Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Dice

Chess Pwn's page

Pathfinder Companion Subscriber. FullStarFullStar Venture-Agent. 11,779 posts. 2 reviews. 1 list. 1 wishlist. 14 Pathfinder Society characters.


RSS

1 to 50 of 11,779 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Companion Subscriber

Can you do it? And what happens if you can?


Pathfinder Companion Subscriber
Imbicatus wrote:

Archery is the number one dpr build in the game regardless of combat style. It has the best range increments the best attacks per round, and the best feat support. It's very feat intensive, and you can be good at it with a number of different classes.

Blasters are sub-optimal. You can make them work, but it's a lot of work and you would have been more effective going for different casting focus or with an actual ranged class.

Kineticists are very solid. They have a very high optimization floor and a lower ceiling, so they may seem sub-par at top levels of play, but they may also seem over-powered at lower levels of play. It's got some interesting utility and good baseline damage.

Throwing builds can be competitive with archery builds with the weapon masters handbook thanks to ricochet toss, but it's even more feat intensive than archery and requires weapon training, so you are basically limited to fighters and molthuni arsenal chaplain warpriests.

Gunslingers are decent archery replacements, with plusses and minuses. Bolt Ace gets points for making crossbows viable.

This. Archery is good with many classes and many races.


Pathfinder Companion Subscriber
Dasrak wrote:
Since then Paizo has apparently abandoned the Unchained Monk and is not publishing archetypes for it

this isn't true, there are currently at least 8 archetypes for the class


Pathfinder Companion Subscriber
CasMat wrote:
* Casters overtake non-casters in general utility

assuming 6th level caster's count as casters this happens at lv1-2, and only gets worse from there. Non-casters only ever have 2 options, sword or skill. Caster's get those, often is better at those than non-casters, and get more options.

CasMat wrote:
* Fighters are overshadowed by other classes (Barbarians?) in damage and combat options

Fighters are overshadowed at lv1 to other martial classes. by lv5 the fighter has caught up, and as they continue (especially once they get gloves of dueling) they will actually surpass others.

CasMat wrote:
* Core Rogues/Monks appear to be ineffectual in combat (and to what extent Unchained fixes this)

The reason for this is that they are 3/4 bab classes, that are quite MAD, and they don't have in class attack boosters. Unchained really helps them. Unchained lets rogues ignore str and still pull off damage when not sneak attacking. Monks get an effective +2 to their attacks by having everything be at full bab.

CasMat wrote:
* The differences between Sorcerer and Wizard become most noticeable

lv3 and every odd level thereafter except 19 when the wizard has a new spell level and the sorcerer doesn't.

CasMat wrote:
* Combat feat chains like Two-Weapon Fighting, Vital Strike, etc. become undesirable

TWF is feat intensive so can come online at later levels, and comes with the penalty to attack rolls, So you want something that has big attack roll boosters and damage boosters per hit. Vital strike's problem is that standard action attacks quickly become the inefficient way of dealing damage and that it's lots of feats to keep up with it, So you're often better off getting a different feat than it.


Pathfinder Companion Subscriber

I believe all of the newer pregens are actually quite well made. The ACG, the Occult, And all the APG pregens and magus. Those are all I feel solid in their role and not a hinderment to the party. Crowe, Quinn, and lv7 shardra are my personal favorites.


Pathfinder Companion Subscriber

It's stories like this, that I feel is kinda common for my area too, that causes me to build DPR monstrosities. Like when someone is advertising as a front line fighter guy at lv8 and on a full attack does like 14-18 damage to one of the 4 enemies in the fight. I decided to build guys that can one shot basically anything to be sure that the party would have enough damage to finish the fight.


Pathfinder Companion Subscriber

cavalier of cockatrice can do it as a standard with just 2 levels.


Pathfinder Companion Subscriber

how did you find a way to get 6 spells known and 6 spells per day?

Multiclassing is probably a bad idea.


Pathfinder Companion Subscriber

I have an investigator, he's foremost a warrior too.

start with str 18, trait for armor expert for mithral armor and mutagen.

If you want take a dip of heavy armor rage and the extra rage feat and you have TONS of combat boost from that.

now you wont be as good without alchemy since you'd be missing out on heroism and barkskin, but you'll still be good.


Pathfinder Companion Subscriber

6 levels of bard getting versatile performance and advanced versatile performance you can get all three of those skills being based off of one performance skill. Then take a level of vigilante to get the +4 circumstance to it via social grace. Get a skill focus feat somehow for it. And 3 levels of Investigator for Unconventional Inspiration to add the free inspiration to it. And circlet of persuasion for +3 competence. So at lv10 you're at cha+26+1d6 at the least, traits and racial abilities for perform can make this higher. Take another level of bard with the banner of the ancient kings and you even have a +3 inspire courage.

