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Roy Greenhilt

Fromper's page

FullStarFullStarFullStar Pathfinder Society GM. 6,906 posts (8,176 including aliases). 4 reviews. No lists. No wishlists. 27 Pathfinder Society characters. 5 aliases.


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Silver Crusade ***

You know you're in trouble when you get to the table and ...

... 5 of the 6 PCs in your Emerald spire group are healers of some sort.

That's trouble for the GM, not the players. We played the 5th (?) level yesterday (the level for PC levels 4-6), and other than a fighter, everyone else in the group had some healing beyond just CLW wands. We had a good cleric, a life oracle/paladin, another oracle with the cure spells, a witch with the healing hex, and my paladin with a familiar (Chosen One) who can "Lay on Paws".

Needless to say, our healing easily kept up with the damage we were taking. And despite some very silly moments where the less offensive members of the party failed to damage enemies with DR or good AC, we had no problem taking down all the enemies.

Silver Crusade

I picture orcs as not being hairy, too. I still picture them the way they looked in the D&D cartoon from the 80s.

Silver Crusade ***

Definitely disagree about wizards. As I said upthread, arccanists seem to have mostly replaced sorcerers, which used to be common. But wizards have always been common, and still are around here.

Silver Crusade ***

Races that are available for everyone to play without a boon are listed in the Roleplaying Guild Guide, which is a free download. Everyone should have that, as it's the starting point for all PFS custom rules.

Silver Crusade

Yeah, my group has been steamrolling most of the AP other than boss fights. They only just took out the weak lamia gate guards at Xin Shalast, so we'll see how the fight against the dragon and everything will go.

They aren't nearly as coordinated as your group, though. I'm actually very curious to see how they react to the dragon, since it's part of the back story of one PC. The elven sorceress originally came to Varisia in search of the blue dragon that killed her grandfather. She'll know him when she sees him due to two missing toes on his front left claw. It's Ghlorofaex. As a Calistria worshiper who most aligns with the sin of wrath, I can almost see her wanting to challenge that sucker to a one on one duel. But she's smart enough to want the backup from the rest of the party.

Silver Crusade

I think my group enjoyed the cabin. But my group is also paranoid, so they didn't realize how harmless the haunts really were until after it was all over.

Silver Crusade

I wouldn't worry about the haunts not being dangerous. They're there to tell a story, not to hurt the players. At that, they were effective, so I was fine with all my PCs making the saves.

Silver Crusade ***

DesolateHarmony wrote:
Fromper wrote:
Douglas Edwards wrote:

I just genned up a TWF Medium - stacking all the champion bonuses seems like itd work pretty well especially if you get a weapon focus going - using champion to get proficiency with a double weapon.

Plus mediums are really cool and I have been wanting to play one for a while.

I did something similar with a grippli boon and the Fiend Keeper medium archetype from Blood of the Beasts. The goal is to eventually go crit fishing with Weapon Finesse and a pair of kukris.

But with the racial strength penalty, and no dex to damage, I'm worried about doing enough damage to get past DR at mid-high levels. I think I'll be ok most of the time just getting kukris in every possible material, along with using UMD on scrolls of Bless Weapon and the like. Worst case scenario, at least I'll still be casting Haste and other buffs on the rest of the party, even if I'm not damaging things myself, so I won't be completely useless.

agile kukris?

Eventually.

But with two weapons, and needing to spend money on magical armor, headband, belt, Circlet of Persuasion (a charisma check is key for the archetype's class ability), the usual ring of protection, Handy Haversack, etc, this is a build that's going to need more money than any other PC I've ever made. So I'm likely to be doing 1d3+10 damage against things with DR 10 for at least a couple of levels before I can afford that kind of upgrade. That's really why the 18-20 crit range is key. And as I said, finding other ways to get past DR besides just hitting for a lot.

Silver Crusade

1 person marked this as a favorite.
Gabriel Cantrell wrote:

Alright so I am going to go on my own little rant here about a PFS character that I had to deal with at a local con this month.

So the basic character idea that I was told is that this guy was an Ifrit Sorcerer who's Master was making him be in the Society despite him not wanting to be there.

