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Word of advice, the pregens are typically just this side of awful - avoid them if you can.
There is a download for the pregens on the Player Resources page.
Race information can be found on the Additional Resources page. Note, that to use a source you need to have a copy of it. Here is what you are probably looking for in terms of races -
Advanced Race Guide:
Pathfinder Roleplaying Game: Advanced Race Guide
To create an aasimar, dhampir, fetchling, grippli, goblin, ifrit, kitsune, nagaji, oread, suli, sylph, tiefling, undine, vishkanya or wayang character, you must have a Chronicle sheet that opens the race as a legal option at character creation.
Dwarves: all alternate racial traits, except craftsman and xenophobic, are legal for play; racial subtypes are legal for play; all favored class options except wizard are legal for play; all archetypes are legal for play. The Forgemaster's 3rd level Craft Magic Arms and Armor bonus feat is replaced with the Heavy Armor Proficiency feat. The Forgemaster's 5th level master smith ability is replaced with Skill Focus (Craft); all dwarven equipment, feats, magic items, and spells are legal for play.
In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.
Aasimars: all alternate racial traits, favored class options, racial archetypes, racial equipment, feats, magic items, and spells are legal for play.
In Chapter 3, nothing from the changelings, duergar, gillmen, merfolk, samsarans, strix, svirfneblin, and vanaras entries are currently legal for play.
Gripplis: all alternate racial traits, favored class options, racial archetypes, racial equipment, racial discoveries, racial magic items, and racial feats are legal for play.
Nothing in Chapter 4 is legal for play
Simply - a boon is something available to one's character that would normally not be. So as an example if you want to play an ifirt race for example you would need a boon. I think race boons are normally received at conventions.
Then there are boons you receive as you play scenarios. There are a handful that are fun and useful, but for the most part they are all fairly minor.
daggers are still your best bet, but they wouldnt be functional with your class features however
Which class features? Daggers would work just fine with Precise Strike.
Daggers with precise strike class feature + deadly aim feat, and possibly far shot for more range. Done.
I think young+advanced is a little crazy and very powerful. You would be lucky to have a GM that lets you do it (unless you are the GM and are making an NPC - then hey).
Seems more like a "let's get past this magical-thingy-generated force field" thing than a "let's disable the enemy's sword" thing.
The thing about PFS is that if you are supposed to get past it you generally will be able to in some way, and if you aren't supposed to there won't be anything of interest behind it anyway. That being said, it might make getting past the magical-field-generator EASIER, which isn't nothing.
Essentially yes. Might as well do something with your move action and make your opponent easier to hit (and easier to trip once you have greater feint).
Also it's sort of a fun progression.
In a single standard action: Attack - Trip - Attack - Attack
And yes it's not exactly a one hit build which is why I originally put it in quotes, it's more of a standard action build.
It's niche but here's my first thought - assuming you have a good Disable Device it would be really handy for the occasional cursed item that you come across and therefore can be far more liberal with using items that are picked up during scenarios.
Apart from that it would scenario specific and I'm sure it can be used for more creative purposes, especially when you run into various puzzles.
This is my planned progression for a 'one hit' Fighter -
Power Attack, Combat Expertise, Improved Feint
The Human Diversion wrote:
I get that may be enjoyable to not know. It's also frustrating to me as someone who likes to plan out characters. It's great having a Life Oracle who can get an Axe Beak companion! (Not Really). It would be less bad if we were allowed to apply those boons to other characters, but I digress.
This is prefect.
*breaks down weeping*
Cavalier looks like a good entry as the Mounted Combat feat is a prereq. Also you could take the PrC at level 6 assuming your skill points and feats are properly distributed.
You give one to me (please?).
I'd play an elemental (possibly cross-blooded draconic) blaster sorcerer and rush a robe of arcane heritage, if you spend almost nothing (burn prestige points for gear) and play level 3-7 scenarios at level 5 you would just barely be able to afford it before level 6, using your favored class benefits on your level 9 bloodline from there-on.
You see, the scorpion whip is a light weapon with the disarm, performance, reach, and trip features. This means you can attack at 10 feet.
Is it? If you look on Ultimate Equipment the only special property is performance (and this is sort of what I am talking about in regards to the scorpion whip).
As someone who fences epee I'd say that in terms of weapons for actual combat a rapier is the same as an epee. If you are fencing foil... why are you fencing foil?
*Puts on sunglasses* Bring it foil fencers.
I would like to see a twf archetype for the swashbuckler but I've been trying to think of how to do it without making it stronger then the default, and the only way I see it working is to remove or reduce Precise Strike.
Beware that I know this is a terrible idea in game, but maybe take the real world equivalent. I read somewhere that the pirate Blackbeard kept 4 pistols strapped to his chest. During combat, he would draw it, fire and toss it away and draw another. Repeat. Granted, a Pistol is expensive, so strapping 4 to your chest is a bit of an investment. And you still suffer the problem of only doing 1d8, but you don't have to worry about reloading for 4 rounds! :D
Not so unfeasible in PFS. You could burn prestige points to outfit yourself with masterwork weapons.
