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You don't need rogue for UMD you can take the dangerously curious trait to get it as a class skill. The cosmopolitan feat works as well. Skill focus: UMD is another option.

Also it may or may interest you but you might check out the low templar prestige class: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/low-templa r


Get yourself a Spirit Planchette and have yourself a little chit-chat with Mr. Ghost!


Expeditious Retreat Press has a whole line of 1 on 1 adventures


If you're willing to go cold instead of fire, I think this is a better choice for PFS and low-level campaigns than the save or daze because you get your mojo on at level 4 instead of level 11 (at higher levels, save or daze is better).

Human (Keleshite) Sorcerer 4

(You were born in an oasis in the desert and have always felt a tug pulling you to the sea because of your Marid heritage.. or something... just trying to explain how you end up a cold specialist of a Keleshite fire spell)

Traits: Reactionary, Magical Lineage: Burning Arc

Bloodline: Marid

Feats:
1 - Spell Focus: Evocation
H: - Spell Specialization: Burning Hands
3 - Rime Spell
(4 - switch Spell Specialization to Burning Arc).

So at level four, you can cast a Rime Spell "Freezing" Arc that does 6d6 damage to the first enemy, 3d6 damage to the second, 1d6 to the 3rd, (spell specialization gets you caster level 6 for 1 primary target + 2 secondary... if I'm reading the spell correctly) and all three targets are entangled even if they make their save! Not bad for a second level spell slot. Cold immune enemy? Just cast it as a fire spell!

If you're dead set on fire blasting, then you can do sickening spell plus Burning Arc at level 6

Human (Keleshite) Sorcerer 6

Traits: Reactionary, Magical Lineage: Burning Arc

Bloodline: Any (Arcane for DC, Orc/draconic/etc. for damage... heck you could even do Sylvan for a mount).

Feats:
1 - Spell Focus: Evocation
H: - Spell Specialization: Burning Hands
3 - Greater Spell Focus: Evocation (or something else?)
(4 - switch Spell Specialization to Burning Arc).
5 - Sickening Spell

So at level 6 you've got an 8d6/4d6/2d6 Burning Arc that Sickens everyone who fails their save. Sickened is especially notable because it gives a -2 penalty on saves so that you can continue to pile on the hurt!


james maissen wrote:
Beebs wrote:
On the what to do at low-levels discussion, I think it's worth noting that casting Intensified Burning Hands as a sorcerer is a full-round action. i.e., you better hope a 5' step can get you into position, because that's all the movement you get! For a sorcerer, it doesn't seem worth bothering with Intensified Spell until you're casting Burning Arc or Fireball or something else that does not rely on your positioning to be effective.

When you can do so you avail yourself of a mount. This is something that because they still have this silly rule on metamagic against sorcerers that a sorcerer learns to pick up when they can.

-James

Brilliant! This makes either the Mount spell or the Sylvan bloodline pretty compelling considerations for a low level blaster trying utilize Burning Hands


On the what to do at low-levels discussion, I think it's worth noting that casting Intensified Burning Hands as a sorcerer is a full-round action. i.e., you better hope a 5' step can get you into position, because that's all the movement you get! For a sorcerer, it doesn't seem worth bothering with Intensified Spell until you're casting Burning Arc or Fireball or something else that does not rely on your positioning to be effective.


If you're ever looking for premade content, Expeditious Retreat Press's line of 1 on 1 adventures are pretty cool. They have a number of rogue ones. Lots of sneaking l, spying and mystery solving.


If you did want to do a monk/rogue (or ninja), take the Maneuver Master monk archetype for Flurry of Maneuvers and Improved Dirty Trick. Check out this build for an example.


The Reincarnated Druid is kind of like the tree-hugging cousin of a lich... and they get their mojo on at level 5. But obviously, not actually a lich.


Raging Vitality is useful to avoid the problem of instantly dying because your rage ends when you fall unconscious.


There are a bunch of non-healing things you can be good at... melee, archery, debuffs... what appeals to you?

If you're really stumped on feats, Toughness and Improved Initiative are pretty solid choices for pretty much any kind of cleric.


Using Tejón's DPR Calculator these are the DPR numbers I get (assuming I checked all the boxes appropriately) Calculated for AC 12 which I believe is supposed to be the CR 1 average AC, and AC 17 which is the highest CR 1 AC that I saw when I glanced through the CR 1 monsters.

Human.
18 STR
Fighter 1.