So we get to the first combat of the game (Ungrounded but Unbroken), and without even seeing what they were fighting, he walks into the middle of the enemy group and drops Darkness. Bad Guys can see perfectly. 3/4 of PC party have no Darkvision. Never have I been so angered by a player or so tempted to kill him for that.

That's not a character problem. That's a player problem. The person is clearly violating the "Don't be a jerk" rule, and needs to be talked to out of game about it.

Silver Crusade ***

Douglas Edwards wrote:

I just genned up a TWF Medium - stacking all the champion bonuses seems like itd work pretty well especially if you get a weapon focus going - using champion to get proficiency with a double weapon.

Plus mediums are really cool and I have been wanting to play one for a while.

I did something similar with a grippli boon and the Fiend Keeper medium archetype from Blood of the Beasts. The goal is to eventually go crit fishing with Weapon Finesse and a pair of kukris.

But with the racial strength penalty, and no dex to damage, I'm worried about doing enough damage to get past DR at mid-high levels. I think I'll be ok most of the time just getting kukris in every possible material, along with using UMD on scrolls of Bless Weapon and the like. Worst case scenario, at least I'll still be casting Haste and other buffs on the rest of the party, even if I'm not damaging things myself, so I won't be completely useless.

Silver Crusade ***

Yeah, that one room in Godsmouth Heresy is definitely a potential TPK maker. I disagree about that enemy being appropriate CR for the adventure. The difficulty of that is on par with a CR 4 encounter, which is too much to throw at level 1 PCs.

When I played that one, we had a master summoner (before the archetype and APG summoners were banned) who just kept throwing ponies at it. Using My Little Pony toys as miniatures. It was hilarious, and not the least bit scary.

The one time I GMed that module, the group actually skipped that encounter with a good knowledge: metagame roll. Two of my players had played the module before and intentionally rushed to the other side of that room and left before the monster came in (since it doesn't arrive from the outside for 3 or 4 rounds). I didn't realize until later that they did this intentionally due to their prior knowledge of the adventure.

Silver Crusade

Yeah, that one bugs me, too. Ultimate Intrigue definitely needs to be on the prd, since the pregen vigilante is allowed in PFS. I had the same complaint when the Occult book was new, but that was even worse, since there were adventures using material from the book, and six pregens instead of just one.

Silver Crusade ***

Nope. Played that before I made either of my current fighters.

Silver Crusade ***

I definitely know a level 1 adventure where an enemy has Color Spray. It wouldn't surprise me if there are others.

Silver Crusade ***

They're both just day job skills for those PCs, but I try to find fun ways to work them into the RP of adventures if I can.

Silver Crusade ***

I'd say the Core Rulebook and Advanced Players Guide are the only "must have" books, besides the free Roleplaying Guild Guide that you can download as a pdf.

As the last few posters have said, Ultimate Equipment would probably be pretty high up on the "nice to have" list.

I'd put the Advanced Race Guide high on that list, too. Besides having the oddball races, it also has some nice options that you can take by trading out normal stuff on the core races.

Of the thinner splat books, I'd put Seeker of Secrets at the top of the list, just for the ioun stones.

Do you know if there are active games already going on in your area? If you know where to go to catch a game, the best you thing you can do is show up and talk to people. Find out what the atmosphere is like at the local gaming store or other meeting place, and what types of games often happen there. Are they playing Core at all or sticking to standard? Do they regularly have low level tables you can jump in on? Do they use Warhorn or some other web site to do sign ups for games?

Show up and ask those types of things. Bring a PC, so you can join a level 1 game if there's one happening. If they're only playing higher level stuff that day, you're still likely to be able to play using a pregen character.

Silver Crusade ***

1 person marked this as a favorite.

I have a fighter who uses profession: chef to cook and eat the animals the party kills when traveling in the wild. Does that count?

And now that I think of it, my other fighter has craft: weapons for his day job, but I've also used it in a social encounter before, to impress an NPC with my knowledge of fine dwarven craftsmanship.

Silver Crusade

Just don't ask what the range on all of them are. Most are clearly defined. Some aren't.

Silver Crusade

Huh. I never knew that. I was just assuming I'd pick up Double Slice on my unchained rogue, to get full dex added to damage on all attacks. Time to change the plan.

