your expanded element so you can grab shroud of water with expanded defense.
So stay single-class kineticist, use in-class options to melee.