__TWF, EWP, Double Slice__

vs. AC 12
2x Bastard Sword: 10.45
2x Wakizashi: 10.35
2x Falcata: 10.2
2x Katana: 9.78

vs. AC 17
2x Wakizashi: 6.04
2x Bastard Sword: 5.23
2x Falcata: 5.1
2x Katana: 4.89

__TWF, EWP, Weapon Focus__

vs. AC 12
2x Bastard Sword: 10.29
2x Falcata: 9.9
2x Wakizashi: 9.72
2x Katana: 9.49

vs. AC 17
2x Wakizashi: 5.98
2x Bastard Sword: 5.61
2x Falcata: 5.4
2x Katana: 5.18

TL;DR - The numbers are pretty close, pick the one that is the most rad. I vote Bastard Swords because they are the largest. But as mentioned numerous times, the Falcata eventually becomes the best weapon in the game damage-wise.


Regarding PFS what's a good level to crunch the numbers at? 4? 6? 8? I assume you spend so little time at level 12 that it more important to know how you're doing in the early mid levels vs the final level?


With the bastard sword you're trading -2 hit for +2 damage compared to a d6 weapon. That's worse than power attack, so I'm gonna go with not worth it.

The falcata's superior crit (best in the game) means that it eventually pulls ahead of pretty much every weapon once you high enough static bonuses to damage... But finding that break point on my phone right now seems like a pain. If no one has done it by the time I get back to my computer I'll give it a go! On TWF vs 2-handed for the falcata, I think having super high strength (Barbarian for example) generally favors 2-handed but TWF can pull ahead with stuff like a Paladins Smite Evil ability.


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I've never played PFS, but I get the impression that if you want to, it's not that hard to break the system.

I found Ogre's writeup on self-imposed difficulty levels for PFS characters pretty interesting. https://plus.google.com/115022859420675980618/posts/8ZGscC9Suog

I think this is an out-of-game issue with an out-of-game solution. i.e. he needs to be convinced that it will be more fun for everyone if he builds less super-effective characters because the nature of PFS is that the GM cannot adapt to his fantastic characters the way they could in a home game. In the conversation, it probably wouldn't hurt to emphasize the part where he is awesome at building characters, because that seems to be what he enjoys. I really like the hard mode analogy in Ogre's article.


This would work great for a bomb-focused alchemist. Could still be a sneaky character for sure.

Reduce Person is basically +2 attack/+2 AC for ranged characters. If you're high enough level, use the Combine Extracts discovery for combo Reduce Person+Shield extracts

Take the Pyromaniac alternate racial trait for the gnome for a little extra bomb damage.

For a PC you probably need to get the Precise Shot feat and the Precise Bombs discovery, which fills your feats and discoveries through level 3. For an NPC villain, you can skip that and rush straight for stink bomb (Smoke Bomb as your second level discovery, Stink Bomb at third with the Extra Discovery feat).


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I think it's worth noting in the Races section that the Sage bloodline makes Elf sorcerers totally viable; same goes for the Empyreal bloodline for dwarves.

Edit: PS mad props for writing a guide—it looks like a whole lot of work. I know I have benefitted a lot from all the guides on these boards.


I participated in an arena based play-by-post (which unfortunately never finished) that might be worth skimming through the game play thread for some ideas: http://paizo.com/campaigns/DUNGEONATORSSeason1

It was two teams + monsters in a giant arena full of ruined buildings featuring:

A pride of lions (so traditional!)
An invisible manticore (5th level, PCs couldn't be spell casters, so invisibility was definitely a threat)
TRAPS!

Definitely a highlight was a flying NPC character dropping a Feather Token: Swan Boat from high above the arena as a deadly AoE attack.

And the lions. Nothing like an 80' charge out of nowhere with a Bite/Claw/Claw/Rake/Rake + Grab on the end of it to force a sudden change of plans!


I love this idea! The general idea of compulsive optimizers choosing to optimize a supremely non-optimal character idea so as to not outshine the group is a common one, but I like the way it's laid out in these specific rules!

Anyways, I got excited ;) Here are a bunch of thoughts:

I know it doesn't fit the mini, but if you're going to play a gnome melee fighter, it seems a real shame to miss out on the chance to use the array off stupid weapons available to the gnome such as the Gnome Hooked Hammer, The Piston Maul, or the Ripsaw Glaive. The latter two don't have "Gnome" in the title so I believe you still have to spend a feat on Exotic Weapon Proficiency, but it might be worth it for the bonus damage + the awesomeness factor.

For the Piston Maul or the Ripsaw Glaive, you don't have to change much other than your mini, just take Exotic Weapon Proficiency instead of Power Attack.