Silver Crusade ***

I just hope they include the xiao. The fluff on that creature is awesome (winged monkey!), but it's currently not worth taking as an improved familiar. Since it has hands, you'd think it could UMD wands, and that would make it worth taking.

Silver Crusade ***

rknop wrote:

Top 5 favorite flavorful NPCs of the scenarios I've played or run:

1. School of Spirits
2. Captive in Crystal
3. True Dragons of Absalom
4. The Golemworks Incident
5. The Wardstone Patrol

(Cheating) Next 5:

6. The Night March of Kalkamedes
7. Wardens of Sulfur Gulch
8. The Frostfur Captives (ensemble piece)
9. The Overflow Archives
10. Devil We Know III: Crypt of Fools

(Cheating more) next 5 after that:

11. Of Kirin and Kraken
12. The Beggar's Pearl
13. The Sanos Abduction
14. Destiny of the Sands 3: Sanctum of the Sages
15. Shadow's Last Stand 2: Web of Corruption

Most flavorful NPCs and you left off Rise of the Goblin Guild??? That would probably be my #1.

Silver Crusade ***

Cenorin wrote:
Quentin Coldwater wrote:
I've seen two sword & board Slayers who TWF (one is mine) and a Fighter, but even then I feel TWF is kind of a waste. I mean, most of them are waiting until a party member steps into a flank for them, because if they have to tumble into a flank, they can't TWF. Fighter and Slayer at least have the advantage of having a decent to-hit that doesn't get shot once you TWF. I get that aiming for multiple attacks in order to make at least one attack connect is a reasonable thing to do, but TWF of a 3/4 BAB class that already doesn't have an intrinsic way of boosting their to-hit is kind of a waste. I'd just like to know the math to see when TWF is viable against 1WF. Obviously versus very low AC, and very high AC, when you almost need to crit-fish in order to hit, but where's that turning point?...

I was actually thinking of shield bashers as a separate thing, but that's another thing I haven't seen much of (like you, I have a Slayer that does it, but that's it).

Now you've got me interested in the math question too.

So the popular accepted notion, as demonstrated above, is that TWF isn't good enough with 3/4 BAB. When I made my Nature's Fang Druid who specializes in Shillelagh fighting, I kept hearing that I shouldn't bother with TWF up front to use both ends of the double weapon. Maybe take it with the free ranger fighting style at level 4, since the Nature's Fang archetype gets some slayer tricks, and that's one possibility, but no way should I take it from level 1.

So I did the math. And then I took TWF as a known feat from level 1.

It turns out that when you attack twice at -2 to hit on every shot, you almost always have a better chance of getting one (or more) hit than if you only attack once without the -2, against any normal AC. The only time this doesn't hold up is against enemies with insanely high AC, when you can't afford any penalties to hit, because you don't want an 18 or 19 to miss. And if you know you're fighting something that's that tough to hit, you can just skip the TWF and make a single attack to increase your chances.

So my conclusion is that TWF is almost always worth it for any build that's even remotely considering it, which goes against the conventional accepted wisdom.

The real problem with TWF is that for most builds, you're doing less damage per hit than someone with a big, two handed weapon. Against things with DR that you can't overcome, that becomes an issue. That's the real reason that two handed weapon builds are more reliable damage dealers, even though they hit less often.

Silver Crusade ***

It's pretty obvious that the RAI on that is that you can unclasp it from your arm for free as part of a throwing attack. It's that interpretation that it has to be attached to your arm (not the blinkback belt) that you can use to shoot them down in RAW, if necessary.

Silver Crusade ***

andreww wrote:
Season 7 was often called season of the skill check, season 8 seems to be turning into the season of the very easy skill check.

More like season of the very short scenario. This is the second scenario I've played this season where we reached the end in under 2.5 hours, and the whole table sat there going "That's it? I was expecting more".

In both cases, we diplomacized our way through several encounters, so we skipped some fights. I'm glad that it's possible to do that sometimes, but in both of the very short scenarios, the end fight was over in a single round, so there was very little combat the entire scenario.

Yes, we took down the juggernaut that quickly. High tier, some well optimized PCs. Mine was the wimp of the group at level 9 and not overly optimized, but I still helped quite a bit, especially on the social encounters.

