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Posts
Shenron wrote:
Jeva (werewolf girl): no real changes needed; just calculate CMB (+3)/CMD (17) and add a rogue talent (recommend Surprise Attack). Merlokrep (the kobold king): just include Bravery (+1 on saves vs. fear) and pick a sorcerer bloodline (Dragon (Red) would be the most appropriate; Perception becomes a class skill, fire spells do +1 damage per die, grow claws (1d3 damage) 5 rounds/day, gain mage armor as a bonus spell (add burning hands to his list), gain Fire Resistance 5 and +1 to natural armor); also, calculate CMB (+7)/CMD (20). Traps should work pretty much the same. The forge spurned can probably used as written (just convert the skills). The slurk can be found in the Pathfinder Bestiary 2. The main changes are: flat-footed AC 13 (corrected typo), 17 hp and Fort +6 (Con is now 17), bite does 2d6+3, Climb speed of 30 ft replaces Wall Crawl special ability, CMB +4/CMD 16 (20 vs. bull rush, grapple, overrun, trip), Skills (Acrobatics +16, Climb +14, Escape Artist +6), a victim of the slurk's slime squirt is entangled. Ravenbow wrote:
Human Cleric (Abadar) 3 12 Str, 15 Dex, 10 Con, 8 Int, 18 Wis (+2 race), 14 Cha if using the original set12 Str, 13 Dex, 10 Con, 8 Int, 17 Wis (+2 race), 14 Cha if using the second set With an 8 Int, even a human will not have enough skill ranks to make taking two skill booster traits a good idea IMO. Pick either Child of the Temple or Eyes and Ears of the City, not both (you won't be able to invest the ranks in both Knowledge (Nobility) and Perception to make it worthwhile). Birthmark is a good replacement choice for a cleric (always have a divine focus). Featwise, I think you should drop Extra Channel and Turn Undead for Point Blank Shot and Reach Spell. Council of Thieves is an urban campaign; most cities don't have hordes of undead. Selective Channeling is still useful to heal multiple party members while not heailing their opponents. Point Blank Shot is useful for your crossbow (Abadar's favored weapon) as well as all of your touch spells modified into ranged touch spells with Reach Spell metamagic. The witch excells at single-target debuffing/SoL/SoS (hexes). In addition, they can fill almost any caster role to some degree. They just can't do it as well as a focused cleric, druid, oracle, sorcerer, or wizard because their spell list is not as comprehensive as other primary casters. As LazarX mentions, they are almost like a bard in that they can do many things reasonably well without outshining a specialist. Diego Rossi wrote:
LazarX wrote:
These posts are pretty much the meat of the issue. Sorcerers are all about picking which options you want available all the time. Wizards are all about having as many options available as possible, given the character's resource constraints. Sorcerers are very constrained as far as versatility goes, even when working off a thematic concept. This favored class option (as well as the Expanded Arcana feat) can help expand that versatility. Instead of being required to focus quite so much on a narrow concept, the sorcerer can be a bit more of a generalist caster. Wizards are very versatile; the ability to prepare any spell in their spellbook(s) is only part of it. With the proper preparation (and a bit of expense in money and time, true), a wizard can pull off what the sorcerer brings to the table (casting certain spells multiple times) and still be more versatile. Wizards get Scribe Scroll for free at 1st level for a reason: so that they can scribe plenty of them for "back up" and "just in case" circumstances. To a lesser extent (levels 1-4), they can also be used for "cast the same spell multiple times" situations that sorcerers excell at; yes, there is a cost involved, but at spell level x caster level x 12.5 (maximum 100 gp per scroll at these levels), it's not that huge of one. At 5th level, the wizard gets a lot of benefit out of taking Craft Wand as their bonus feat; much more so than a sorcerer. For a 375 gp creation cost, the wizard can effectively treat a 1st level spell (such as, say, enlarge person for the party tank or endure elements for the entire party) as a cantrip; for a 1,125 gp creation cost, the wizard can have a wand of magic missiles (CL 3) to do 2d4+2 damage pretty much automatically (no attack roll or save, even affects incorporeal opponents); for a 2,250 gp creation cost (a bit steep at this level, but possible), the wizard can have a wand of acid arrow (long range vs. touch AC, no save, no SR), darkvision (no need for the party to carry a light source), resist energy (protect the whole party from energy damage), etc. This allows the wizard to focus their actual prepared spells on the ones that provide the most "bang for the buck." eliwood98 wrote:
14 Str, 17 Dex (+2 race), 12 Con, 10 Int, 13 Wis, 8 Cha Favored class bonuses go to hit points1st- Point Blank Shot, Rapid Reload (Heavy Crossbow) 2nd- Deadly Aim (Combat Style) 3rd- Rapid Shot 4th- +1 Dex 5th- Crossbow Mastery 6th- Improved Precise Shot (Combat Style) 7th- Vital Strike 8th- +1 Wis You could switch Str and Int to get Focused Shot instead of Deadly Aim, but IMO your Int won't be high enough to make this a significant factor as you gain levels. 14 Str lets you carry more ammunition and other gear, as well as letting you not suck in melee combat. Gravity bow is a key spell for you. In fact, you may want to consider taking Craft Wand as your 9th level feat just so you can use it on yourself as much as possible; especially if the party lacks a wizard with the feat and the spell. You may also wish to consider using a large heavy crossbow for increased damage (2d8); coupled with gravity bow and Vital Strike, you can do 6d8 (plus the extra damage for Deadly Aim and possibly Point Blank Shot) with a single shot at 7th level. Talk with your GM on what the penaly for using a large crossbow is, however; depending on the interpretation, you could be looking at a -6 attack penalty and not just a -2. EDIT: Fixed the ability score values. A bard/wizard (conjurer) could work; take Enchantment and Illusion as your opposition schools, since you can cast those types of spells with bard spell slots. Ask your GM if you can switch out proficiency with short sword and rapier for light hammer and warhammer for flavor and to match the mini; take Perform (Oratory) for chants and Perform (Percussion) might be a good fit for the character. Arcane Bond with an item is probably more appropriate than a familiar. Think about taking Arcane Armor Training as your 3rd level feat. You probably only want to take 2-4 levels of bard at most, with the rest of your levels in wizard. Loremaster might be a good fit for a prestige class. gnomewizard wrote: Ok so i was all hype on this elven fighter idea, and now i am not soo much. I have an issue generating an idea without talking it out. Or seeing something cool, that sparks it. so where do your ideas come from? Sorry for the incessant chatter. It is how my mind works, and you guys know all the rules. This usually how I develop characters: 1) The concept. This usually incorporates race and class (but not always, there may be more than one class or combination of classes that suit the concept), some central background and personality nuggets for direction on how to develop the character to fit the concept, and some idea of what weapons (by general type, such as "axe" or "bow," at least) the character might prefer. You don't have to get elaborate, but may help to write down two or three sentences as a thumbnail sketch. 