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Lens-Keeper Tiluatchek

Bearded Ben's page

Goblin Squad Member. Pathfinder Society Member. 869 posts (1,484 including aliases). No reviews. 5 lists. No wishlists. 11 Pathfinder Society characters. 19 aliases.

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Besides Life, what other Mysteries would work well for a Buffing/Support Oracle who just stands in the back and casts spells? I'm not opposed to a little ranged debuffing, but I'd like to avoid actual (gasp) violence, leaving that to my minions, err, fellow party members.

Also, the character in question is a gnome with the haunted curse, if that helps.


That isn't going to stop people from playing weak characters up or strong ones down. Who's to say that Rip won't play up because he's clueless about where he stands or because he likes to live dangerously, or Bond play down because he prefers feeling invincible? Aren't you assuming everyone has similar idea of what an 'ideal challenge' is?


Since you are playing a ranger, it shouldn't grow large until 10th level (since "the ranger's effective druid level is equal to his ranger level – 3").

You have another option if you don't want it large:

Quote:
Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.


twilsemail wrote:

Luca, you can find a good deal of the rules here and here.

In general, it looks like we're using much simpler rules, but there is a bit out there.

Fixed links. Also, interested.


What exactly do you expect to get out of posting that in a three-year-old thread?


Avh wrote:
Third : The eidolon is potentially a second character you play, because no DM wants to handle it and provoke conflicts with the summoner player, because you know "it's a feature of my class, not a freakin' NPC !!!", while every character that is not an PC is an NPC, feat, features or whatever.

And animal companions, familiars, and mounts aren't "potentially a second character you play"? (I've never seen any of those NPC'd either.)


Marthkus wrote:
What's wrong with the spell list? It's essentially full-casting with less slots and lower save DCs.

Early spell entry means Summoners end up making all your wands and potions cheaply, throwing off prices. Banning anonymous NPC sweat-shop crafting Summoners solves the problem.


Rynjin wrote:
Atarlost wrote:
It's better for the game to tell the guy who wants to play an archetype not suited to the genre or setting to come up with a second choice than to compromise the setting or genre.

Which of the Base classes compromises the genre/setting?

I'm confused by this post...

The only thing I got out of it was that Atarlost thinks the Broodmaster and Master Summoner were a bad idea for reasons which have little to do with compromising the setting or genre: "And, frankly, Ash Ketchum doesn't belong in Pathfinder either. Unless you inappropriately use pokemon tournament rules limitations when fighting daemons he's really bad for time sharing in a turn based multiplayer game and bad for balance in one where action economy is an important consideration."


2 (class) + 2 (int) + 1 (human) = 5


1 person marked this as a favorite.
DrDeth wrote:
Scott Betts wrote:
richard develyn wrote:
I am no more a psychotically suicidal killer-for pay in the game than I am in real life (you'll be pleased to hear). All my characters are fully rounded individuals with unique personalities which are just as important, if nor more important, than their kill-monsters-take-treasure ability.
I'm skeptical. It's nearly impossible to avoid playing the part of psychotically-suicidal killer-for-pay in D&D or games like it. You habitually fight extremely dangerous monsters, throwing yourself into combat situations with many times more frequency than the most decorated and daring of military groups, and nearly every group finds itself motivated primarily by wealth for at least one of their quests in each campaign. I mean, really, really think about it. If the fantasy world of D&D were real, and you were really an adventurer, everyone would view you as insane and suicidal. There's no other way to put it. "Wait, the four of you are going to purge the catacombs of undead by yourselves just so you can get to the treasure map that might be in one of the crypts?" That's ridiculously self-destructive behavior. And even if, out of sheer determination, you've managed to never create a character who considers adventuring to be a reasonable profession, I'm certain you've had others in your party who fit the bill. But you got along fine with them, probably, because you know that it's better not to look too closely at such things. Making a tabletop fantasy game superficially "real" is fine, but past a certain point you find yourself up against the brick wall of realizing that the core conceits of the game are incredibly unrealistic.
Have you tried Bunnies & Burrows?

Or Power Kill?


I know it isn't a cleric, but an Elven or Aasimar Oracle of Life would give you ridiculously powerful channeling if you take the +1/2 revelation level favored class option.


You keep all your skills and feats and can use most of them normally. The exceptions are feats tied to manufactured weapons, such as Weapon Focus (longsword) or Furious Focus. Using skills related to talking to people (e.g. Diplomacy) would require you have a way of talking while wild shaped and some GMs might not let you use skills requiring fine motor skills (e.g. Disable Device).


And the GM-equivalent for Organized Play has already said "You must follow a god".


You can't follow an ideal in PFS.