Bunch of non-barbarian ideas:

Here is another path that might interest you... the Paladin! Now, a gnome mounted paladin is generally considered a "strong" choice, so we'll skip that, since the point is to do something challenging. Instead here are a couple vengeful gnomish crusaders specializing in crushing their foes with their holy rage. Kind of like a barbarian... but with more god involved. Stat-wise it really fits the gnome (other than the low strength).

Some fit the mini, some don't.

Gnome Paladin (Oath of Vengeance) 12:
Str: 14 (10)
Dex: 10
Con: 16 (5)
Int: 10
Wis: 10
Cha: 16 (5)

Feats:
1 - Exotic Weapon Proficiency: Piston Maul (Power Attack if doing Sword + Board)
3 - Power Attack (Furious Focus or Extra Lay on Hands if doing Sword + Board)
5 - Extra Lay on Hands
7 - Extra Lay on Hands
9 - Extra Lay on Hands
11 - Extra Lay on Hands

Obviously some of those extra lay on hands can be switched out for more interesting feats. The basic premise is to use Oath of Vengeance to be Smiting Evil every single encounter featuring an evil foe, and when you aren't, you're still doing some serious damage with your thunderstone fueled beat stick and healing yourself with your Lay on Hands ability. Or prancing around with an absurd AC due to your combo of full-plate + heavy shield if you want to stick with the mini.

You might even almost be able to make a TWF sword+board paladin work.

Gnome Paladin (Oath of Vengeance) 12:
Str: 14 (10)
Dex: 15 (7)
Con: 12
Int: 10
Wis: 10
Cha: 15 (3)

Feats:
1 - Two Weapon Fighting
3 - Improved Shield Bash (or Weapon Focus: Gnome Hooked Hammer if you want to go that route)
5 - Extra Lay on Hands
7 - Improved Two Weapon Fighting (use items to up your dexterity to qualify)
9 - Extra Lay on Hands
11 - Greater Two Weapon Fighting (use items to up your dexterity to qualify)


I'm totally failing to find the rules for what happens if you stay up all night... But if you just get fatigued, then a human with the Heart of the Fields alternate racial trait never needs to sleep as once per day they can just negate the fatigue. This is far off into the absurd land of RAW though and probably would never happen in a real game ;)


The Pathfinder society model might be something to learn from. All characters are part of a large organization with similar but not identical goals. This explains away characters coming and going all the time.

Run a lot of one (or 2 or 3) session long adventures. Even if someone isn't up to DM for months on end, they might still enjoy DMing for an evening. When you DM your character is off doing something else, so they still get exp. maybe some cool bonus stuff as well, magic items, don't have to pay for the snacks, whatever works for your group.

My group is switching to this style and I'm really looking forward to it (I'm usually the DM)

Of course if there is actually a Pathfinder Society game in your area you can just do that!


Just a thought if you did want to go straight Archaeologist:

Half-elf Archaeologist (Bard) 6
Consider using your half-elf alternate racial ability to give yourself more rounds of Luck, because unlike normal bardic music, you're stuck with 4+cha.

Stats:

Str: 18 (15 + 2 race + 1 level)
Dex: 12
Con: 14
Int: 13
Wis: 8
Cha: 14

Feats:
1 - Combat Expertise
Half-elf: Skill Focus: Perception
3 - Improved Trip
5 - Lingering Performance

Offense:
(including the +4hit/+2damage with Heroism and Archaeologists Luck active. You have like 1 million rounds of luck with the extra performance rounds from half-elf + lingering performance.)
Trip (masterwork whip): +15
+1 Longspear: +13 (d8+9, x2)

Rogue Talent: Trap Spotter

Perception: +16 (6 ranks + 3 class - 1 wis + 2 half-elf + 3 feat + 3 clever explorer)
Disable Device: +15 (6 ranks + 3 class +1 dex + 3 clever explorer + 2 masterwork tools)

Defensively, you're fragile, so try and use the reach weapons to stay out of trouble and cast Mirror Image if you have to get up close and personal. With a little work, you could probably up your defenses.


The general consensus is that this monstrosity is the most optimal choice: Cross-blooded Orc+Draconic Sorcerer 1/Evocation (admixture school) Specialist Sin Magic Wizard X

If you want to play a straight sorcerer and you are dead set on cold damage (acid damage is the least often resisted, fire damage has the most spells available to you), Here are some options:

Cross-blooded Orc+Draconic (Silver): this has the most damage, but you will suffer from the low number of cold spells available to you.

Cross-blooded Orc+Elemental (Water): damage is slightly lower, but the Elemental Bloodline Arcana allows you to change any blast into a cold blast. Which lets you use the Rime Spell Metamagic, which is pretty nice. You can do Draconic (Silver)+Elemental (Water) if Orc isn't your thing... but Orc allows you to get bonus damage on non-cold spells, which is nice when you come up against cold-immune enemies.