2) Research. This is where I look through the system rules and setting information to find out the available options that I can use to achieve the concept. There may be some changes to or limitations on the concept to fit it to the system rules and/or setting information, but usually it just adds more details to the concept. Sometimes, a specific rule or piece of setting information will act as the initial inspiration for the concept. 3) Fleshing Out. At this point I pick from the available options discovered in the Research phase to make a well-rounded, coherent character. Included in this is usually a projected plan of how to advance the character as they gain levels to further develop the core concept; this will probably be modified during actual play in response to the actual needs and experiences of the character. As a concept, "elven fighter" is too vague. What type of elven fighter are you thinking of? Melee, ranged, or switch-hitter? Do you have a favored weapon or combat style in mind? Single classed or multiclassed? Are you looking at mixing combat and spellcasting? Arcane or divine? Are you thinking of qualifying for a specific prestige class (arcane archer, eldritch knight, etc.)? Are there any basic background or personality hooks that can provide direction? Are you a tribal elf from the Mwangi Expanse, a Forlorn elf from a specific nation, or a cultured/haughty elf from Kyonin? Switch Str and Dex. The most utility from an arcane trickster is gained from adding Sneak Attack damage to ranged touch spells. Your poor BAB (+1/2 levels) and low hit points (d6 HD) make you a poor melee comabatant. Compared to a barbarian 2/sorcerer (dragon bloodline) 4/dragon disciple 4/eldritch knight 5 with +12 BAB, your +7 BAB is not going to allow you to contribute meaningfully in melee combat, especially with the -2 on attack rolls from Two-Weapon Fighting (which you can't take anyway, since you only have 14 Dex). Concentrate on ranged attacks; Point Blank Shot and Precise Shot are pretty much must haves. The Sniper rogue archetype (Deadly Range increases the distance at which you can Sneak Attack, until you can afford sniper goggles), Fast Stealth and Sniper's Eye rogue talents, and the Sniping action (possibly with a wand) use of the Stealth skill are your bread and butter. The Agility, Deception, Shadow, and Trickery patrons are probably better suited to an arcane trickster, although it doesn't matter a whole lot: The bonus patron spells, like the bloodline spells for a sorcerer, are not gained in classes other than witch (even if they add to the spellcasting progression) unless specifically part of the class abilities (as with the dragon disciple) or houseruled. As a rogue 5/witch 3/arcane trickster 7, you would not have been granted bear's endurance, beast shape I, or beast shape II. The base witch spell list lacks a good selection ranged touch attack spells, although the use of the Reach Spell metamagic feat can give you a few options. A rogue (sniper) 6/wizard (admixture) 3/arcane trickster 6 would probably make a better choice. A rogue (sniper) 3/bard (sandman) 5/arcane trickster 7 is also a possibility; switch the 16 to Cha, drop Dex to 16 and Con to 14, raise Int to 13 and Wis to 12; you can pick up Combat Expertise and Improved Feint for melee combat situations where you can't flank, although the bard list also lacks a good selection of damaging ranged touch attack spells. If you want to play a melee-oriented shapeshifting witch, you should probably look at ranger (guide and shapeshifter archetypes) 3-4/witch (Transformation patron) 6/eldritch knight 5-6. Karuth wrote:
By RAW, no. However, you could probably research a variation of the elemental touch extract that adds the energy damage/effects to a weapon (i.e., an oil). I'd say that a separate formula for each energy type would probably be balanced enough to remain a 2nd-level extract (although some GMs may wish to remove the secondary effects, bringing it in line with the inquisitor spell flames of the faithful). Also, since the bomb catalyst vials are small (1 ounce), you could probably put them on an arrow or crossbow bolt in place of the metal head/tip (or the ball of a blunt arrow/fowling bolt). One of the character concepts I developed was a gnome alchemist, with the Master Tinker alternate racial trait and Obsession (Craft (Weapons)), who used a self-crafted repeating heavy crossbow (with one case of five bolts tipped with bomb catalyst vials; the bomb damage replaces normal crossbow damage, but gains the crossbow's range). With the Fast Bombs discovery, the character can "fire" multiple "crossbow bombs" with a full-attack action (note that the number of bombs per round is less than an alchemist with Quick Draw and Two-Weapon Fighting, but the range is much better). Then again, I pretty much have the same interpretation as hogarth on how the Bomb ability works. You may also want to look at the injection spear (to inject poison, potions, and other substances into foes) and battle aspergillum (for splashing holy water, oil, and other substances on foes) as weapons particularly well suited for an alchemist. Karuth wrote: Oh and I guess the (Su) at the end means bombs don't work in Antimagic fields right? Correct. Try a Core Rulebook cleric, druid, sorcerer/draconic disciple, wizard party... Or a bard, cleric (Animal domain, take the Boon Companion feat), druid, summoner and bury your opponents in pets and summoned creatures (buffed by the bard)... You could even go with an all arcane or all divine group. Alchemists, bards, and witches can act as healers on the arcane side, while clerics (with the right domain choices), druids, and or oracles can act as blasters/battelfield controllers. At low levels, you need to watch spell slots and know when to "fight another day" (when your spells are renewed). Once you hit 5th-6th level, you should be able to handle most