My group will be finishing Scarwall by the end of the year so I’m in the process of preparing the final book. I’ve been reading up on the final battle a lot and I’m afraid the combat with Ileosa might be too easy for my group. I’m running the game for 3 gestalt pc’s that like to optimize so following the encounter by the book will probably end in disapppointment. So I’m looking for input about possible adjustments without going overboard. I’ve been thinking about making her gestalt as well, either tyrant antipaladin or swashbuckler, but that seems to be overdoing it a bit. I’ve read about people making her a sorcerer, which does make her stronger, but takes away the flavor she has as a bard. I’ve also thought about adding some other minions, but I’m afraid they might just be ignored in favor of attacking the boss. Another idea I had was making the false ileosas level 10 so they could use heroic finale to boost the real one’s action economy. Maybe add some mythic abilities? I’ve got little experience with mythic so there might be something usefull there. I would love to get some input and possible other ideas from all of you!
Diego Valdez wrote:
It's been nearly 2 months since I've had a reply, this is terrible service. Please send a response or I'll do a chargeback on the purchase
Diego Valdez wrote:
I've sent the mail with the pictures a couple of weeks ago, but I haven't had a reply yet.
born_of_fire wrote:
There hasn't been any FAQ, because they don't release FAQ's for adventure path books (as far as I know). And I couldn't find anyone else asking the same question. Azothath wrote:
Where does it say it is once per day? Every other revelation that's usable once per day says it is. Erupt from the same mystery, for example, specifically calls out it is once per day. What the intent of the ability might be doesn't really matter to me, I'm wondering what the default ruling is for how often it can be used in this case.
So the volcano mystery from anvil of fire has a revelation called pyroclastic shove. Which allows you to bull rush and damage enemies. It states that you can use it an additional time per day at 12th and 17th level, but I can't seem to find anything about a limit per day. So is this ability useable at will or am I missing something?
So I've been running this book for my group and we're all really enjoying it. The lethality is just high enough to reward careful thinking while still being fun. This week we had the face off vs the scorched hand, which was one of the better combat's I've run so far from a pre-written adventure. It ended with a bomb from the alchemist to Velriana's face, right as it looked like she might get the upper hand. Now, the reason I'm here is because one of my players mentioned that he wondered how cool the boss will be, seeing as how this was already pretty awesome. Not wanting to give spoilers for the rest of the temple (they went in pretty much a straight line due to some good tracking), I just ignored the comment (one of the upsides to online GMing). I'm planning on adding an encounter with an undead creature that has a nice "Bossy" feel. I was thinking about adding a mummy with a couple of minions, but it feels like that might make the first encounter in the next book less fun, as you'll have the same thing twice. Anyone know of something that might fit? I was thinking about some type of large undead, maybe with a small horde of zombies?
I'm looking for some help with the rules on attacks of opportunity, I always figured I had the rules correct, but my last DM ruled it differently and wouldn't budge on the matter. Having switched DM's in our group I figured now would be the best moment to challenge this ruling. So let's say you're playing a character with a reach weapon and you're fighting a large creature with only 5ft. reach, a crocodile for example. Now the crocodile charges you, moving through your reach of 10ft. to you hit. My ruling would be that he provokes an Attack of opportunity because a part of the creature leaves one of your threatened squares. My old DM however ruled that the creature wouldn't provoke an AoO because there is still a part of the creature in the square that you threaten. I'd love to hear you all on this.
I've got 2 small questions I hope to get some help with. If a 7th level wizard takes faith magic and takes barkskin from the defense domain. It would be cast from a level 3 slot. 1: Does it count as a level 2 or 3 spell? To me it feels like a level 3 spell, but the wording feels like it could be read in both ways. 2: If it counts as a 3rd level spell, could it still be used to qualify for the "cast 2nd-level divine spells" requirement for mystic theurge?
Thanks for the help!