Or go sacred attendant cleric with the glory domain.
Get a full 1/2 level as an enhancement bonus that lasts the full day.
and get 3+wis times per day getting your level to the check. So at lv 10 with skill focus and the circlet you're at cha+37 before traits or racials.


Pathfinder Companion Subscriber

Things brought in via class features aren't a separate enemy.
So a druid's animal companion is no EXP, a leadership minion is no EXP.

So if you have a lv20 Druid as the BBEG and he has leadership and a pet and all of the minions are druides with leadership and a pet the party can fight TONS of druids and pets and technically get no EXP.

Now, if the fight is completely separate from the guy then it's fair to rule it as it's own fight and give them the appropriate EXP.


Pathfinder Companion Subscriber

Locating as in knowing someone is there somewhere, YES.
locating as in knowing the square then no, the DC's are 20 higher.


Pathfinder Companion Subscriber

Perfect scholar monk gets bardic knowledge - though no armor
The investigator can trade out alchemy for a luck pool, thus making it the skills guy and with the level dip for heavy armor. Investigators are great combatants, and great at skills, getting 6+int of skills.


Pathfinder Companion Subscriber

modification of bite


Pathfinder Companion Subscriber

no

** Venture-Agent aka Chess Pwn

Gary Bush wrote:
Wraith235 wrote:

Personally am trying to decide weather a +3 Holy is Better than a +5

I do have clustered Shots ..... really curious about the math

Guess it matters what you are hitting. If it is evil than it you will do more damage.

Otherwise you will do less on average because of the missing +2 to damage.

Also the attack bonus can matter, unless you were hitting on a 2, losing 2 accuracy can turn a lot of hits into misses.


Pathfinder Companion Subscriber

however you want to pull it off.


Pathfinder Companion Subscriber

Here is a dex paladin if you're interested.

But personally, I don't see maneuvers as that useful, SOMEONE in the party needs to do damage to end the fight. Maneuvers take a lot of feats to try and pull off, and they aren't likely to work and lots require specific enemy types to work at all.


Pathfinder Companion Subscriber

my biggest issue with skalds is their use is so low, They spend a standard to rage song, and you get you and if you're lucky 1 other to accept it. If you're thinking of skald just go bard and be better at all the things.


Pathfinder Companion Subscriber

sacred fist WP is a divine casting archetype that is like a monk.


Pathfinder Companion Subscriber

As far as I can tell via the current rules on mounted combat, the only purpose of ride by attack is to let you attack at reach and then keep moving another 5ft for your mount to get into reach for his charge attack. It's also potentially required to charge when your reach is longer than your mounts as otherwise you run into rules problems.

Now, with that said, mounted rules are a mess, I highly suggest staying away if you don't have a consistent GM that you can talk with and set house rules that actually work for mounted combat. Cause in something like PFS you'll run into people like me that wont let you charge if your mount has less reach than you do since that's what I feel the current rules say along with a potentially a dozen different way the rules work, since the rules basically don't work as they currently are.

** Venture-Agent aka Chess Pwn

SCPRedMage wrote:
RSX Raver wrote:
Tallow wrote:
Right, but blanches take longer than 6 seconds. They take 60 seconds.
Why is is 60 seconds? A full round is 6 seconds.

RSX Raver is right, as I quoted earlier in the thread...

Weapon Blanch wrote:
When poured on a weapon and placed over a hot flame for a full round
So it's six seconds, not a minute, and it's not in the fire, but over it; there's no way an arrow is going to combust from being held near a fire for six seconds. Anyone who thinks that applying a weapon blanch can possibly destroy an arrow or bolt either has some serious (but easily correctable) misconceptions about how it's applied, or serious misconceptions about what "flammable" means (hint: it doesn't mean it catches fire just because it's in the same zip code as a fire).

Wait what? So that means I can use my gas stove? I haven't ever turned it on since I figured it'd catch my flammable house on fire. ;)


Pathfinder Companion Subscriber

The first level should be swashbuckler. Getting the higher HP and being combat ready at lv3 is nice, If you waited you'd not be combat ready till lv3, cause you need the feat fencing grace which you can only take after or on your swashbuckler level.


Pathfinder Companion Subscriber

yes, but you'll potentially provoke from attacking via the whip.


Pathfinder Companion Subscriber

it wouldn't work cause you don't have the longspear in hand to take advantage of the AoO if you're using your whip. And your whip doesn't threaten so it can't take the AoO. So unless they were next to you, and you used your whip, which provokes normally, to trip them while having a longsword in your other hand you can't take the AoO.