situations fairly easily. It reduces the standard item creation cost only. The material component cost, like the masterwork item/special material for weapons and armor, is counted separarately from the item creation cost. Note that this is still a nice benefit for a character, over the long term. They only pay 47.5% of the item creation cost, instead of 50%. Once they start making items with a market price above 10,000 gp, the savings start to add up. 2.5% may not seem significant when making items with a market price of less than 1,000 gp, but it looks a bit different with when making items with a market price of 50,000 gp or more (when the character with this trait saves an extra 1,250+ gp). @Abraham spalding: It's a 50 gp ivory plaque focus component, so it's not used up. Because the duration is instantaneous, you can't even use Extend Spell on it to have it last 48 hours. However, you can do some creative scheduling with nap stack or a ring of sustenence: cast mnemonic enhancer, rest for two hours, prepare another 4th-level spell. So you are able to have an extra six cantrips prepared if you want. Actually, you can also cast Extended mage armor and Extended false life (both 2 hours/caster level) before resting and prepare other 2nd- and 3rd- level spells, while still having them remain active for 12 more hours (wizard 7). There is no feat in Pathfinder equivalent to 3.5's Practiced Spellcaster. However, there is the Magical Knack trait in the APG that provides a +2 to the caster level of a single class, not to exceed HD. So, a rogue 2/bard 1 with Magical Knack (Bard) would have a bard caster level of 3 and qualify for the Brew Potion feat. Also, a cleric 3/wizard 2 with Magical Knack (Cleric) would have a cleric caster level of 5 and a wizard caster level of 2; the character could take Craft Wand (because the cleric caster level is 5). On a related note, once you have the feat, you can use it with any spell you know. The cleric/wizard in the example above can create wands of wizard spells without waiting until the wizard caster level reaches 5. Going back to the original topic, there are a couple ways you can enchant the monk's body, with some interpretation of the rules. 1) Magic Tattoos - The simple way of handling this is with a feat (Craft Magic Tattoo) that allows magical tattoos to be drawn on the body. For game balance reasons, they should probably follow the rules for body slot items (to include the increased cost if they don't take up a "body slot"). Pros - they can't be stolen/taken away without cutting off the body part, they can be concealed (for the most part) by clothing, they're a flavorful addition to the rules. Cons - they can't be changed to/sold for something different (only improved), all tattoos have to be commissioned instead of being found, you and the crafter both have to spend the full item creation time together, keeping track of where each tattoo is if the party uses hit location rules. 2) Magic Prosthetics - Straddling a line between construct creation and fleshcrafting (see Second Darkness), magic prosthetics replace a missing body part with a crafted duplicate (to include grafting undead body parts to a living creature). The duplicate is typically crafted from bone (to include ivory), metal, stone (to include gems), or wood. Pros - the new body part is usually more resistant to damage and can have various magic enhancements that make it superior in function to the original. Cons - it's more difficult and expensive to create and enchant the replacement than it is to simply have a cleric cast regenerate (910 gp). Although it could be interesting to have a Toothy (alternate racial trait) half-orc or a barbarian with the Animal Fury rage power get their teeth replaced with alchemical silver or cold iron versions and enchanted. ProfPotts wrote:
Or just a sequence... (i.e., a combination lock does not require different numbers) After all, there are real-world martial art styles (bear kung-fu, IIRC) that only use one hand for all blocks and strikes. ProfPotts wrote:
Well, a monk's best weapons are their unarmed strikes (possibly using brass knuckles and/or an amulet of mighty fists) in most circumstances, once they gain a few levels. The only exception is when fighting enemies that you don't want to touch directly (i.e., oozes/slimes, certain undead IIRC, etc.). ProfPotts wrote:
If you read the first part of the sentence, it's pretty straightforward: "When [making a flurry of blows] he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon..." So, "any combination" covers punching and kicking, two punches (possibly using the same fist), two kicks (possibly with the same foot), weapon and fist, weapon and kick, two weapons, both ends of a double weapon (quarterstaff), two strikes with one end of a double weapon, and two strikes with a single weapon. Note that the Two-Weapon Fighting feat does not use the phrase "any combination." This is a specific exception to the general rule (primary and off-hand). leo1925 wrote: But yes the TWF ranger is pretty much screwed (good thing the ranger i play right now is a switch hitter). Not mine! Spoiler:
Half-Orc Ranger 4
16 Str (+2 race), 16 Dex (+1 advancement), 12 Con, 10 Int, 13 Wis, 8 Cha; 15-point buy Feats: Double Slice (Combat Style), Endurance, Power Attack, Two-Weapon Fighting Spells (CL 1): 1st-lead blades Weapon: Orc Double Axe Seriously, if you want to fight two-weapon style and cast spells, then use a double weapon (as above), light shield/weapon with Improved Shield Bash (so you can hold the weapon in your shield hand to cast), or a bunch of light weapons (preferrably ones that can also be thrown, like daggers or starknives; you'll get more use out of them, especially with Quick Draw, and you'll have spares for when you have to drop one to cast). While going for high critical range weapons and various critical feats maximizes the usefulness of the extra attacks of two-weapon fighting, a dwarf fighter (Two-Weapon Warrior) using two dwarven waraxes, with a couple levels of barbarian (Invulnerable Rager) for Fast Movement and Rage (and some DR), can be effective as well. Dwarven waraxe is a martial weapon for dwarves, which is somewhat of a wash with the human bonus feat. The Magic Resistant alternate racial trait gives the character Spell Resistance. Fast Movement + Slow and Steady helps compensate for losing Armor Training on the movement side; the DR from the Invulnerable Rager + Iron Skin feat + Defensive Flurry helps compensate on Max Dex side. At low levels, you will be doing more damage; at higher levels your DPR will be a bit less, but not a huge amount with the bonus Str from Rage (an extra +2 to attack and damage rolls, assuming Str is about the same as Dex and you didn't have to take Weapon Finesse to compensate). 15 Str, 16 Dex, 14 Con (+2 race), 10 Int, 13 Wis (+2 race), 8 Cha (-2 race); 20-point buy, +1 Str at 4th level, +1 Dex at 8th level (take Improved Two-Weapon Fighting), with the rest of the advancements in Str hogarth wrote:
So I did. Probably because it's one I don't have my low-level arcane casters learn/use very often. I may have a wizard learn it so they can craft a use activated, X times per day wondrous item, but that's about it. There are no Paizo products specifically about paladins, but there are several additional options for paladins (along with the rest of the Core Rulebook base classes) in the Advanced Player's Guide. Also, there will probably be more options in Ultimate Magic and Ultimate Combat, when they are published. The masks are not something that good characters would want to sell; there's too much of a chance that they will corrupt the buyer (or be used for nefarious purposes). If they sell them anyway, then they could be used by some villain to help perform some vile deed. On the other hand, the PCs' recommended WBL is based on selling and/or using items found. A compromise that I use is similar to what nidho posted: A good church that the PCs are allied with pays a "finder's fee" (usually one half market price; sometimes less, but then PCs will get discounts on spellcasting and purchase of holy water, potions, scrolls, wands, and other items) for turning over evil magic items for disposal. At low levels, a multiclassed fighter (or other full BAB class)/sorcerer (or wizard) can get some use out of Still Spell on acid splash, disrupt undead, or ray of frost when wearing armor. Flare is the only cantrip and true strike is the only 1st-level spell without somatic components in the Core Rulebook. OmegaZ wrote:
Well, playing her as a seductress could be awkward. However, you could just play her as disinterested/disgusted in the whole business of sex ("been there, done that"/"think with your brain, not your gonads") and focused on becoming a great summoner. Aelryinth wrote: Except maybe for Valeros. Can SOMEONE revise his build?!? Off the top of my head, I'd start with something like: Valeros, NG Male Human Fighter (Two-Weapon Warrior archetype) 1
Valeros, NG Male Human Fighter (Two-Weapon Warrior) 4
Valeros, NG Male Human Fighter (Two-Weapon Warrior) 7
Sicktabou wrote:
A dedicated healer is not necessary. An alchemist, bard, inquisitor, paladin, ranger, or witch can all use wands of cure light wounds to heal the party after fights; note that the alchemist can also create potions of cure light wounds from level 1, as can a witch who selects the Cauldron hex. In a pinch, a rogue, sorcerer, or summoner can activate wands with Use Magic Device (other classes can, as well, but lack the +3 for having it as a class skill without taking certain traits in the APG). northbrb wrote:
You want the 3rd level in fighter (two-handed fighter archetype) for Overhand Chop. As long as your Wis is 12 or better, then take four levels of ranger (guide archetype, two-handed combat style) for Ranger's Focus (+2 on attack and damage vs. two opponents per day at ranger 4), either Pushing Assault or Shield of Swings as the combat style feat, Endurance (to qualify for Diehard and Fast Healing), Terrain Bond (helps the rest of the party), and the ability to cast lead blades. After that, switch back to fighter so you can gain Weapon Training and Backswing; you should have enough feats to take Extra Rage, Extra Rage Power, Improved Initiative, Lunge, Step Up, and Vital Strike, as well as Weapon Focus/Specialization in earthbreaker as you advance. Potions of enlarge person are cheap at 50 gp each, if you can't convince someone in the party to cast it on you before/at the start of a fight (earthbreaker + enlarge person + lead blades = 2d6 -> 3d6 -> 6d4 damage); alternately, you could always take Leadership and have a summoner cohort to buff you. +1 on alchemist 11/master chymist 7 to have 6th-level extracts, if you want to concentrate on combat in your mutagenic form. Alternately, you can go with ranger (guide is probably more useful, but shapeshifter is more thematically appropriate) 1/alchemist 14/master chymist 3 and still have 6th-level extracts. Take Growth Mutagen as your Advanced Mutagen (so that your mutagenic form is always large) and carry a wand of lead blades. Large bastard sword (2d8) + enlarge person effect* (2d8 -> 3d8) + lead blades (3d8 -> 6d6) = a lot of damage; your BAB will only be +14, however. If you don't mind only having access to 5th-level extracts, a ranger 1/alchemist 7/master chymist 10 has extracts as a 14th level alchemist and a BAB of +16, not to mention a lot more improvements to the mutagenic form (at which point the giant form I extract is pretty much superfluous, since the size increase doesn't stack with enlarge person); also, a large morning star (2d6) + enlarge person (2d6 -> 3d6) + lead blades (3d6 -> 6d4) is still pretty much the same damage as the bastard sword when including the +6 for Brutality (and you save a feat). As an added benefit, you don't have to deal with the restrictions of rage on your actions. *- Note that per the wording of Growth Mutagen ("When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell"), the master chymist's equipment also increases in size. @Phasics: Barbarians can enter rage as a free action, so they don't "waste a round." However, taking a level of barbarian does take away from gaining discoveries, more/more powerful bombs, more/higher level extracts, etc. Envious and wielding a whip? Perhaps a changeling (new race detailed in The Haunting of Harrowstone Bestiary) ex-Calistrian Prostitute (as per the religion trait in the APG)... Fed up with the Calistrian church (not suited for the clergy, but envious of those who were, perhaps to include clergy of other deities or just female clergy in general), she was inspired by Prof. Lorrimor (perhaps a "patron" in more than one sense?) to follow a different path. Instead of serving a deity, she wished to be the one in control (or at least in a pact between equals). Now that she's started on the road to power, she's come to Ravengro to honor Prof. Lorrimor (and possibly drawn to Ustalav by a mysterious voice in her dreams...). How bitter and disaffected you want to play her is your choice, but remember that Paizo APs tend toward heroic "save (a portion of) the world" scenarios and you will need to work with the rest of the party and various NPCs. Utgardloki wrote:
The paladin can also use a wand of cure light wounds without a Use Magic Device check. Pathfinder RPG Core Rulebook, pg. 458: "Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd level paladin." Note that this has been the case since the 3.0 rules. Aelryinth wrote: can you use a scroll when the pit trap dumps you underwater? If it's a common enough occurance that you're considering investing in a wand of water breathing, then maybe the party needs a better trap finder. Or you could invest in a bottle of air (7,250 gp), cloak of the manta ray (7,200 gp), or a neckalace of adaptation (9,000 gp) and save some money; a pearl of the sirines (15,300 gp) is a bit more expensive, but it doesn't take up an item slot like the cloak of the manta ray; a helm of underwater action (24,000 gp) is probably not worth it except in a sea-faring campaign or one with a lot of underwater activity, where the visual properties can be fully used. Aelryinth wrote:
I mentioned darkvision. Non-detection (3rd level spell, material cost; duration 1 hr/level) and water breathing (3rd level spell) are expensive to place in wands (13,750 gp and 11,250 gp market price, respectively) for their effects. You're better casting natively or scribing a few scrolls for "just in case" circumstances. Spells in wands should be ones that you want to cast often and/or have lasting effects (10 min/level or more). Spells that have effects closely tied to caster level or saving throws lose a lot of their impact when placed in a wand, so the most useful spells (IMO) to place in wands are: 1st level spells-
2nd level spells-
3rd and 4th level spells tend to be more expensive than they're worth (IMO) when placed in wands, so those I consider on a case-by-case basis. In most circumstances, by the time you can afford a wand of a 3rd or 4th level spell, it's more useful to either cast natively, scribe a small number of scrolls, or have a X times per day or spell storing item. Kratzee wrote:
Every class has Craft as a class skill. So, a dwarf with the Craftsman alternate racial trait (+2 on all Craft or Profession checks to create metal or stone objects; replaces Greed), 14 Int, Rich Parents (900 gp starting wealth), Craft (Armor) 1, Craft (Weapons) 1, masterwork artisan tools (Craft (Armor); 55 gp), and masterwork artisan tools (Craft (Weapons); 55 gp): Craft (Armor) check = 1 (ranks) +3 (class skill) +2 (Int) +2 (Craftsman) +2 (masterwork artisan tools) = +10
Note that the character used no feats or any skill ranks beyond the bonus for Int. Do you want a 1st level PC to start with masterwork full plate (craft cost 550 gp), a masterwork heavy crossbow (craft cost 116 gp, 6 sp, 7 cp), and a masterwork dwarven waraxe (craft cost 110 gp), with 13 gp, 3 sp, 3 cp for other equipment (a masterwork light crossbow and masterwork greatsword would cost slightly more, leaving 11 gp, 6 sp, 6 cp)? Or a half-elf with Adaptability (Skill Focus (Craft (Bows))), 12 Int, Rich Parents, Craft (Bows) 1, and masterwork artisan tools (Craft (Bows); 55 gp): Craft (Bows) check = 1 (ranks) +3 (class skill) +1 (Int) +3 (Skill Focus) +2 (masterwork artisan tools) = +10 The PC can start with a masterwork composite longbow (+2 Str) for 200 gp, leaving 645 gp for other gear. That's what you open yourself up to by allowing PCs to craft items using starting wealth. If you allow it, don't be surprised when the majority of PCs are dwarves, gnomes (Obsession), half-elves, and humans with Craft check modifiers of +10. Besides, starting wealth already represents items/money the PCs crafted for themselves, inherited, received as gifts/rewards, etc. before the start of the campaign. The cost breaks for crafting are technically already factored in. Large bastard sword + enlarge person + lead blades = 6d6/19-20 base weapon damage. Taking four levels of ranger gets you lead blades and you can select Cleave, Power Attack, Pushing Assault, or Shield of Swings as your 2nd level Combat Style feat (Two-Handed Weapon Style); also, the Guide archetype replaces Favored Enemy with Ranger's Focus: +2 on attack/damage rolls (+2 for every five levels) vs. one target per day (+1 every three levels beyond 1st). For example, a character I posted in this thread:
Spoiler:
Half-Orc Barbarian 4/Fighter (Two-Handed Fighter) 3/Ranger (Guide) 4/Cleric (Gorum) 1
22 Str (+2 race +3 advancements), 13 Dex, 14 Con, 7 Int, 12 Wis, 7 Cha (15-point buy) Gatecrasher alternate racial trait Traits- Killer, Magical Knack (Cleric) Feats- Critical Focus, Exotic Weapon Proficiency (Bastard Sword), Furious Focus, Improved Critical (Bastard Sword), Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (Bastard Sword) Rage Powers- Moment of Clarity, Powerful Blow Fighter Abilites- Shattering Strike, Overhand Chop Ranger Abilities- Ranger's Focus, Terrain Bond Ranger Spells (1st-1)- lead blades Cleric Domains- Destruction (destructive smite), Ferocity (ferocious strike) Cleric Spells (0-3, 1st-2+1)- bleed, detect magic, guidance; bless, divine favor, enlarge person bless + enlarge person + divine favor + lead blades + Ranger's Focus + Rage + Overhead Chop + Improved Vital Strike + Power Attack + Furious Focus + Powerful Blow + destructive smite + ferocious strike + large bastard sword = one attack at +23 bonus for 18d6+34 damage (+6d6+36 on a critical hit)! Again, this doesn't count a belt of giant strength or weapon enhancements (be afraid). +11 BAB, 28 Str with enlarge person and Rage
A different take on the One Hit Wonder, using some options in the APG: Spoiler:
Half-Orc Barbarian 4/Fighter (Two-Handed Fighter) 3/Ranger (Guide) 4/Cleric (Gorum) 1
22 Str (+2 race +3 advancements), 13 Dex, 14 Con, 7 Int, 12 Wis, 7 Cha (15-point buy) Gatecrasher alternate racial trait Traits- Killer, Magical Knack (Cleric) Feats- Critical Focus, Exotic Weapon Proficiency (Bastard Sword), Furious Focus, Improved Critical (Bastard Sword), Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (Bastard Sword) Rage Powers- Moment of Clarity, Powerful Blow Fighter Abilites- Shattering Strike, Overhand Chop Ranger Abilities- Ranger's Focus, Terrain Bond Ranger Spells (1st-1)- lead blades Cleric Domains- Destruction (destructive smite), Ferocity (ferocious strike) Cleric Spells (0-3, 1st-2+1)- bleed, detect magic, guidance; bless, divine favor, enlarge person bless + enlarge person + divine favor + lead blades + Ranger's Focus + Rage + Overhead Chop + Improved Vital Strike + Power Attack + Furious Focus + Powerful Blow + destructive smite + ferocious strike + large bastard sword = one attack at +23 bonus for 18d6+34 damage (+6d6+36 on a critical hit)! Again, this doesn't count a belt of giant strength or weapon enhancements (be afraid). +11 BAB, 28 Str with enlarge person and Rage