**Spoiler Warning** I'm playing kingmaker at the moment and after some amazing teamwork from our party we managed to kill the lich at the end of book 3. It disappeared into a cloud of dust, leaving his glowing red eye behind. Being the curious wizard I am, I pick it up to identify, resisting the immediate urge to claw out my own eye. I roll very well on the ID check and find out I have a minor artifact in my hands. The Oculus of Abaddon is what it's called. Now my wizard isn't the wisest of the bunch and is very interested in trying to utilize this item to it's fullest, here however start my troubles. The other players have expressed that their characters wouldn't appreciate a member of their party using evil artifacts. IC they don't really have any way to detect that it's evil, or an artifact for that matter, but I like to cover my bases to prevent a slip up. So what I'm asking basically is some help on how to deal with this kind of situation. I'm not trying to back-stab my party or anything, I would just like to explore what kind of roleplaying opportunity's this kind of situation gives. We just leveled and I'm able to pick up a feat, so I've considered just crafting some kind of mask or goggles to cover my eyes, but that seems like cheap solution. Also, the oculus allows me to planar bind something from abaddon, which is the one evil plane I haven't really read into yet, anyone that could give me a rundown on the types of thing I could call or if they're the kill on sight kind of outsiders, that'd be useful to know too.
My order never arrived, I've already had contact with the postal office, the postal service and with customs. I'm kinda frustrated right now because most of it were gifts which is why I paid for priority shipping. I would like to cancel everything in the order, except for the replacement starfinder book. Also please cancel my subscription, it's quicker for me to just order a copy locally.
On page 53 the forester hunter gets favored terrain at level 5 by trading in the animal companion at level 1, later on in the same ability it says: "Starting at level 5, a forester...." This suggests that the forester was meant to get favored terrain at an earlier level. This is also supported by the fact that the ability appears before the level 2 ability, which usually isn't the case. On page 55 for the treestrider hunter with the animal companion ability the text says: "As a free action, a treestrider must select an ape as her animal companion." This looks like a small editing error.
I managed to get some playtime with the oozemorph and I've got to say that it really was a blast. We were playing at level 3 so I took 2 levels of oozemorph and one of unbreakable fighter while focusing on Dex and Con, using weapon finesse to make sure I'd hit and saving my humanoid shape with light armor for the dungeon we entered. Having 21 AC combined with DR4/Slashing really was amazing, I really felt like a blob which could just get punctured and slashed without any problem. In blob form, not being able to be flanked or crit actually came up and was a great help too, the much lower AC of it was a bit of a bummer. Now for some of the downsides, being a blob of ooze is obviously difficult in roleplaying situations, for a one-shot it was fine, I could do some silly things, (and almost got blamed for the disappearance of the local pets) but I can imagine that in a longer campaign that starts at level 1, being an ooze could be quite troublesome especially the no talking part. We discussed that having some sort of second humanoid shape that falls apart under stress (i.e. combat, lifting stuff or somebody poking you with a needle to make you pop) would really help out, without removing the penalty.
All with all, I really liked playing it and I would definitely play it again, albeit at a higher level where more of the ability's are available. I do sincerely hope we'll get some sort of errata or update from paizo though, as it feels a bit bare bones with all the empty levels.
Robert Brookes wrote:
Thanks again for your reply, I figured he wouldn't be able to do those things, but I wanted to make sure anyway. We're going to be playing at level 3, so I'm sure I'll be a blob for most of the session and it's good to know what that'll mean for me. It should be a blast playing ooze charades with the rest of the party, not to mention the npc reactions to a blob traveling with a party of adventurers. Ooh one last question, the clinging ooze ability that's gained at level 4, replaces woodland stride that's normally gained at level 3 for the base shifter, was it intended for that to be a level later, or did the shifter you had access too during writing have it at a different level? The way it is now the oozemorph has a completely empty level at 3, which is a bit of a bummer.
Could an oozemorph drink a potion by itself when it is fluidic, or would it need to be administered by an ally? How about gear, can they pull along their own backpack? The gear meld thing is pretty nice, I've got a one-shot coming up tomorrow and I was wondering if armour was even worth getting, but it seems like I'm in luck.