Edit: This guide to dipping a level of cleric might help.


Yes, you can combine discoveries. The only limitation is that you can only have one starred (*) discovery per bomb.



Several archetypes change what domains you can take. I'm not sure if any let you take alignment domains, though.


Why do you need to boost your CL?

There's three PFS faction traits that boost caster level for highly specific things:

Cheliax
Master of Pentacles: Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and complicated discipline. Once per day, when casting a spell of the Conjuration school, treat your caster level as two higher when determining the duration of the spell.

Shadow Lodge
Medic: Your experience caring for wounded Pathfinder agents has granted you a +2 trait bonus on Heal checks made to treat diseases and poisons. Additionally, your caster level is considered one higher when casting spells of the healing subschool with remove in the spell’s name.

Silver Crusade
Force for Good: Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.


Pan wrote:
To take the short cut to what this flavorful dude said; Get the NPC Codex

Link to NPC Codex.


But you can buy them in both Small and Medium sizes.


The Wolf Shaman druid archetype also lets you get the Travel domain.

Another dip option is the Metal oracle mystery and pick up either Armor Mastery: "You can move at your normal speed in medium armor that is made of metal." or Dance of the Blades: "Your base speed increases by 10 feet.".


An Inquisitor dip is another way to get the Travel domain's +10 speed bonus.


Quote:
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

There's your free attack.


Arcane Mark is a cantrip you can Spell Combat/Spellstrike with. The only reason to use it is that you can use the Spell Combat/Spell Strike combo to essentially TWF without having to use limited spells per day. It's pretty much just "I make a concentration check, then hit you twice at a -2".

Here's a guide to Touch Spells, Spellstrike, and Spell Combat.


From what I've heard, the answers to questions 1 and 2 vary wildly from region to region.


Bonded Item upgrading FAQ:

Quote:

Can an Arcane Bonded Item be upgraded?

A character with the arcane bond class feature may create a bond with any item he owns, either magical or mundane, as long as the item falls within the categories permitted by the arcane bond ability (the cost for bonding with a new item still applies). If a caster later wishes to upgrade an existing bonded item, he may do so for the cost (not price) of the final item as listed in the item's statblock.

For items which can be enhanced incrementally (such as weapons or a ring of protection), the caster must meet all prerequisites for the item as outlined in the item crafting rules. For example, a nonmagical bonded dagger can be enchanted to a +1 dagger for 1,000 gp instead of the normal 2,000 gp, but the caster must be at least 5th level (a prerequisite for the Craft Magic Arms and Armor feat). To upgrade the item further to a +2 dagger, the caster must have a caster level of 6 or higher (three times the item's enhancement bonus).

A bonded item that is enhanced must still conform to all the campaign rules for access to and upgrading of magical items. The final and total price of the item (not the cost) is used on the Fame chart to determine whether a caster can apply such an enhancement to a bonded item.


Could you link to one of those play-by-posts? Your rules don't include anything that could help me visualize how a mapless play-by-post works.


This is what it was.


A MAD class is one that is Multi Ability Dependent, that is to say, the class requires several ability scores to be decently high to function well. Monks are an extreme example, requiring decent scores in Str/Dex/Con/Wis. Melee builds of all kinds seem to tend toward MAD-ness.

The opposite of MAD is SAD, Single Ability Dependent. Any of the pure casters are SAD, since all they need is a high casting stat (and possibly some Dex for ranged touch attacks).


Eh?


I've seen people use a Google spreadsheet as a map.


You could try the Called Shots variant rules.


Saluzi wrote:
Could I use this to get the hafling Jinx trait and access to all the jinx feats?? Could I do it in PFS??

No. Halfling Jinx "replaces halfling luck" and you don't have any halfling luck to replace.


You could, of course, be a human descended Aasimar who was raised by a non-human race. I assume you could look vaguely like said race, but that might fall afoul of the "no reskinning" rule. Size changes are right out.


I'd suggest not smelling funny.


Link. Not all the games posted there are PFS games.


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Putting a 'Small' column on the 'Tiny and Large' chart (which I believe is what the OP wants) sounds reasonable to me, since it would make reducing a Small character to Tiny easier (you wouldn't have to first bump it up to Medium before referring to the chart).

There is also the side benefit of making Small to Medium and Medium to Small conversions easier. As it is, only one of the four combinations of Small/Medium and Enlarge/Reduce Person (Enlarge Person on a Medium character) has a nice, simple chart.


Here's Paizo's take on Azathoth.


What does "WIS Based Characters (One damaging)" mean? What weapons does the class get? (It looks like a monk archetype that swaps flurry for ranger spells, so the monk guides would probably help.)