3 people marked this as a favorite.
Pathfinder Companion Subscriber

"he has made it very clear it's chaotic evil priestess or nothing"

Then tell him it's nothing. Seriously, this is SUPER common manipulation tactic of doing an all or nothing deal. Tell him that unless he's willing to play a good person he will not play via the evil or nothing option. Once he sticks to evil, kick him out. Try hard to find new players or go towards online.

cause all you say just confirms that he's not able to play evil responsibly, doesn't work with party, and feel personally attacked when the party responds appropriately in game to his antics.

If he wants to play then he'll come back and accept not being evil. If he doesn't you're better off not having someone that ruins the fun.


Pathfinder Companion Subscriber

Occultists work for that requirement. 1 round buffing is just using legacy weapon as a standard, that's giving you +2 to hit once you have a magic weapon via bane, at lv6 that increases to +3. Plus the free enhancement to str that will be ahead of what you'd normally have purchased is a +1 boost most levels.

going battle host will gives you more feats.
going haunt collector gives you a pool of swift action buffs to use.

1 level of rage gives free action rage for a +2 for early levels and +3 at lv6+ when you get furious or add furious to your weapon.

Or just all Barb/bloodrager as it meets your requirement of 4+int of skills.


1 person marked this as a favorite.
Pathfinder Companion Subscriber

yeah, really should basically have the rule that you must be non-evil. And enforce that rule. Doing what they are doing there's no reason in game for the good party to be working with this evil jerk. So the good party should move on from this guy that they should drop.

** Venture-Agent aka Chess Pwn

1 person marked this as a favorite.

And my response still stands! :D

classes have been altered to be made legal, that's all that is required to hope that this class could be altered to be made legal. Unless we get PFS leadership telling us that they wont alter a class in X manner to make it legal, they'll just alter it in Y manner to make it legal, we wont know if it's something they'll consider or not.

Many (me included) have been arguing that as is is fine. But in the off-chance that alterations ARE on the table they have been proposed.


2 people marked this as a favorite.
Pathfinder Companion Subscriber
BigNorseWolf wrote:

alright then, continue ranting. *grabs protest sign* :)

I don't dislike the rule so much as the mindset. You cannot apply that level of a fine toothed comb to the pathfinder ruleset and wind up with anything sane (no, you can't use stealth behind the bench, there's a dwarf with darkvision 50 feet that way and 2 rooms over..)

Right, especially if they want to keep using the excuse, "it's in conversational tone, not rules language" Like if it's just conversational then you can't say that the exact wording is just so to make it NOT overcome DR.


Pathfinder Companion Subscriber

There is not a single question in your "question".
All you did was state true facts.


1 person marked this as a favorite.
Pathfinder Companion Subscriber
BigNorseWolf wrote:
Chess Pwn wrote:
Well, if we argue that it's a dumb rule there's the small chance it'll get changed similar to the flurry fiasco. That set the precedent that a ruling that went against the rule's text and was not what the majority of players were doing can be reversed. So since that example case exists, people will debate about it, and since this one seems like a dumb ruling that goes against the text and how people played it would seem like a good candidate for a reversal.
This isn't as integral to a class , and nothing was built on top of the old way of doing it. So I doubt it has the wrecking ball esque momentum that flurry needed to go back to the other way.

Which is what we'll see by the people's responses and how PDT react. I doubt it too since it's the PDT, but who knows? It for sure wont happen if we just quietly accept the FAQ.

** Venture-Agent aka Chess Pwn

1 person marked this as a favorite.
MisterSlanky wrote:
Suggesting custom changes to classes for PFS pretty much never works. The intent was not to custom-change ATs for society. You're better off (if you really want the class) to explain how as-written it will work into the campaign.

Except via campaign clarifications they have brought in classes but altered them a bit to make them good for PFS. Making some powers usable less often or replacing stuff. And not just banned stuff like crafting. So the precedent is set that it's possible.


Pathfinder Companion Subscriber
Ckorik wrote:

2)Pinpoint is always +20. Note the above table I quoted where it lists 'Stealth check +20' - for an invisible creature using stealth - they already add the +20 or +40 modifier to the check.

End result:

Not using stealth:
Perception 20 to notice
Perception 40 to pinpoint
Add/remove modifiers depending on distance/actions of the creature as with all perception checks.

Using stealth:
Stealth check +20 if moving to notice
Stealth check +40 if standing still to notice
+20 to above to pinpoint
Add/remove modifiers as needed for distance/actions of the creature as with all perception checks.

This is correct.