Silver Crusade ***

Wei Ji the Learner wrote:
Stephen Fischer wrote:
Do I have the only Harrower out there..I even use the harrow cards as props?

Did you play Part III of Scions of the Sky Key on Thursday afternoon GenCon 2015?

If the answer is no, then no, you are not the only one.

Our psychic teammate in Portent's Peril at GenCon last year was heading for the Harrower prestige class, too. He just wasn't high enough level yet, since he was only level 4 (I think) at the time. But he already had the Harrow deck as a prop.

Silver Crusade ***

Most of my prep steps haven't changed since I posted in this thread last May. The one exception is my steps for prepping to GM at GenCon.

Last year, I told the coordinators in advance that I like having lots of prep time, so please give me only scenarios that I can download and prep months in advance. They did. So I didn't have to worry about last minute prep of scenarios not published until the Saturday before GenCon like I did the first time I GMed there.

Silver Crusade ***

Stephen Ross wrote:


In any event, these changes increase the usefulness of a familiar in combat and don't do much in out of combat situations. Is that desirable? Will it cause table issues?

It won't increase the usefulness of the Improved Familiar feat that much, since there are already a handful of improved familiars that can do this. It'll just result in a wider variety of familiars being chosen with that feat, since people will be more likely to choose a new familiar that's not on the old list.

Silver Crusade ***

We have more familiars than bonded items here. They just aren't that active in combat most of the time.

We do have one guy who has an imp with a wand of invisibility. It stays invisible using its racial ability, then uses the wand on the caster every round using UMD. So the arcanist casts an offensive spell, becomes visible, and then the imp turns him invisible again in the same round. Then, he moves with his move action, so the enemies don't know where he is. At least, that's how it works in theory. The UMD check isn't guaranteed.

My chosen one paladin has a familiar that goes around healing people in combat, but only if the situation is really dire, since it costs two of my daily lay on hands for the day. It can cast Guidance at will, though, so it's constantly helping out in combat.

Silver Crusade

Oracles don't really have to worship anything. Their power is given to them by a deity, whether they like it or not.

Since this is in the campaign setting subforum, I'll point out that this doesn't work in canon for Golarion. Also, clerics in Golarion can't worship a philosophy. They have to worship a single patron deity, as do paladins, warpriests, and inquisitors.

The stuff about being a cleric of a philosophy in the Core Rulebook is there for games that don't take place in this campaign setting that might allow that. But in a home campaign, you can do whatever you want, even if you're playing in Golarion, so talk to your GM.

Silver Crusade

Halfling Opportunist prestige class gets sneak attack every other level.

Silver Crusade

I think people are just getting restless because he's putting out new pages so slowly. It may only be 17 strips, but it took 6 months.

Silver Crusade

I don't know all the stuff you mentioned, but you said Combat Expertise is a prereq, so I have a suggestion on how to get that one for free. If you're dipping fighter for a level or two anyway, the Lore Warden archetype from the Pathfinder Society Field Guide gets Combat Expertise for free at level 2. It also gets extra skill ranks, though they have to be used on intelligence based skills. I think the main thing it gives up is heavy armor proficiency (and maybe medium, too? I don't remember), which you're probably not using as a rogue, anyway.

Silver Crusade

I noticed that Blood of the Beasts has an alternate racial trait for kitsune to get a bonus to int instead of cha. I'd love to see the same for gnomes. It makes sense, given that they're known for tinkering and building things.

Silver Crusade

I remember once failing to save a party member that way. I think my sorcerer had about +15 UMD at the time, and the only healer in our group that day was a bard. This was for PFS, where you play with whoever shows up for any game, so the party composition changes every time.

Anyway, the bard went down to very negative HP, where he was only a round or two from bleeding out. I grabbed the wand of UMD, and rolled a 2. I used a shirt reroll, and got a 3. I think this was before you added your GM stars to reroll results. The bard bled out and died the following round.

I've since advanced that sorcerer another couple of levels, and upgraded his charisma headband, so he's up to +20, and doesn't have to roll to use wands any more. So he's a backup healer now, using wands and UMD. But that's a class, like bards, that get UMD as a class skill and already have high charisma, so it's easy for them to be good at it without having to invest traits or feats.