No, Rich Parents isn't PFS legal.


sCoreForge lets you do that to some extent.


Keen enough, I hope.


I was going to try to get into this, but with 12 characters and 4 available slots... I suppose I'll just have to offer to GM :)


Channel Energy (Su) wrote:

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.


The following are changes I'll probably make to boost Zar Hedrroth Throh's AC.

Stats:
--------------------
DEFENSE
--------------------

AC 16, touch 14, flat-footed 12 (+2 nat. armor, +3 dex, +1 dodge)
AC 18, touch 14, flat-footed 14 (+2 nat. armor, +2 armor, +3 dex, +1 dodge)

--------------------
STATISTICS
--------------------

Feats Dodge, Power Attack (Ironskin monk bonus feat), Punishing Kick (Hungry Ghost monk bonus feat)

--------------------
ABILITIES
--------------------

Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a +1 natural armor bonus to Armor Class. However, the repeated exposure to fire permanently damages their eyes. This racial trait replaces the darkvision racial trait.


Do you realize the thread you're responding to ended over a year before Ultimate Combat's ninja came out?


@dunebugg: pathfinderwiki.com still has articles on the deities.


Stick with the book. d20pfsrd.com is not owned by Paizo and had to change some names for legal reasons.


If my hobgoblin names don't fit, just tell me. Also, I realize he can't flurry in armor - I'm planning on it being a temporary AC fix until he can find a cheap means of getting mage armor. (I may swap some stuff around for more unarmored AC if it sounds like that isn't going to be the case.)

What's the Martial Way's opinion on magic?


I present Zar Hedrroth Throh, Hobgoblin monk

Starting Wealth: 1d6 ⇒ 6 x10 = 60 gp

Backstory:
As a Zar, or Squad Leader, Hedrroth Throh of the mercenary company "Maltok's Maulers" was only slightly removed from the grunts he commanded. When they said "charge" he charged. It was most unfortunate and surprising for all involved when, in the last battle they fought (a minor skirmish between minor nobles in the Wild Lands), Maltok's Maulers charged right into an ambush and were destroyed almost to the last hobgoblin. Zar Hedrroth Throh found, for the first time in his life, that he was alone. He wandered the land for months, first pursued by the victorious army, then driven by hunger to seek work as a sellsword wherever he could find it.

Stats:
Zar Hedrroth Throh - Monk (Ironskin, Hungry Ghost) 1
Lawful Neutral Medium Humanoid (goblinoid)
Init +5; Senses Perception +5, Darkvision 30 ft

--------------------
DEFENSE
--------------------

AC 14, touch 13, flat-footed 11 (+1 nat. armor, +3 dex)
AC 16, touch 13, flat-footed 13 (+1 nat. armor, +2 armor, +3 dex)
HP 12 (1d8 + 3 con + 1 FCB)
Fort +5, Ref +5, Will +4

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Unarmed Strike +3 or +2/+2 1d6+3 ×2 (-1/+2 Power Attack)
Melee Temple Sword +3 or +2/+2 1d8+4 19-20/×2 (-1/+3 Power Attack)

--------------------
STATISTICS
--------------------

XP 0
Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Attack +0; CMB +3; CMD 16 Feats Deflect Arrows, Power Attack (Ironskin monk bonus feat), Punishing Kick (Hungry Ghost monk bonus feat)
Armor Check Penalty +0
Favored Class Monk (+1 hit point)
Skills Acrobatics +7 (1), Intimidate +7 (1), Perception +5 (1), Stealth +7 (1)

Traits
Reactionary (+2 to Initiative), Indomitable Faith (+1 trait bonus on Will saves)

Gear
Temple Sword 30 gp 3 lb
Leather Armor 10 gp 15 lb

Load 18 lb (Light, 76 lb)

--------------------
ABILITIES
--------------------

Darkvision: Hobgoblins can see in the dark up to 60 feet.

Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on Intimidate checks. This racial trait replaces sneaky.

Languages: Hobgoblins begin play speaking Common and Goblin.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks.

Iron Skin (Ex): At 1st level, an ironskin monk gains a +1 bonus to his natural armor. This bonus stacks with any existing natural armor the ironskin monk already has. At 4th level, and every 4 levels thereafter, this bonus increases by +1. This ability replaces the monk's AC bonus ability and the ability to add his Wisdom bonus to his AC.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Bonus Feat: At 1st level, an ironskin monk adds Power Attack to his list of bonus feats. At 6th level, he adds Improved Sunder to the list. At 10th level, he adds Greater Sunder to the list. These bonus feat choices replace Dodge, Mobility, and Spring Attack on his bonus feat list.

Punishing Kick (Ex): At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces Stunning Fist.

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