Shar Tahl wrote:
Nope. It is as level 3 and 1d6+1 damage.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Sorcerers don't have a domain, that would be clerics and their ilk, so lets remove the part that doesn't matter.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
Which is still pretty good, and more or less amounts to +1 DC on every spell you cast as a racial trait.
The default bard is 'more helpful' to physical allies because of Inspire Courage, then later spells like Good Hope. Those abilities also help yourself though too, plus any ray attacks from the sorcerer.
Arcane Duelist is a fine archetype but my gut feeling in this case is to stick with the default bard to keep your skills and knowledges up.
PFS does have some really good aspects online. I've probably played near 80 PFS scenarios here on the boards. All of them have finished, except one. Twice, other GM's finished scenarios for GM's that had vanished, but all of the rest of them flew by very smoothly.
This has been my experience too. I've never had a PFS scenario play by post that was not completed. Though there was one that crawled like it was half dead toward the end, and we only received 1 PP point that I felt was sort of unfair, but I digress.
Christopher Dudley wrote:
He admitted as such.
He's a level 3 Ifrit Sorcerer with either the Elemental (fire) or the Efreeti bloodline, but I suspect that he thinks he can use both, since he uses Elemental ray (from the elemental bloodline)
It sounds like he is an Ifrit (race) Sorcerer (class) with the Elemental (Fire) bloodline. He may be crossblooded, but I am going with the assumption that is NOT the case for the purpose of this post.
but he claims that at level 15 he'll get an additional +30 ft. to his base speed (from the Efreeti bloodline).
True with either the efreeti or elemental (fire) bloodline. However at level 15 additional movement isn't a massive benefit.
He took the Wildfire Heart alternate racial trait, which replaces his fire resistance with a +4 initiative bonus.
Legit. He gains fire resistance from his bloodline anyway so it would be something that he would want to replace. If it bothers you, you may want to houserule it as getting the Improved Initiative feat so he can't stack the trait with it.
He also claims to have taken an alternate racial trait that gave him +30 ft. of base speed in exchange for a Wisdom penalty, but I can't seem to find that particular trait anywhere, although I do remember seeing it before.
Nothing I've ever heard of. Strongly advise to disallow it.
His Charisma is stupidly high, which means that, with the Ifrit Fire Affinity racial trait, he can use Elemental Ray around 7 times per day, and with the combination of his Sorcerer levels and the Favored Class Bonus that an Ifrit gets, each of those 7 Elemental Rays does 3d6 damage.
He does get loads of elemental rays. 3 + Cha mod + 1 for Ifrit Fire Affinty. If his charisma is 20, it is 9 times a day. He is however greatly mistaken about the damage he is dealing. At third level it's 1d6+1. There are ways he could increase the damage.... Arcane Strike, Precise Shot, a bard's Inspire Courage, which combined would make it 1d6+4. The base damage is 1d6 + (sorcerer level/2 [round down])
Even worse, his absurdly high Charisma means he gets loads of bonus spell slots, which he makes liberal use of with the Quicken metamagic feat to cast two spells per turn.
No. At least not yet. Quicken Spells require spell slots 4 levels higher then the spell they are enchancing. In other words he needs to use 5th level spell slots to quicken a level 1 spell which he won't get until level 10. It's still a good feat even so, but first level spells start to look a lot less exciting at level 10.
I'm looking for ones that contribute to a team, are fun, and more complex than just lock an' load.
Bard that focuses on archery. Make sure that you pick put Arcane Strike for some penalty free damage.
All your feats will go toward archery but you also have your spells and team improving performances, most notably inspire courage. You can also be the Jack of all trades knowledge guy.
I get it from the following bolded line.
Feathered Companion (Ex): At 1st level, a falconer earns the trust and companionship of a bird of prey. The bird can be of any type of large hunting or scavenging bird (even a vulture). This ability functions like the druid animal companion ability (which is part of the nature bond class feature), but the falconer must take the bird animal companion, and that companion has only half the normal hit points.
The full progression comes from Feathered Companion entry. The Hunter Bond entry is stating that you don't get a NEW companion and that your Feathered Companions HP increases.
1) No for the Roc. Yes for the regular bird.
3) Yes. Typically all you 'need' for melee is Power attack, then you are done. Use your other feats for archery.
4) Depends if you want the bird or something else. Either way you are losing a feat, either the one for going into Falconer or Boon Companion if you aren't. If this is for PFS remember the 'real world cost' of getting Boon Companion (you must have the source material).
I'm making something fairly similar in PFS as a fighter, but it only really starts getting in its grove as a mobile tripper at level 6.
Power Attack, Combat Reflexes, Improved Feint