The keys to dealing lots of damage with any of these builds are to up your caster level with feats like Varisian Tattoo and Spell Specialization, then use the Intensified Spell Metamagic.


Upon further research, check out the Freedom Subdomain. You've got all the status removal you need in a single domain.

Quote:

Freedom Subdomain

Associated Domain: Liberation.

Replacement Power: The following granted power replaces the liberation power of the Liberation domain.

Liberty's Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—sanctuary, 5th—plane shift.

And just in case people don't feel like looking it up, the Liberation domain:

Quote:

Liberation Domain

Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

The great thing about this all being just one domain, is that you don't have to be a bandaid!

////
EDIT: As pointed out by Fionnabhair below, Cayden Cailean doesn't actually get the Freedom domain! That'll show me for looking things up online instead of in the books. Anyways, you can probably ignore the below builds since in fact they don't work! ;) I think the point still stands though...

Archer:
Elven Cleric of Cayden Cailean 4:
Domains: Travel (or something else), Freedom
Feats: Point Blank Shot, Precise Shot

Melee:
Human Cleric of Cayden Cailean 4:
Domains: Ferocity, Freedom
Feats: Scribe Scroll, Improved Initiative, Power Attack

Bad Touch/Caster:
Human Cleric of Cayden Cailean 4:
Domains: Protean, Freedom
Feats: Scribe Scroll, Improved Initiative, Bouncing Spell


Scribe Scroll.

With a big stack of scrolls of things like: Protection from Evil, Liberating Command, Delay Poison, Remove Paralysis, Resist Energy, Lesser Restoration, etc. You're pretty much good to go on the anti-debuff front.

Also, check out the Liberation domain. It's 8th level ability sounds like exactly what you're looking for. And it's a pretty sweet domain.

With Scribe Scroll and the Liberation Domain, I think you'll be plenty effective at "anti-debuffing" so you can still be a melee battle cleric, a ranged archer cleric, or a debuffer in your own right as a caster/bad touch cleric.


Spring-heeled Jack is CR3 and a good candidate for some class levels: http://www.d20pfsrd.com/bestiary/monster-listings/fey/spring-heeled-jack


TheAmazingBlix wrote:

But I could spring in, cast the spell (Including the touch) take the AoE and spring out? Providing either i make my concentration or the AoE misses.

The casting in range provokes. But cast, spring, touch, spring is out. I know that.

I think at that point it's probably doable.

Technically you can't do this because spring attack only let's your take a melee attack, not a standard action. This is the same reason that you can't use vital strike with spring attack.

You can do:

Round 1 - cast a touch spell and hold the charge
Round 2 - spring in, make an attack to deliver the touch, spring out.

Alternatively, you can use the Domain Strike feat in combination with spring attack to deliver you domain powers.

Domain Strike is also interesting because it does not provoke AoOs, while activating your spell-like ability domain powers normally would.

Also, don't forget that spring attack requires BAB +4.

Personally, I'd skip monk and just go straight cleric, taking improved unarmed strike and whatnot as your feats, but that's certainly not your only option. Also, this would allow you to take the Chaos domain (which would seem weird if you were a Lawful monk), which has an awesome power for a Bad Touch cleric. Touch of Chaos will really shine in combination with the Wizard and Witch (enemy has to reroll their saves!)

Something like:

Human Cleric of Sun Wukong
Domains: Chaos (or Protean subdomain), Trickery (or Travel, or whatever strikes your fancy)

Feats:
1 - Improved Unarmed Strike
H - Domain Strike
3 - Dodge
5 - Mobility
7 - Spring Attack


Another option that I always thought would be fun is:

Cross-blooded (Orc/Elemental: Water) + Rime Spell Metamagic

Turn the plethora of fire blasts at your disposal into cold blasts with the Elemental bloodline, then add in Rime Spell to add some debuff to your blast. Orc keeps the damage respectable. Run into a cold immune enemy? Just blast with fire! You still get your bonus damage from the Orc bloodline. The Magical Lineage trait really makes this work.

Like all the options other than Sorcerer 1/Wizard X, it's not as optimized, but it's still effective, if for whatever reason that particular build doesn't jive with you or your group.

Also, a general cross-blooded tip: make sure to use metamagic feats to use your highest level spell slots when you have no spells known of that level. Persistent Spell and Heighten Spell are solid choices for this purpose.