Silver Crusade

Drahliana Moonrunner wrote:
Blymurkla wrote:
Always Int. Has nothing to do with being a caster.
Without the ability to cast detect magic, it's uses become more limited.

I recently realized that alchemists get Identify on their extract list, and can use wands of any spell that's an alch extract, so they can use it as a wand.

Silver Crusade ***

9 people marked this as FAQ candidate. 5 people marked this as a favorite.

So it was established years ago that the only improved familiars that can even attempt to use wands are the ones with hands, which according to this PFS FAQ are the brownie, faerie dragon, imp, lyrakien azata, mephit, quasit, and sprite. This also means that non-improved familiars can't use wands, even if they were born with hands, so that rules out your run of the mill monkeys.

The problem is that this FAQ is from March, 2012. Can we get an update that includes new familiars with hands that have been introduced to the game since then? I only know of one offhand (the xiao introduced in Bestiary 5, which is already PFS legal), but it wouldn't surprise me if I was missing more.

Silver Crusade

Ryan Freire wrote:
Fromper wrote:
nate lange wrote:
The other nice thing about chosen one is that at 7th level you get an improved familiar and iirc there's at least 1-2 options that could use wands (with your UMD ranks), so it could heal while you attack and it wouldn't eat up your lay hands or standard actions.

Do you know of any lawful good improved familiars that can use wands? The improved familiar has to match your god's alignment, and the only LG option I could find was the Harbinger Archon. It can cast Cure Light Wounds three times per day as a spell-like ability, but it can't use wands.

Of course, being a paladin of a NG or LN aligned deity opens up other options, but my own chosen one gets her power from Shizuru, the LG empress of the Tien gods.

Cassassian's get change shape into a cherub.

Good catch. I missed Cassisians while searching for possible LG improved familiars.

Silver Crusade ***

Neriathale wrote:
Cantriped wrote:


To Fromper:
If you are in PFS, you should know they FAQed it such that Witches have to actually cackle like a b-list villain to use the Cackle Hex.
I don't have the cackle hex as my PFS witch because of this ruling - I don't care how good the hex is, the flavour is wholly inappropriate.

My witch still giggles. It may be louder than a normal giggle, and some people might think it sounds like cackling. But she's giggling.

Silver Crusade

What book are you talking about?

Silver Crusade

Besmara and Gozreh?

Silver Crusade ***

1 person marked this as a favorite.
BigNorseWolf wrote:
Wei Ji the Learner wrote:


...somebody better tell my TN Eagle Knight he's in the wrong faction before it's too late... :P

No ones saying that it CAN"T work. But there are definitely trends. You can also justify TN doing just about anything because hey, my friends were doing it too.

Quote:
What about telekineticists who are all about technology?

The dark archive has just the vault..erm. place for them...

Agreed, on both responses.

Wei Ji the Learner wrote:

I *just* missed the Andoran 'window' -- my -1 was originally going to be Andoran but ended up in Liberty's Edge when the names were changed.

However, it's been my play experience that Liberty's Edge does what they can to minimize casualties (especially when there's a bunch of slaves around, etc).

Did this change as a result of the refactioning?

Several of the Andoran faction missions for early season adventures were to assassinate bad guys. No trial, no capturing, no "dead or alive", just a faction mission that said "kill him".

That's why a lot of players with paladins and other lawful good types complained that there wasn't an appropriate faction for them, even though Andoran was supposed to be the good faction. Thus, the Silver Crusade was added.

I had a lawful good cleric of Sarenrae in the Silver Crusade that I played a lot back in seasons 3 and 4, when they'd get the Andoran faction mission while playing season 0-2 adventures, and you had to do the faction mission for full prestige. Oddly, I never had a problem doing any of those Andoran faction missions, despite my PC being the type to offer enemies a chance at redemption. In every single case, the villain in question proved themselves to be unredeemable before the end, so I had no problem with killing them in the heat of battle.

The one and only faction mission I ever refused to do with that cleric was to spread lies about slavers to make them look bad, and hurt their business. Because the slavers' business was legal in that country, and my cleric worships the goddess of honesty, among other things, I refused to do it. But the two Andoran faction members at the table didn't have that problem, so it still got done, and I still got full prestige.