Robert Brookes wrote:
Did you intend for it to be unable to use the stat increase items? Or can it attune by keeping on to it, even while not in humanoid form?
nighttree wrote:
I feel exactly the same way, either we're missing something major here, or there has been some error during editing. The last wouldn't surprise me, seeing as shifter's edge was already said to have been misprinted and from what I've seen at the hunter's archetypes. Forester trading in animal companion for a favored terrain starting at level 5, or the treestrider that must, as a free action, select an ape.
I assume it's meant to be stronger, with the rounds per level duration and full round activation, you really need a powerful ability to make up for it. If it's just an enlarge person effect grabbing a level wizard on your barbarian to cast enlarge person would probably be a stronger choice then going rageshaper.
Thanks for the help with that, but is there perhaps a way to calculate the cost for combining the two packages from Order 4552680 into one package? Our national postal service asks about 15 to 16 dollar per package on top of any custom fees, so right now the previous situation was actually a bit cheaper for me. Sorry if I'm being a bother, but as a student every dollar counts.
There seem to be a couple of things wrong with this order and I would like some help with it. At first this was a starfinder rulebook replacement with free shipping, now my Pathfinder RPG subscription and sidecart got added and I suddenly have to pay for priority shipping on the whole thing. Also, the first 10 dollar shipping and handling didn't get subtracted from the total. Please help me with this before I get charged the extra money.
Thanks a lot for all your help, I think I'll be going with the 1 level brawler dip, the Versatile design modification is exactly what I needed to prevent taking any fighter levels and it even allows me a spare trait to spend on something flavorful. We even have a smith in the party that's always dying to make something interesting for his friends, so he can have some fun with the weapon modification. With what I have written up right now I'll be able to use martial flexibility for greater trip at this level, which I can just take as a regular feat at the next one. The combination of abilities really encompasses the feel I want with a fast magical warrior that uses all of the elements to their own advantage. Playing a suli really is an added bonus, it just fits so well with everything. Really, thanks again, I always feel like I have a pretty high level of system mastery as a GM, but as a player I feel like I miss a lot of the obvious option. Having someone that throws out the right ideas is really useful.
Darksol the Painbringer wrote:
Ooh wow, I had actually kind of forgotten the Suli existed, the amount of flavor combined with an excellent stat spread is such a good fit. I had originally gone human to be able to handle the amount of feats needed to pull it off, but going a less feat heavy build with a Suli is just amazing. I'm contemplating putting trip as more of an extra option by going Spirit guide for all levels with the stone spirit, swapping stats around a bit to go for 18, 16, 14, 8, 10, 18. Taking power attack and 3x extra revelation. Swapping Dance of whirling water and Sweeping impact for Elemental resistance and Roiling soil. Taking heirloom weapon for something like a scimitar and unscathed for the extra elemental resistance, it might actually work out to something usable. Would something like that work out or would not having the fighter and brawler levels hamper it too much? Further progression would be picking up two additional revelations along the way together with combat casting or warrior priest and somehow squeezing incremental elemental assault in there somewhere, seems like it would somehow be pretty viable right?
Darksol the Painbringer wrote:
Sweeping impact allows for a free action trip after a bull rush and at level 7 and every 4 levels thereafter thereafter the size of creatures you can trip and bull rush increases by one. I was wondering if the size increase allowance was worth taking the revelation. For the full text you can follow this link. Also thanks for noting the BAB thing, that indeed makes getting it at level 10 a bit better.
Darksol the Painbringer wrote:
Yeah going double feels as a pretty heavy burden so I have considered going just with trip, would sweeping impact still be worth it just for trip or would trying to trip larger creatures be too difficult anyway, seeing as their CMD scales so much faster by size? Good point about the buffs btw, I hadn't thought about them, so that might make the buff lore warden gives less mandatory. Dr. Dre wrote:
I'd considered going full spirit guide oracle with the stone mystery and just going for trip, but getting greater trip at level 10 feels like a really long wait for a pretty vital part of the build.