So this might take away some of the stupidity of the build, which is the point of course, but:

Unarmed Fighter 1/Wizard 5/Eldritch Knight

Feats (just off the top of my head):
1 - Toughness
Fighter Bonus: Improved Unarmed Strike, Kirin Style
Wizard Bonus: Scribe Scroll
3 - Combat Casting
5 - Improved Initiative
Wizard Bonus: Craft Wondrous Item (or whatever)
7 - Death from Above
EK Bonus: Weapon Focus: Unarmed
9 - Kirin Strike
11 - Lunge
EK Bonus: Weapon Specialization: Unarmed

And you actually get to use Kirin Style. When do you ever get to use Kirin Style!?

Obviously a Magus with Improved Unarmed Strike is of course the most functional version of this guy, but that might be too functional for him to be the butt of the joke ;)


Malag wrote:

Some additional questions still:

a) If I wield keg 2handed can I still make unarmed attacks via Panther Style?

** spoiler omitted **
It doesn't say anything about needing to have at least 1 free hand.

b) Still can't figure out the dice damage of that 150 lbs keg. 1d8 at least tho.

I think you can make a decent argument for the keg counting as an improvised greatclub, getting you d10 damage. This would make it a 2-handed weapon, and thus you couldn't use deflect arrows anymore, but that's not really a big loss.

From the monk's unarmed strike ability: "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."


Unfortunately, to flurry with the keg, you would need to use the Monk of the Empty Hand archetype, which doesn't stack with Drunken Master. As far as PFS goes, I don't think there is a lot of wiggle room in terms of bending the rules.

Here is an option

Dwarf Drunken Master
Alternate Racial Trait: Relentless (+2 Bull Rush, Overrun)

STR 15
DEX 14
CON 16
INT 10
WIS 16
CHA 6

Feats:
1 - ?
Monk 1 - Deflect Arrows
Monk 2 - ?
3 - Power Attack
5 - Improved Overrun
7 - ?
9 - Greater Overrun

If you have a soda keg sized keg that your dwarf can carry with one hand, that leaves your other hand free to use deflect arrows legally. Fluff-wise, you can describe your character as deflecting an arrow with his keg rather than with the free hand. That accomplishes using your keg for cover more or less.

When you use your overrun combat maneuver, you can describe your character as knocking them over with the keg. This accomplishes using the keg to hit people, without having to use it as an improvised weapon that you can't flurry with.

If this were a home game, and I were your DM, I'd just let you stack Monk of the Empty Hand with Drunken Master even though it's not legal... but for PFS you can't do that so you'll have to come up with workarounds.


Bouncing, Persistent Hold Person is only a 5th level spell for a cleric/oracle/witch. Someone is bound to fail their save. Sure, it requires a follow-up coup de grace to truly be save-or-die, but it seems pretty potent to me!

Compare that to, say, a regular old Baleful Polymorph. My money's on the Bouncing, Persistent Hold Person!


Do you have to prove that a bard can excel at controlling and debuffing? You might be better served by either making a great bard or a great controller rather than trying to do both.

If you want to play a charismatic controller that never deals damage, what about a fey bloodline sorcerer? High cha, bluff is a class skill for sorcerers, bonus to compulsion spells dc Put some points in int for more skills.

If you want to play the best bard you can, it seems silly to ignore the fact that the bard is capable of dealing some pretty decent damage. Rather than cast grease, then net them, cast grease then pepper them with arrows or slice them up with your falcata. Or better yet, cast Haste then the whole party can go to town.

If you want to play the ultimate tripping disarming whip using combat maneuver specialist, the lore warden fighter archetype is a great choice.

If you're dead set on a controlling and debuffing bard, the court bard might be an interesting archetype. Give your enemies penalties instead of giving your allies bonuses. Don't forget that the penalty applies to saves against your fear and charm effects. Weapon focus: net and dazzling display might be nice.


Two thoughts:

1) Force Punch is another spell that can move people into the pit.

2) A Cleric with the Caves subdomain gets Create Pit, Spiked Pit and Hungry Pit. Better BAB means better bull rushing, shield bashing, etc., if you want to push them into the pit yourself.

For example, here is something I threw together real quick:

Dwarf Cleric 9

Alternate racial trait:
Relentless (+2 Bull Rush and Overrun)

Stats (15-point)
Str: 16 (15 + 1 level)
Dex: 10
Con 14 (12 + 2 race)
Int: 10
Wis: 17 (14 + 2 race + 1 level)
Cha: 9 (11 - 2 race)

Domains:
Caves (Earth)
Archon (Good)

Feats:
1 - Power Attack
3 - Imp. Bull Rush
5 - Imp. Initiative
7 - Persistent Spell
9 - Imp. Bull Rush

Round 1 - Activate Aura of Menace (Enemies get -2 saves, among other penalties)
Round 2 - Persistent Spiked Pit (DC 16, requires two saves. DC higher with magic items)
Round 3 - Bull Rush! CMB +15 (higher with magic items, buffs)


Seems totally viable.