Silver Crusade

nate lange wrote:
The other nice thing about chosen one is that at 7th level you get an improved familiar and iirc there's at least 1-2 options that could use wands (with your UMD ranks), so it could heal while you attack and it wouldn't eat up your lay hands or standard actions.

Do you know of any lawful good improved familiars that can use wands? The improved familiar has to match your god's alignment, and the only LG option I could find was the Harbinger Archon. It can cast Cure Light Wounds three times per day as a spell-like ability, but it can't use wands.

Of course, being a paladin of a NG or LN aligned deity opens up other options, but my own chosen one gets her power from Shizuru, the LG empress of the Tien gods.

Silver Crusade ***

Not a tengu, but I have a Sarenrae worshiping rogue, too. He's in Liberty's Edge, though.

Silver Crusade ***

Rosc wrote:

I have a level 11 Witch who has made great use of her familiar. In combat,it would go into delay, and come out of delay whenever a party member dropped. Then, it would fly over to them and perch on their chest, allowing my character to deliver a Heal hex at range. The familiar has died once before, but that was due to a combination of scenario hazards and a failed Will save that ended with the poor psychopomp suffocating itself within another party member's Handy Haversack.

There are two PFS characters that are alive today solely because of that delay-heal tactic, by the way. I'm pretty proud of that.

I took the Scar hex on my witch, to be able to use my buff/heal hexes on my allies from up to a mile away. All they have to do is let the cute widdle bunny wabbit bite them and leave a little scar at the start of the adventure (having my familiar bite them is how I explain the scar in character).

But my witch is also totally focused on buffing and healing hexes. With the Extra Hex feat, I've already got Ward, Healing, Fortune, and Cackle at level 4. I call her my cheerleader witch - a cute, friendly, cheerful teenage girl with a rabbit familiar. Also, she giggles instead of cackling, and refuses to use the word "witch". She introduces herself as an arcane specialist.

Silver Crusade

Haven't read the whole thread, but thought I'd tell you about my paladin in Pathfinder Society. I took the Chosen One archetype from Familiar Folio, which grants a familiar instead of mount or bonded weapon. Other than that, it rearranges what levels you get the various low level paladin stuff, but by level 4, you have it all like any other pally.

My first three feats were Fey Foundling, Greater Mercy, and Power Attack. I use a two handed weapon, and just focus on healing myself like crazy with swift Lay on Hands, rather than AC, to keep me standing in battle. Those first two feats add plenty to my Lay on Hands healing. If you want to save your LOH uses for your teammates, get a shield and one handed weapon instead, so you don't get hit as much, but it'll cut into your damage output. It's all about balancing your priorities.

The best part is that the familiar can zip around the battlefield separately, casting Guidance on people at will, and using "Lay on Paws" when absolutely necessary. It costs twice as many of my daily uses of LOH as when I do it with the actual pally, but it's great for emergencies. This lets me heal an ally and make attacks in the same round. I no longer have to choose between eliminating the threat or saving the wounded comrade, since I can do both. As I said, it's expensive, but the action economy of doing that even once or twice per day is a game changer.

This is also why I'm seriously considering Extra Lay on Hands as my level 7 feat (currently only level 6). And probably Ultimate Mercy at level 9, to be able to raise the dead for free on non-adventuring days.

Silver Crusade

Sometimes you feel like a mutt, sometimes you don't.

Silver Crusade

I like it under some circumstances, and for some kinds of PCs. I'm just trying to get a better feel for what type of PCs are worth focusing on it vs when investing in it is a waste.

For instance, someone above mentioned wizards. They don't get it as a class skill, it keys off a stat that's frequently their dump stat, and they already have so much magic that I have to think it isn't worth the effort. But if they take a trait to make it use intelligence, and/or a trait to make it a class skill, then they could be pretty good at it, and use it to cast the occasional divine spell from a scroll or wand.

Bards, on the other hand, tend to have good charisma, get it as a class skill, have plenty of skill ranks to spare, and get less magic in general than a wizard, so it's almost always worth the investment for them.

And then there are fighters, who often have lousy charisma, lack skill ranks, and don't get it as a class skill. I don't think I've ever seen a fighter with UMD trained.