Pathfinder Companion Subscriber

using a wand is like casting a spell. The activator has the act cause they are the one doing the "evil thing"


4 people marked this as a favorite.
Pathfinder Companion Subscriber

Well, if we argue that it's a dumb rule there's the small chance it'll get changed similar to the flurry fiasco. That set the precedent that a ruling that went against the rule's text and was not what the majority of players were doing can be reversed. So since that example case exists, people will debate about it, and since this one seems like a dumb ruling that goes against the text and how people played it would seem like a good candidate for a reversal.


Pathfinder Companion Subscriber

it's legit but feels off.


Pathfinder Companion Subscriber
Ckorik wrote:
wraithstrike wrote:


FAQ Question:
Does the DC of pinpointing an invisible opponent start at a base of 40 or 60(standing still) and then also add stealth if someone uses stealth?

I'm going with - the question makes no sense.

The perception DC to know if someone is in the room is 20. This never goes up.

The perception DC to pinpoint someone's location in the room is 40. This never goes up.

This isn't true, those are the base DC's they are modified by the actions the invisible person is doing. If they are standing still, it's a +20 to the check. Pinpointing is just +20 to knowing someone is there. If someone is standing still it's a DC 40 to know they are there.


Pathfinder Companion Subscriber

Also, 1 level dip into a rage class (barb/bloodrager) can get you LOTS of combat stuff for that 1 level and the extra rage feat. Biggest buff there is for a dip.


Pathfinder Companion Subscriber

yes, this is why the invisible wizard is the better sneak choice than the non-invisible rogue. You don't really beat invisibility through mundane means. You use see invisibility or the like to beat invisibility.


Pathfinder Companion Subscriber
rungekutta13 wrote:
Sorry to necro this thread, but has there ever been an official ruling as to the scalability of Dragonheir Scion's Arcane Strike and if not can we please get one? I see nothing in the clarifications document.

No and probably not.

It's in a player companion, the PDT don't do any rules stuff with that. So the only way to hope for a fix is that PFS adds it to their document of fixes, their Campaign Clarifications document, cause the PDT will sometimes use that work finding that answer as their FAQ/errata. So if you can bring it up in a PFS thread and get that to go into clarifications and then have the PDT adopt that clarification will it officially be addressed.


1 person marked this as FAQ candidate. 2 people marked this as a favorite.
Pathfinder Companion Subscriber

It doesn't say it's treated as magic for dr full stop. It said it's treated as a magic weapon, when just before it said that a magic weapon can bypass different dr if it had a +3 or more.


Pathfinder Companion Subscriber

You're probably better off staying twf and dropping power attack, you have a lot of damage added to them, and it would be shame to waste those talents

** Venture-Agent aka Chess Pwn

Dragonhide pg49 of ultimate equipment, page 154 of core rulebook.

Dragonhide armor costs twice as much as masterwork armor of that type

So dragonhide breastplate is 700gp and is masterwork. (200+150)x2

making it a +1 costs 1000gp for total of 1700gp.

Adding wild to it so it works in wildshape is a +3 equivalent, or costing 15,000 more for total of 16,700gp, but this is only if you don't make the armor a +2 before trying to add wild, if it's a +2 before adding wild it's more expensive.

normally energy resistance costs 18,000gp, dragonhide reduces that by 25% putting the price for energy resistance to 13,500gp for 10 resist.

Making the total for wild energy resist +1 dragonhide breastplate 30,200gp.

so yes, 30,200gp total, yes it gives AC while in wildshape due to wild property on it.


Pathfinder Companion Subscriber

that's what I thought. I feel it's lame that channeling is so hard, you're so limited on how many times a day you can do it.


2 people marked this as a favorite.
Pathfinder Companion Subscriber
Ragoz wrote:

Quickly looked through the posts. I'm honestly shocked that Pathfinder FAQ went with the design choice they did on a thread over 2 years old.

A +3 bow makes an arrow fired be a +3 arrow and we have rules which say +3 weapons overcome certain DR types. Why complicate things with exceptions?

cause bows are used by fighters more than wizards and since martials can't have nice things...

I agree that I can't really see why they'd rule this way this late in the game.

** Venture-Agent aka Chess Pwn

2 people marked this as a favorite.
Gary Bush wrote:
I think a fair number of archers specifically purchased bows with higher levels of enhancements to specifically overcome DR. I know of at least 3 in just my area.

I know a player that talks about how his zen archer had to save for so long to get his +5 bow to overcome alignment DR, So yeah, for some people it's all about overcoming DR.


Pathfinder Companion Subscriber

If you're carrying it I would say that you can use those types of abilities.


1 person marked this as a favorite.
Pathfinder Companion Subscriber

long term go arsenal chaplain, short term you're good with anything.


Pathfinder Companion Subscriber

probably not... What exactly do you have in mind?

1 to 50 of 11,779 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.