Ouch! When designing an enchanter BBEG, strongly consider the Controller focused arcane school in the APG. Also, spells of the conjuration and illusion schools can be extremely useful; because most of your school spells are blocked or supressed by protection from evil and magic circle against evil, being able to cast battlefield control spells (keep your enemies away/make them ineffective) that don't rely on charm or compulsion effects and summoning spells (more creatures under my command, muwahahaha) can really help you survive (Spell Focus (Conjuration) and Augment Summoning are good feats in addition to the normal metamagic and Spell Focus (Enchantment) feats). Also, minions (dominated or summoned) are essential in keeping the PCs from being able to concentrate all of their attention on you. With a seven person party, you'll need all the help you can get. A 14th level enchanter with 4-6 dominated 8th-10th level minions and a variety of summoned creatures can still be a tough nut to crack for a group of seven 11th level characters. Since this is an NPC with PC class levels, use the "Heroic NPC" ability scores: 15, 14, 13, 12, 10, 8. As a low-Int fighter 1/sorcerer 6, you can go with: 16 Str (14, +2 race), 13 Dex, 12 Con, 8 Int, 10 Wis, 16 Cha (15, +1 advancement). For bloodline, either Draconic or Elemental are OK for fire-based spells. If you want to look at cold or electricity, then the APG bloodlines Boreal and Stormborn can be good, as well. Also, since you aren't worrying too much about optimizing, taking Exotic Weapon Proficiency (Bastard Sword) is an option for a slight damage increase over a longsword (coupled with enlarge person and lead blades, however, it can be more than a just slight damage increase). Boreal version (not including Favored Class bonuses):
This version emphasizes melee combat a bit more than spellcasting and battlefield control a bit more than blasting; a candidate for eldritch knight if a recurring NPC. Going by table 14-9: NPC Gear, the character should have 6,000 gp worth of equipment; 2,700 gp for weapons, 2,000 gp for protection, 500 gp for permanent magic, 600 gp for limited use items, and 200 gp for non-magical gear. A +1 bastard sword (2,335 gp), a composite short bow (+3 Str; 300 gp) with a selection of normal (20 for 1 gp), alchemical silver (10 for 20 gp, 5 sp), and cold iron arrows (10 for 1 gp), a warhammer (12 gp), and some daggers (one alchemical silver for 22 gp and one cold iron for 4 gp) will cover weapons; total 2695 gp, 5 sp. A mithral chain shirt (1,100 gp) and a mithral buckler (1,015 gp) goes slightly over the recommended 2,000 gp to allow casting without chance of spell failure, but not much; total 2,115 gp (note +1 leather costs 60 gp more for 1 less AC and +1 studded leather costs 75 gp more with a 5% chance of spell failure using Arcane Armor Training). A bracelet of lead blades (custom wondrous item; lead blades (CL 1) on command 1/day) for 360 gp. 829 gp, 5 sp worth of potions, scrolls, partially used wands, and/or normal equipment. noblejohn wrote: 3 of our guys, including the GM, have been playing for years together. From what I can tell, they have developed a way of playing. They do like the story and such. But there is not much NPC interaction. And not much role play either. I have tried to suggest some things, but I have not been pursuasive enough. This is the issue: it's not that skills are "sub-par/useless," but rather the GM does not use/allow use of skills to their full potential. It sounds as if your GM is simply ignoring most of the skill system. noblejohn wrote:
Actually, this sounds like the GM is the reason you are unhappy with your character. He's disallowing you from benefiting from one of your main your abilities as a rogue (many skills), while giving other PCs many of the same benefits ("most actions don't require a roll"). That said, some of the skill choices might not have been the most "optimal" selections. Acrobatics, Climb, and Swim are good choices for dealing with/taking advantage of various types of terrain (the GM shutting this down IMO really takes a lot out of the robust nature of 3.x/Pathfinder combat and skews the game toward dull, repetative "I swing, I hit" or "I cast a spell, save or [whatever]"); Ride may or may not be useful, depending on how common mounted combat/movement comes up (probably not worth investing beyond getting a +5-10 on the skill check). Bluff, Diplomacy, and Sense Motive are sound choices for a character designed around NPC interaction (which is fairly common in Council of Thieves as written); Knowledge (Local) can also be useful for Westcrown background and current events. Use Magic Device is extremely useful, especially in conjunction with various wands, once your skill check modifier reaches +10-15 (i.e., you succeed more often than you fail on a DC 20 skill check); this allows you to effectively act as a minor spellcaster to buff, heal, attack, etc. by investing in a few consumable magic items (wands of cure light wounds, enlarge person, longstrider, ray of enfeeblement, etc. are very inexpensive at 750 gp for 50 charges for thier utility). Appraise can be somewhat useful ("A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties..."), but is typically not worth investing in beyond getting a +5 check modifier (since you can almost always take 20). Perform (Oratory) and Perform (String) are not directly useful for a non-bard adventurer, but can help the character earn a living as a poet/musician or give the rogue a cover identity and assist with information gathering/infiltration scenarios. Escape Artist and Sleight of Hand are generally not useful that often (although they can fit with a "street performer" concept in the mold of David Copperfield/Harry Houdinni). Fly is really only useful at higher levels, when various forms of flight become commonplace; at which point, it basically fills the same role as Acrobatics. I'd recommend: Human Paladin (20 Point Buy)
An eidolon cannot "wear" armor, per RAW. However, there is the Improved Natural Armor 1-point evolution (+2 to natural armor), which can be selected "once for every five levels the summoner possesses." You can make the "rigid scales, or bony plates" resemble armor (i.e., like an insect or arthropod). In addition, mage armor (+4 armor bonus) is on the summoner's spell list. Choant wrote: What would you make with the following stats: 18, 18, 17, 16, 16, 14? We are going to be starting the Carrion Crown and I am all over the place with ideas, pathfinder only. We will continue the characters to level 20 since the GM has never done that. With those rolls, you can rock with just about any class. Choant wrote: I think a full orc inquisitor, a human sorcerer, I'm sure a cleric and a ranger will be in there as well. Player races from bestiaries are allowed, pretty much if it is in a pathfinder book its allowed. I'd say that a good fit for this party would be a tank (assuming the ranger will be an archer or switch-hitter). A paladin could work extremely well. For example: Human Paladin (Sarenrae) 1; possibly of the Undead Scourge and/or Warrior of the Holy Light archetypes in the APG