You have all the cloud spells (for their vision impairing properties), all the wall spells.

Also, if you are using spells with "save negates," AoE spells like glitterdust and grease greatly increase the chance that somebody is going to fail their save.

The Bouncing Spell metamagic feat seems a strong choice for single target save or suck spells like Blindness/Deafness, again, to incase the chance that someone gets hit with it, even if not the intended target.

Just from the first few levels of spells in the CRB, here are a handful of spells with no save.

1st-level
Grease: moving through the grease requires an acrobatics check to move. When you read the acrobatics skill you discover the hidden gem that when you use the acrobatics skill to balance you are considered flat-footed!

Silent Image: in order to be allowed to make a save, the enemy must interact with the illusion in some way, at the very least, wasting an action doing so.

Magic Missile

2nd-level
Command Undead (on mindless undead)

Scorching Ray (maybe not the best spell, but no save)

3rd-level
Explosive Runes

Halt Undead (on mindless undead)

Ray of Exhaustion (fatigued on save, hit them a second time and guaranteed exhaustion)

4th-level
Black Tentacles

Enervation

5th-level
Waves of Fatigue (follow up with Ray of Exhaustion for some auto exhaustion)


I keep coming up with more build ideas.

Then I realized that they are all based on the same combo:

Magical Lineage + low level spell:

Hideous Laughter (2nd level, 1st level as a Bard), Blindness/Deafness (2nd Level Wizard), or Hold Person (2nd level Cleric) + Bouncing Spell

Glitterdust or Create Pit + Persistent Spell

Etc. Etc.


Here are some build stubs based on your interests… I've never played PFS, but everyone seems to say that Diplomacy can be a super important skill. I tried to fit 14 into Int so that you could get 4 skills. If you were willing to use your favored class bonus for skills instead of HP, you could do 12 Int and get the same skills. Or if you didn't care so much about skills, Int 10 would allow you to up your other stats. These aren't the most optimized, and I'm sure I'm missing something, but they seem effective and fun to me-both in and out of combat. Dumping strength and wisdom even further obviously gets you boosts to your other stats if you are comfortable with that.

Half-elf Summoner:

Half-elf Fey Bloodline Sorcerer

Str: 8 (light load: 26 lbs, Str 10 is 33 lbs if that makes you more comfortable).
Dex: 12
Con: 12
Int: 14
Wis: 8
Cha: 18 (16+2)

Traits:
Reactionary: +2 Initiative
Ease of Faith: +1 Diplomacy, Diplomacy as a class skill

Skills:
Diplomacy
Knowledge: Arcana
Spellcraft
Use Magic Device

Feats:
Half-elf - Skill Focus: Diplomacy
1 - Toughness
3 - Spell Focus: Conjuration
5 - Augment Summoning

Spells at level 1 (didn't think too hard about these, I'm sure there are better options)
0 - Detect Magic, Read Magic, Dancing Lights, Prestidigitation
1 - Sleep (DC 16 with Fey bloodline +2 to compulsion spells, switch it out at level 4), Grease (DC 15)

Gnome Illusionist:

Gnome Fey Bloodline Sorcerer

Str: 6 (8 - 2, keep in mind that small gear weighs less).
Dex: 12
Con: 14 (12 + 2)
Int: 14
Wis: 8
Cha: 18 (16+2)

Traits:
Reactionary: +2 Initiative
Ease of Faith: +1 Diplomacy, Diplomacy as a class skill

Skills:
Diplomacy
Knowledge: Arcana
Spellcraft
Use Magic Device

Feats:
1 - Improved Initiative
3 - Spell Focus: Illusion

Spells at level 1 (didn't think too hard about these, I'm sure there are better options)
0 - Detect Magic, Read Magic, Dancing Lights, Prestidigitation
1 - Silent Image (DC 15), Sleep (DC 16 with Fey bloodline +2 to compulsion spells, switch it out at level 4)


I would suggest that you do not try and stack Magical Lineage and Wayang Spellhunter for your first game with a bunch of strangers.

It may be RAW, but it's clearly not RAI (the rules for traits specifically state that "they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage"), so it's probably best to avoid it until you've established how the group you play with feels about these sorts of combinations. No point if pissing off your new gaming mates just for the sake of a little extra power for your character. On the other hand, if the guy sitting next to you is a Gunslinger rocking a Colossal Double Hackbut, or some other such absurdity, go for it!

