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You still need draw power. My archery experience is limited to one quarter in college, but the more compensating you need to do (steadying to aim, wind speed, dropping over a distance, etc), the less accurate you will be. Obviously though, this fellow is good enough to overcome those things. :)
Everything in the video is just unreal though. I'm blown away.
Ask the "healer" if he will be an active participant in melee. It would be nice to have someone to flank with.
Remember to save your money and buy the best armor and shield you can whenever you have the opportunity. Getting a darkwood heavy shield is a cheap way to keep your armor check penalty. You should decide soon if you wil be a ranger or fighter. If you plan on ending up in platemail, then you won't need a Dexterity higher than 12.
What weapon do you plan on wielding? There are a few routes to take:
UMD is unnecessary. Grant the dude the ability to use cure or inflict scrolls and wands (as appropriate) as though he can cast the spell.
Truth in faith should say +1 to saving throws against illusions.
Favored weapon training I completely worse than weapon training. You're gainjbg a bonus to a single weapon instead of the entire group. At least allow it to overcome some amount the DR of good/evil outsiders, depending on his level.
Three checks for three courses. Mitigates the problem of one bad roll ruining things. Allow some other rolls to grant circumstance bonuses, such as Kn local to know favorite dishes of the region, perform or diplomacy to entertain the judges(maybe), appraise to get the finest ingredients, sense motive to play to the judges, etc. Maybe each contestant rolls the extra skill once, highest gets the +2.
Neither one is posted. The first one is just way too all over the place, so I need to go over it again with a more objective eye and reign it in. The second one is just a concept, not fleshed out.
Weapons Manufacturer should be simplified to a bonus to craft any alchemmical item. Most of them are weapons anyway, and your restriction isn't really reigning in any power level. If you insist on increasing the number of bombs per day, then just list the total number of bombs per day instead of listing the number of bombs that are added to the normal number of bombs. Reducing a cost of 25% is not needed because the cost is already cut in half. Finally, gaining all of these abilities at the loss of Brew Potion does not balance out. Its a limited use feat, and not much of a loss.
I'm looking at Innovations, and thinking it might work better if:
Void wizard, halp thyself. You already know what you want, and I'm pretty sure you know what you need to do. You just don't want to upset people.
Without getting into the minutiae of how to make that happen, I suggest you work towards a weekly group with the consistant players, and then have another bi-weekly, free-for-all, free-form where you push ahead regardless of who shows up, or how many.
I looked at this because I have worked on two "alchemist" home brews. The first allows the alchemist to "specialize" in one area (bombs, mutagen, poison, potions, etc) and become worse at other things. The other was a full-BAB alchemist with 4-level casting/extracts.
However, losing the ability to make extracts is big turn off. Also, I don't consider the ability to hurl twice as many bombs a great thing. I would rather have more interesting things to do with the bombs.
1) Why is Perception on the list of class skills? Doesn't seem like a natural fit.
2) I'm nopt so keen on Warmage Edge scaling with level. The damage from spells already scales with higher spell levels.
3) Arcane Pool has a singular use, and that is to add enhancement bonuses to a weapon. About how many times per day do you expect he will he need to do this? Especially since eventually he will have enough spells that he won't need to make weapon attacks at all. A magus at least has other ways to spend the points. Perhaps some of you class features can key off of this, such as Sudden Metamagic, Spell Focus, Intensify, Penetrating, etc.
4) The Spell Focus class feature seems like overkill, considering how many evocation spells he has access to, and that there are two feats that will stacck with this.
5) If you keep Arcane Pool and Spell Focus, I would make this class a 6-spell level caster.
This is pretty obviously the Disguise skill, but Bluff could be needed when he opens his mouth. Taking a multiclass level to gain all of the appropriate weapon and armor proficiencies would nearly negate the need for skill checks to deceive.
I am firmly against using Perform (acting) because when using this skill correctly, the other creature should know it is being entertained.
I will adress those two questions!
There are more forces at work in the outer planes than those of fiends and celestials. Eons ago, the great deceiver set to creating war between the Aesir and the Vanir, thus weakening their combined strength. He was successful in this and all the worlds connected by Yggdrasil were set into a time of conflict that culminated in the near destruction of the Bifrost.
Satan was now free to move his attention to earth. The events described in your history took place and he grew powerful. However, far away and over many centuries, the Aesit and Vanir made peace and set to rebuilding the Bifrost. He was forced to once again turn his gaze upon them. In triggering the events of Ragnarok to defeat them, Satan was forced to violate a clause of the Lex Infernus. Having does so, the pact was regotiated.