When advancing, consider the following feats (you will not be able to take them all, but many of them can be very useful):
Viktyr Korimir wrote: Considering that d20 was supposedly the continuation of the AD&D rules, it strikes me as exceedingly odd that its inability to handle a common and popular character archetype would be anything other than a flaw. The multiclassing rules in d20 were not designed for Prestige Classes and two-level dips, they were designed to replicate the multi-classed and dual-classed characters of AD&D. The fact that they were unsuitable to this purpose led the designers of the Revised Edition to seek solutions. I think you are missing what the design considerations for 3e multiclassing actually were. They were not designed to "replicate the multi-classed and dual classed characters of AD&D," but to provide a single straightforward mechanic for any character to advance in more than one class. Both AD&D multiclassing and dual classing had hefty restrictions: only demi-humans could multiclass and only in certain combinations by race, they had to split XP between the classes and had level limits, hp were averaged, etc.; only humans could dual class and they had to have a 15 in their prime requisite(s) for their original class and a 17 in the prime requisite(s) for their second (or successive) class(es), they couldn't use any of their original class abilities until their second class level exceeded the first without forfeiting all XP gains, they could never gain additional levels in earlier classes once switched, etc. 3e multiclassing simplified and streamlined the process, while allowing more options. One of the consequences of the 3e multiclassing design, however, was the inability to advance in more than one thing simultaneously as characters gained levels or to "reset" the XP needed to gain levels after switching to a new class. Prestige classes were, among other considerations, a "patch" to the 3e multiclassing rules to allow characters to more closely resemble 1st/2nd Ed AD&D multiclassed or dual classed characters. This was quickly (within the first year of 3e) demonstrated with the publication of Sword and Fist, Defenders of the Faith, Tome and Blood, and Song and Silence, with Masters of the Wild following a bit later. +1 on the switch-hitter ranger. As an elf, the character gets proficiency with the elven curve blade as a martial weapon. Not only is it slightly better than a falchion for damage, but it can be used with Weapon Finesse, so you don't have to invest as much in Str to keep your melee attack bonus high. Quote:
14 Str, 18 Dex, 10 Con, 12 Int, 13 Wis, 12 Cha; put one advancement into Wis and the rest into either Str or Dex; favored class bonus goes to hp Skills: pick seven (recommend including Perception and Survival; if the GM allows use of it, Craft (Bows) can be handy, as well) Feats: Rapid Shot (Combat Style - Archery), Weapon Finesse (the +2 on attack rolls is better at this point than a -1 on attack rolls for +3 damage) Gear: Chain Shirt (100 gp), Masterwork Composite Longbow (+2 Str; 600gp), Elven Curve Blade (80 gp), +220 gp of other equipment For an interesting CR 13 dragon, how about the following: Adult White Dragon (using the pregenerated creature on pg. 100-101 of the Bestiary as the base, changes noted below)/Sorcerer (Boreal, modified) 3 AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, -1 size)
Feel free to change some of the spells or feats, add some appropriate magic items, and have fun. beej67 wrote:
The way I've sometimes seen it run is: Round 1: deafen check
That would be 1d6 acid damage each round after the first (up to 9d6 total, no save), 10d6 electricity damage vs. six targets of choice (save for half), and 5d6 bludgeoning damage (no save): a minimum of 14d6 damage to everything in the area, 19d6 or 24d6 (effectively) if targeted by lightning. beej67 wrote: I suppose it's pretty good for battlefield control in siege situations though? Even if the acid damage is limited to the second round (minimum 6d6 damage, 11d6 or 16d6 if targeted by lightning), the other effects (deafening, no ranged attacks, disrupt spells, concealment, speed reduction) make this a great battlefield control spell (that also does damage). A meteor swarm can do comparable damage (or a bit more if targeting the spheres at one or more creatures and overlapping the explosions), but the area is much smaller (four 40 ft spreads vs. a 360 ft radius) and has no effects other than damage. From a narrative standpoint, playing a character "chosen by destiny" to be (massively) inherently superior than the "average person" can be exciting. The problem with playing (effectively) a PC demi-god is that it can cause some (gamist and simulationist) issues when 1) the rest of the party is not at the same level (player vs. player friction) and 2) the GM attempts to work the character into the campaign. It works better if used in a one-shot or short series, instead of a long-running campaign, since you run into what I call the "Gandalf paradox:" Without some sort of external restraint (the Valars' directive to assist with the minimum needed power instead of taking charge, backed up with a loss of power if not followed), why should/would the character(s) hold back just for the sake of the drama of the story? As far as "feeling like a hero" goes, this article by The Alexandrian sums up the flaw in mindset that many had/have when designing encounters: not everything needs to be a "challenging" fight against equal or better foes. The PCs are already above average (i.e., "standard NPC"), with the baseline (15-point buy) roughly equivalent to "elite NPCs" (15, 14, 13, 12, 10, 8), except it allows a greater capability for customization; 20- and 25-point buy raise the PCs even further above average. As far as lower point buys being "bland" or "crippling," that is an issue with the players/GM and not the system itself. Yes, a 15-point buy makes starting with a 18 (20 after racial mod) in an ability score difficult, but having a 16 (18 after racial mod) is possible with a little forethought; and despite what some may say, it's hardly "crippling." A 15-point buy character with 16, 14, 12, 10, 10, 8 (before racial adjustments) can be quite powerful in their specialty, average to powerful in almost everything else, and slightly below average in one aspect; a 20-point buy character can be 17, 14, 12, 10, 10, 10 or 16, 14, 13, 12, 10, 10; a 25-point buy character can be 18, 14, 13, 10, 10, 10 or 18, 14, 14, 10, 10, 8 (or even 16, 14, 14, 13, 12, 10 if you