That said, the character James Maissen posted is still totally viable without that combo, so if you've been wooed to the ways of the blaster, just swap one of them to Reactionary or something and you're good to go.


This combo has been popping up more and more in optimization threads in the Advice forum.

The full text regarding trait stacking is this: "Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack—they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage. It's certainly possible, for example, that somewhere down the line, a “Courageous” trait might be on the list of dwarf race traits, but just because this trait is on both the dwarf race traits list and the basic combat traits list doesn't mean you're any more brave if you choose both versions than if you choose only one." (emphasis mine).

As far as I can tell, this means that Magical Lineage and Wayang Spellhunter shouldn't stack. But of course, that doesn't mean that they don't by RAW. The problem that this requires DM interpretation, even if that interpretation seems obvious.

It'd be great to get an official response. Intensified Burning Hands as a 0th level spell? Bouncing Blindness/Deafness as a 1st level spell? Persistent Glitterdust as a 2nd level spell? Dazing Scorching Ray as a 3rd level spell? Etc. Seems overpowered to me.


Dabbler wrote:
Iced2k wrote:
Double Sword + TWF or Falcata/ECB +Power Attack + Furious Focus.
Furious Focus only applies to two-handed weapons. If you are going two-handed, the falchion or elven curve-blade are better weapons. The Falcata's x3 critical multiplier is nice, but the greater threat range is worth more.

Rough math (someone correct me if I've messed this up), assuming you always confirm. (I'm also assuming that the Falcata is being wielded 2-handed, so Strength bonuses, Power Attack, etc. are all identical)

18-20/x2 means that 15% of the time you do +100% damage: .15*1.0 = .15 or +15% damage (assuming 100% to confirm.)
19-20/x3 means that 10% of the time you do +200% damage: .1*2.0 = .20 or +20% damage (assuming 100% to confirm.)

The Elven Curve Blade and the Falchion do do slightly more base damage than the Falcata, but the Falcata's critical is definitely better. As your static damage bonuses increase the Falcata will pull ahead. Conversely, at low levels, when you don't have that many damage bonuses, the Greatsword and Earthbreaker are better than the high crit weapons.


Falcata is great. That 19-20/x3 critical is really gonna be awesome when you've got inspire courage, good hope, arcane strike, etc. all adding critical friendly damage bonuses.


Here's an option:

Human Theologian 8

Domain: Travel

Stats:

Str: 20 (18 + 2 racial)
Dex: 14
Con: 14
Int: 11
Wis: 17 (15 + 2 levels)
Cha: 11

Feats:
1 - Improved Initiative, Scribe Scroll
3 - Power Attack
5 - Furious Focus
7 - Dimensional Agility

Use your channeling (and scrolls for more obscure ailments) to heal people after combat. During combat, focus on helping the group by killing your enemies faster!


There are vague rules for hauntings in the gm guide: http://paizo.com/pathfinderRPG/prd/mastery/haunts.html#haunts

These rules are vastly ellaborated on in the first book of the Carrion Crown AP: Haunting of Harrowstone. Check it out, or at least head over to the Carrion Crown forum to hear some different reactions to the haunts: I.e. what is fun and what isn't.

Whether or not these are the rules you want to use I don't know but they seem like a good place to start. Especially the list of haunts in the Haunting of Harrowstone.


A ranged paladin seems compelling. Holy Gun as mentioned, or Divine Hunter maybe? Or Oath of Vengeance so you can take Extra Lay on Hands to get more smites?

Attacking from range, great saves, d10 hit die, and the ability to heal yourself is mighty compelling way to make up for Con 9.

Human Paladin (Divine Hunter) 1
Str: 11
Dex: 17 (15 + 2)
Con: 9
Int: 9
Wis: 16
Cha: 18

HP: 10 (10 - 1 con + 1 favored class)
AC: 18 (10 + 5 scale mail + 3 dex)

Longbow +4 or +2/+2 d8/x3
when Smiting: +8 or +6/+6 d8+1/x3

Feats:
Point Blank Shot, Rapid Shot (Human Bonus), Precise Shot (Archetype Bonus)

Not too shabby for level 1.

As suggested, sorcerer (maybe gnome) with the toughness feat seems solid as well. Maybe arcane bloodline and a toad familiar for a few more HP at low level? (You can pick up improved familiar to get something cooler later). Gnome Arcane Bloodline Sorcerer with Toughness a Toad familiar, and favored class bonus to HP has 13 HP at level 1. Again, not bad.