With the release of the Elemental master's handbook came the Elemental mystery for the oracle. For me it was love at first read and with my DM starting to get somewhat of a nasty streak with player deaths, now seems as good a time as ever to start working on a back-up character. So my idea is to utilize the revelations elemental gives you by making an agile character that controls the battlefield using a combination of trips and bull rushes. This seemed like an easy enough task, but seeing as oracle doesn't get any bonus feats building it has become pretty hard. We are level 8 at the moment and being human and going oracle for all levels gives me just enough feats to take improved trip and bull rush and the 4 revelations I really want to start out (Dance of whirling water, Desert mirage, flowing step and sweeping impact). This however leaves me with a pretty low cmb and no skill focus acrobatics to activate Dance of Whirling Water. I have been looking for an answer to this problem and taking 3 levels of lore warden fighter (from the field guide) seems to fix it, but I'm wondering if there is something that would allow me to do the thing I want to with a smaller dip so my oracle progression wouldn't be hampered too much. Here is what I currently have. Oracle 5/Lore Warden 3 Race: Human (vudrani)
Point-buy 20:
Traits:
Mystery: Elemental
1: Oracle 1. Extra revelation, skill focus acrobatics. Dance of Whirling Water, Flowing Step.
This build gives me a higher CMB, better weapon proficiency's and already has acces to Greater bull rush, with greater trip coming next level. It also allows me to get some of the other great revelations I want to take. Tips, criticisms and opinions are greatly appreciated as long as it stays true to it manages to stay true to the core concept. Thanks in advance!
Hey, I recently purchased the Starfinder CRB from a local store, upon reading it I found out that one of the pages contains some blotches and the spine seems to start to come loose.
ThaT sounds like a pretty good tactic yes, shut down everything with a cloud and have the dwarves march in as they really don't care about poisons or spells. Another thing, I've been looking at feats and magic items for a bit. Is there anything that is a must have for the psychic? The big six is fixed through ABP so I'm kinda at a loss for what'd be an useful adition. Same with feats, it seems like I'll get most thing through my leveling, anything that's a must have or would VMC be an option?
avr wrote:
Wow those are indeed some amazing spell. I did notice a lot of things that fascinate in there though, is that mostly for out of combat or can you actually use it as a shutdown? To me it feels like it'll end after a single round as a pair of dwarves in fullplate match on the enemy, causing the fascination to break.@Joshua029 I really like the armour revelations too, they start to get really good at level 7 and the standard action to activate is, is just insane during ambushes. If the elf FCB hadn't been errata'd I'd definitely play a half-elf oracle in a heartbeat.
A cavalier certainly is effective, I played one that planned to go battle herald for a couple of sessions, doing some insane charges. It met an untimely death at the hands of the spoiler: in book 2, sliced me right in two pieces. Oracle and cleric seem somewhat lacking in the control department with their spell list. werewolf
I hadn't even thought about the psychic, that could very well be the class that'll fit best. I don't really have experience with the class though, to me it feels like it's mostly for single target mind affecting spells. Does it have any options to fight against groups? And more importantly, can it deal with mindless creatures, I saw the amplification that deals with undead, but what about stuff like swarms (which we've seen a lot of during the whole of book 2)?
I'm looking for some ideas for my new character in our kingmaker campaign, as my last one found a horrible death at the end of book two. Our current party consists of the following members: A dwarf warpriest of Torag, buffs himself up and goes to town with vital strike.
My first idea was to go for a support/buffing build, something along the lines of a caster skald with path of glory and celestial totem. But the other members, except for the monk, felt that they really didn't need more buffing which caused me to go back to the drawing board. I have no clue what to build now however, we're level 7 and are using ABP so basically anything is possible. I've been flirting with a heavens spirit guide oracle, as I'd like to fill the diplomat role, like the freedom it gives and a control based character seems to be the best fit for the party, but I'd love to hear a couple of other character ideas. My last character was a storm druid so I'd rather not do something like that again, but I'd love to hear some suggestions. They don't have to be control, if you see some glaring weaknesses in the group, I wouldn't mind filling those. |