can stand not starting with the maximum possible in at least one ability score). If the difference between a "playable" and a "crippled" character is a difference of +1-2 (5-10% variation on a d20 roll) on a few ability score modifiers, then IMO your criteria are too strict. Even for primary casters (those with 9th-level spells), as long as they start with a 15+ in their casting stat at 1st level (and put all or almost all advancements in that ability score) then all they really "lose" is a handful of bonus spells and at most +2-3 off of their maximum possible spell DCs (and some skill points for Int-based casters or Will saves for Wis-based casters). What point buy encourages is characters who are at least somewhat focused on a particular concept, rather than "good at everything." Some feel the need to heavily focus on one specialty (often to the point of "crippling" other aspects of the character) so that they can always be "the best," but again this is a player/GM issue and not the fault of the system. The main issue with demi-god PCs is that, as a level-based system, D&D/Pathfinder is based around the concept of progressive characters: characters start somewhat weak and grow stronger (rather quickly in 3.x/Pathfinder) as the campaign progresses. This is a good fit for certain types of stories, but a poor fit for the "destined hero" who starts at 1st level. Perhaps the easiest way around this is to start the characters at a higher level than 1st; 5th-10th is usually considered the "sweet spot" for 3.x/Pathfinder, so starting at 5th level, using Slow advancement to extend the length of the campaign, and designing most encounters around multiple foes that are individually 2-4 CR (or more) below the APL allows the PCs to "feel like heroes" from the start without requiring a lot of retrofitting/modification to the game system as a whole. Another possibility is a human Barbarian//Sorcerer/Dragon Disciple.
Depending on the rage powers (the Beast Totem ones are probably good choices, along with Moment of Clarity), you may be better off skipping Weapon Bond for Extra Rage Power. Armor is a +1 mithral chain shirt (2,100 gp) for a 19 AC (counting natural armor) before other enhancements. This character is more of a blaster/melee type, although Weapon Focus/Dazzling Display can be a good way to demoralize opponents (take instead of Arcane Strike/Weapon Bond and be content with a falchion or greatsword). Half-Orc Bard//Paladin
Uses an orc double axe; as a double weapon, you can let go with one hand to cast spells as a free action, as well as switching between two-handed and two-weapon use as desired. Optionally, you can be human and also take the Weapon Bond feat using Cha for an extra +1 on attack and damage rolls (although with heroism as a bard and Smite Evil as a paladin, it's probably not necessary). A bow or several javelins are probably needed for a ranged attack. Wears a mithral breastplate (4,200 gp) for 19 AC (not counting any magic enhancements); since it's mithral, it counts as light for bard spellcasting and as a paladin you have proficiency. The bard brings skills and a variety of buffs and SoS/SoL (battlefield control) spells/abilities, the paladin brings lots of good bonuses and can kick serious butt against evil foes. In Pathfinder RPG, they're both Cha-based casters, too. To optimize for melee, I'd recommend the following: 1) Take a level or two of a full BAB class (barbarian, cavalier, fighter, paladin, or ranger) for better weapons and other options. Which class/archetype will depend on the character's background/concept. I usually recommend starting in the full BAB class and switching to sorcerer, but sorcerer 1 + full BAB class 1 + sorcerer can work, as well. 2) Switch to dragon disciple as soon as you qualify (after 5th character level, if you've been puting ranks into Knowledge (Arcana)). The first four levels of dragon disciple are great for a melee/caster, although the 3/4 BAB and spellcasting progression make continuing a bit meh IMO. 3) Switch to eldritch knight after dragon disciple to keep both BAB (full) and spellcasting progression (9/10) high. A straight-forward progression might be: sorcerer 1; Eschew Materials, Toughness
By 10th level, your BAB will be +7 and your spell progression will be as a 7th level sorcerer. Check with your GM to see if you can use traits from the APG; Magical Knack (Sorcerer) can raise your caster level (only) by 2, not to exceed HD, which can be a big help. By 20th level, your BAB will be +16 and your spell progression will be as a 16th or 17th level sorcerer (depending on whether you took an additional dragon disciple of sorcerer level). Power Word Unzip wrote:
<facepalm> Oh, no. This doesn't look like someone opening a dialog, this looks like the start of a survey... and a bad survey, at that. Please forgive me if I lapse into management-speak for a bit, but this is something I've been studying lately (in ITIL Foundation training and other IT management courses, if you must know). Customer surveys are one of the primary ways an organization gathers data on customer satisfaction and expectations, so that management can analyze trends and make decisions to develop/improve products/services. However, for a survey to provide useful data for said analysis, it needs to be more than a series of binary questions. A good survey will have the survey-takers grade the questions on a continuum (usually a 5-10 point scale, depending on how finely you want to differentiate the data), with the option of "not applicable" or "no preference." A good survey will include questions on how the takers use the product/service (frequency of use, use of related products/services, etc.). A good survey will also ask the takers some open-ended questions like "what do you think is the best part of the product/service," "what do you think is the worst part," "if you could make only one change to the product/service, what would it be and why," etc. A survey that by design (i.e., simple binary questions, no context, no open-ended questions) gathers limited data will only provide limited (or worse, misleading) guidance for decisions. [obligatory Star Wars quote]"I've got a bad feeling about this."[/obligatory Star Wars quote] I'm worried that this veiwing of the market through a soda straw will lead WotC to make even more radical changes away from the roots of D&D. Most of the big changes in 4e did come from complaints about 3.x, after all: "some classes are too powerful/weak" -> classes are pretty much the same (although each has a couple of areas they're better than others); "I don't like Vancian casting" -> abilities are now at will, per encounter, or per day; etc.
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