Not quite your question, but as my group is a lot smaller than yours, I often handle no shows by doing something else, like running a one-shot adventure such as "We Be Goblins" or having a board game night instead. No-shows are infrequent enough and rescheduling is easy enough that we rarely play without everyone present.

With a 7 person group, no-shows obviously are much more commonplace and rescheduling is a pain, so playing the planned adventure without the player makes a lot more sense.


In my opinion the solution is to talk to your GM about it.

All of Paizo's Adventure Paths give suggestions for what favored enemies for a ranger to take in their Player's Guides.

Don't think of it as yucky bad metagaming. Think of it as working together with your GM to tell better story! You don't have to just leave it at "Favored Enemy: Oozes will be totally relevant to this campaign" "Ok. I take favored enemy oozes." Build it into your character you when the first ooze shows up you get to see "Good thing I know how to deal with these! As a child growing up in Oozetown of Oozelandia one became an adult when one defeated one's first ooze... with one's bare hands!" And the rest of your party says "Thank goodness we're friends with Otto Oozebane, we would have been in a real pickle otherwise!" Totally worth a little "metagaming" to avoid your dragonslayer spending his whole career fighting Gnolls, never getting to address his goal to open a dragon-hide purse business or whatever.

If your GM doesn't want to help you pick your favored enemies to fit with the story, then do as blackbloodtroll suggested and play a Guide archetype.


If you end up doing the Stormborn bloodline, Ear-piercing Scream seems like an awesome first level spell for you. Sonic damage, debuff, higher DC from bloodline.


I don't think you can stack Wayang Spellhunter and Magical Lineage, at least not RAI, but if your DM feels differently, stack away. The rules for traits state:

"Many traits grant a new type of bonus: a “trait” bonus. Trait bonuses do not stack—they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage. It's certainly possible, for example, that somewhere down the line, a “Courageous” trait might be on the list of dwarf race traits, but just because this trait is on both the dwarf race traits list and the basic combat traits list doesn't mean you're any more brave if you choose both versions than if you choose only one."

For the Shocking Grasp sorcerer, I think this would be better:

Cross-blooded (draconic/orc) tattooed sorcerer

Spell Specialization + Varisian Tattoo are where it is at for d6 per level type spells. Crossblooded for +2 damage per die. Intensify and Empower obviously are good stuff.

For example:

Human ross-blooded (draconic/orc) tattooed sorcerer 10

Feats:
1 - Spell Focus: Evocation, Spell Specialization: Shocking Grasp (human bonus), Varisian Tattoo: Evocation (archetype bonus)
3 - Reach Spell
5 - Intensify Spell
7 - Empower Spell
9 - Spell Penetration

Level 1 (1st level slot): Shocking Grasp: 4d6 + 8 (avg. 22)
Level 5 (2nd level slot): Intensified Reach Shocking Grasp: 8d6 + 16 (44 avg.)
Level 10 (4th level slot): Intensified Empowered Reach Shocking Grasp: 1.5*(10d6 + 20) (82.5 avg)

And from level 3 onwards you're using Shocking Grasp at close range instead of touch.


For magic missile, I would do

Human Tattooed Sorcerer, Orc Bloodline

Traits:
Magical Lineage: Magic Missile

Feats:
1 - Spell Focus: Evocation, Spell Specialization: Magic Missile (human bonus), Varisian Tattoo: Evocation (archetype bonus)
3 - Toppling Spell
5 - Empower Spell
7 - Spell Penetration
9 - Greater Spell Penetration

Spell Specialization and Varisian Tattoo net you +3 caster levels with magic missile, letting you get more missiles a lot earlier. Orc bloodline is +1 damage/die.

Level 2: Magic Missile: 3d4+6 (13.5 avg)
Level 6: Toppling, Empowered Magic Missile: 1.5*(5d4+10) + Trip (avg. 33.75 damage)


I posted this guy in the "Give me your Lowbies" thread, but here is an expansion out to level 10. Probably are better ways to do the feats, these were just off the top of my head.

Spell of choice: Color Spray

Gnome Oracle 10

Relevant traits:
Magical Lineage: Color Spray

Mystery: Heavens

Relevant revelations:
Awesome Display

Feats:
1 - Persistent Spell
3 - Spontaneous Metafocus: Colorspray
5 - Spell Focus: Illusion
7 - Piercing Spell
9 - Greater Spell Focus: Illusion

Awesome Display (Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier)

+

Persistent Color Spray as a 2nd level spell with Magical Lineage. 3rd level slot with piercing spell to combat SR.

Enemies have to save twice or most likely be unconscious, blinded and stunned. Brutal!

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