But Hoenir managed to survive the apocolypse, in a manner of speaking. When the Bifrost is permantly destroyed, his divine essense is drawn through the gate, drifts through the planes for a time, and finally inhabits the newborn human form on Earth.
I just saw this for the first time in the past week too. Bob had worked for the better of society because he's good. After the prologue but before the major events of the story take place, he only broke the law when people were in danger of getting hurt. When he lost his job and was doing "super" work for Mirage, it was outside of the laws of his country ( I think).
Yes, he broke some rules, but NG is allowed to do that too.
I have played in a 20th level spell caster duel, part of a tournament at a gaming shop. It was a necromancer cleric (me) vs a necromancer wizard, but I think the general stuff still applies. It was a game of rocket tag, where each of us took to the air and started lobbing save or die spells every round. Our defenses were incredible, and since no one was rolling very low on saves, no one was dying. Even when he hit me with a few enervations spells, it still wasn't enough to really hinder me. I finally cast anti-magic field and we both fell to the ground, but (comically) neither one of us even carried a melee weapon, so we were literally punching each other. I dropped that strategy and the save or dies kept flying, until he finally rolled low and turned into a pile of dust.
At that level in a duel scenario, I'd call even the best strategy a crap shoot. I'm not saying I had a good strategy, but this is a team game and at 20th level the difference between life and death can literally be one bad roll. I suppose if I did it over again, I would go with spells that avoided saving throws altogether.
There are many times when 50 feet is sufficient, and there are many times when someone doesn't have a strength bow that matches their high strength. Not optimal, but decent. I prefer javelins myself.
Well... The strength of 8 doesn't help you at all, but you should be dealing damage by using sneak attack. You should be flanking at every opportunity you can, and talk to your team mates about helping you pull that off. Sometimes an ally needs only use a move action of 5 foot step to strategically place themselves in a position where you can in turn get to a flanking position. When this is not possible, then use vanishinng trick as a back up. Teamwork.
Rings of Protection and Amulets of Natural Armor start at 2000 GP, take up an item slot, and are (more or less) considered AC bonuses that are normal to have after a certain level. By the formulas, you could creat a Insightful Hat +1 for 2500 GP or Lucky Boots +2 for 10,000 GP, but there's got to be a point where the number of AC bonuses available is too abusable.
Prof Sailor checks in a game like Skull & Shackles are used to determine if an action is successful, not to determine profits. If part of your game involveds digging through the earth to retrieve an artifact, build a prison for an outsider, find the heart of the volcano, or whatever, then go ahead an use Prof Miner checks. If you're looking to use it to make money, then I suggest using the standard Profession skill rules, and assume that the character ends up with a week's pay, not gemstones of a certain size. But, you might be wanting to do just the opposite of that, and give the players gemstones. I can support that if there are story reason, such as trying to get silver or diamond dust for a spell, special gems for a magical scepter, or obtaining the ransom for an NPC. Not for plain old profit though.
A potion requires two actions AND a free hand. A wonderous item like a hat or crown requires one action and no hands. A wand has it's own requirements above and beyond that of a potion or wonderous item.
Secret Wizard wrote:
I see. Well, I suggested a halfling slinger on the previous thread and someone gave it a like, so I decided to write it. I wanted to run it through you to match your style. Its all good though. I'll post a link later. Hopefully you have some input.
What I have done with kobolds in my home games for the last 15 years or so is this. Kobolds in game represent more or less the least dangerous foes that PCs game face, more or less. Rather than die in droves when they ambush, many have ceased hostilities and maintain a truce of sorts with whatever communities they live near. Some earn money in and around towns taking less than desirable jobs, scavaging, and trading.
With humans, dwarves, and elves on the decline in your world, who will orcs and hobgoblins turn to for cheap labor in their mines? Kobolds of course! Those little bastards are talented at is, work for cheap, and can fit into small places. Since goblins are gone, kobolds probably maintain the sewers as well.
Evasion is...worth its price. It is not "super excellent." It's negatives are apparent with the fact that you have to MAKE the reflex save, if only blocks HP damage that you were (presumably) going to survive anyway, and it is really expensive. But a chance for no damage is pretty cool.
A cleric I played into high levels ended up with one of these and made great use of it. Sure his Dexterity was 10 and his Reflex save progression was poor, but the proper applicatiion of spells and magic items made the saves passable.
Thank you for the sarcasm.