Rogues get it as a class skill, and have plenty of skill ranks, but they don't necessarily have good charisma. It'll require a significant investment to make it work reliably for them, but by higher levels, it'll be worth it. But at low levels? Maybe skip it until you're high enough level to put a few skill ranks at once.

I took the Pragmatic Activator trait on my witch, to be able to use UMD with intelligence instead of charisma, and it's already a class skill by default. But that PC's personality is all about magical curiosity and trying to learn as much about magic as possible, so it fits perfectly. So far (just hit level 4), the only thing I've used it for is a wand of Prestidigitation. She's a very clean witch (playing against type on the old hag stereotype).

The PC I'm now creating for PFS is an alchemist, of the bomb throwing variety. So I don't need self buffs as much as a front liner style alchy. And alchemist's have an extract list that's already very good for what they do, and can use wands of any spell that matches their extracts. So I'll already be able to use the most common wands in PFS (Cure Light Wounds, Comprehend Languages, Endure Elements, Enlarge Person, Reduce Person, Shield, Lesser Restoration, etc), along with some lesser used stuff, like Identify that makes up for the class's lack of Detect Magic.

I'll have the skill ranks, but is it worth the trait for Pragmatic Activator to use my high intelligence? I'm having a hard time thinking of scrolls and wands I'd use it for, and there are other traits I want to take. Note that I'm probably dumping charisma, so without the trait, this skill will be awful for me.

Silver Crusade ***

2 people marked this as a favorite.

I don't agree with you on some of those.

Liberty's Edge is about freedom, and that definitely makes them chaotic. But they're also fighting against oppression, trying to help people. That makes them good. So they'd be CG, not CN. Back in the old days, they were the default faction for good aligned PCs.

The way you describe the Dark Archive is a more accurate description of how the Cheliax faction used to be. Since switching over, they're less focused on the devil worshiping hierarchy, and more on just magical power. I've seen (and have) quite a few characters of all alignments who have joined the Dark Archive to learn more about magic. In other words, with the transition from Cheliax to Dark Archive, it stopped being the obvious home for borderline evil PCs and became the new obvious home for any arcane PC.

I agree on Scarab Sages and Grand Lodge seeming to be true neutral.

Silver Crusade is theoretically lawful good. Their leader is a paladin, after all. And the faction was originally created as a home for good PCs that didn't feel comfortable with the Andoran (now Liberty's Edge) faction's chaotic side.

The Exchange has two sides to it. The legitimate merchants probably are lawful neutral, as you said. But they also brought in the old Sczarni faction, which is the Varisian mafia. That side is probably chaotic neutral, possibly bordering on evil. They haven't done a great job in merging the two, though, so the more lawful merchants do seem to be the majority there. My own two Exchange members are a LN blacksmith and a CN pirate.

And I can go along with LN for Sovereign Court, though I think I read somewhere that their faction leader is actually chaotic. That really doesn't seem to suit her, though. True neutral, maybe, but she doesn't strike me as remotely chaotic.

Silver Crusade

Wheldrake wrote:

I like the UMD skill. Even as a wizard, I like having it. It means I can use just about any item we find in loot drops.

This said, it depends a lot on the sort of campaign you're running. It doesn't require you to have too much investment. If your CHA is really dumpoed, then Pragmatic Activator could be useful. Even without that, maximum skill ranks will eventually make it a nearly automatic success.

The DCs to do anything with UMD are 20+. When you start at low levels, as in many campaigns, and Pathfinder Society, that means it'll be at least level 5 with heavy investment in the skill before it works reliably. Without heavy investment, you have to wait until level 10+ to use it.

Maybe that's why I undervalue it a bit. I mostly play Pathfinder Socity, where you start at level 1, and mostly end after level 11 (there are exceptions). UMD is great at higher levels, but unreliable and expensive at the levels I play most frequently.

Silver Crusade

This happens all the time. I've seen a ton of builds talked about on the forums and class guides where a 3/4 BAB class can't take Weapon Focus at level 1, because it requires BAB +1, so it delays them from taking a feat chain they want. It's just something you have to plan around. As I said, I made a point of starting with 15 con on my barbarian, just so I'd qualify for Raging Vitality.

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