So I made a PFS character using the new Slayer playtest class. He started as a GM credit baby, then I played him at 2nd level through Thornkeep1, taking him now to 3rd level. He kind of sucked, but I built him in hopes he'd get better as the class got refined.
Now that the revised playtest document is out, I'm trying to decide what to do with him.
Here's what I've got so far. Race, stats, and the first two levels are already locked in, so suggestions of doing other things instead just prove you can't read. ;) I'm reasonably settled on 3rd level, but it's not too late to make changes there since I haven't played him since leveling. After that is pure theory and where I want the most advice. Here we go:
Tarik, Half-elf Slayer 3
Traits: Reactionary, and something else I can't remember
As you can see, there are several feat/talent holes to fill. Not really sure what to do.
I feel like my Combat Style talent choices need some explanation. I'm thinking it might be viable to have a switch-hitting option (Quick Draw, which is already locked in, would help with this). Additionally, for levels 1-5 when I only get one attack and Favored Target costs a move action, being able to Quick Draw a bow would mean I can designate FT and still attack on round 1, then advance and attack in melee next turn. This is an even bigger deal if they're between 10 and 30ft away and haven't acted yet: Sneak Attack.
Precise Shot means I can do this even if an ally beat me in initiative and moved into melee.
Deadly Aim means I can still get worthwhile damage out of this when it's not a Sneak Attack (especially important when dealing with flying foes or when using ghost salt arrows against incorporeals—gotta make it count!).
Improved Precise Shot helps guarantee the hit, including getting Sneak Attack against concealment (I think?).
Pinpoint Targeting means that, if I'm in a surprise round, need to move, or want to move to cover to use Stealth to enable Sneak Attack, I can make sure the single-attack turn is not wasted.
But I'm feeling a little waffle-y on those, so feedback is appreciated.
And again, ideas for the currently-empty slots would be great.
I was running a game recently in which a druid NPC had an active call lightning spell, and a PC cloaked the whole area in a fog cloud.
At the time (to keep the session moving) I went ahead and temporarily ruled that he could still call down additional bolts, he would just need to guess at the squares to hit (I had him rolling randomly among a box of 9 squares — even hit his own animal companion once). There was some disagreement among the players as to whether he could do that when he couldn't see the spot he was calling a bolt into.
I did some research post-session to see if I could figure out whether my ruling at the time was correct or not. I found a few things:
• The term "line of sight" is only used twice in the Magic chapter of the CRB: once to help define what "line of effect" means, and once with regard to rays.
Putting it all together, I'm feeling fairly confident that my ruling of letting him strike concealed squares was correct (though the random targeting could maybe use some work). Even so, I wanted to do one last check: the community.
Can anyone think of anything relevant I might have missed? Thanks!
So I have an itch to make an undine arcanist for PFS (using an undine race boon I traded for).
Mostly because a water-based race and the arcanist's flavor seem to mesh well to me (probably due to my background in MtG).
But the stats will be a nightmare.
If you were going to make an undine arcanist as a primary caster in PFS, how would you do it?
I was thinking recently about how there are certain topics/rules that are especially prone to table variation. Although it's fine to have table variation on some topics, it can be really nice for a player and GM to get "synched up" before a game. In particular, I know it's always jarring for me if, in-character, my PC is ready for a particular obstacle (especially if it's something he's encountered before), but because I didn't know out-of-character how my GM was going to run that obstacle, somehow my seasoned adventurer brought the wrong "solution", almost as though the laws of physics suddenly changed without him knowing.
That's annoying, and I bet players at tables I run would feel the same way.
So I had an idea:
What if when I GM, I hang a little note from my screen with quick-and-dirty explanations of how I run certain parts of the rules? Then players could see it, make decisions (what spells to prep, what consumables to buy, etc) before the game starts, and also ask me any additional questions.
So the point of this thread, then, is to gather suggestions of topics that would be handy to include on such a note.
What have you experienced variation with as a player?
My ideas to include so far:
Other ideas? Thanks!
Played a brand-new 1st-level arcanist in a PFS session today (The Confirmation, if you're curious).
Had an 18 INT, so 3 spells/day, and 2 spells prepared. I prepared grease and burning hands, with the latter being my selection with Spell Specialization (go go human bonus feat).
My choice of arcane exploit at 1st level was Potent Magic, so that my one and only reservoir point could be spent for a +2 CL (or DC) to one spell as I cast it.
First encounter was a swarm. Since I was the only person in the party who could affect it at all, and I didn't want to spend multiple spell slots, I went ahead and blew my single point for the day to take my already-specialized burning hands up to CL 5 and thoroughly incinerated those mosquitoes. Felt really good as a 1/day trick to have available. I suppose at 2nd it'll be 2/day, which is probably fine.
I spent my other two slots casting grease against a minotaur, and also made decent use of acid splash as well as a wand found during the adventure.
All in all, it played very much like any other 1st-level arcane caster. I did notice two things:
Overall, my arcanist felt very good to play. I was never thinking "Ugh, this is awful" (except when rolling initiative, since I didn't spend either of my feats on Improved Init) and I was also never feeling like "I really shouldn't be able to get away with this".
All in all, this class felt like a hit!
I played a 2nd-level slayer through level 1 of Thornkeep yesterday, and all in all I'm a bit underwhelmed. I was basically a fighter who was missing a feat. (I would say missing two feats, but I spent my 2nd-level talent on a bonus combat feat.)
My value to the team came entirely from the fact that I wore armor and had a high STR score. I couldn't actually do anything interesting.
There are what, ten-ish fights in that module? I used Favored Target twice. Spoilers below:
I used it against the goblin oracle specifically because I wanted to make sure I actually used it. And frankly, it was a mistake. I got to make exactly one attack roll in that fight, but might have made another had that move action been spent on positioning. Basically, instead of playing that fight like I was actually in a fight, I played that fight with single-minded determination of "I will use this ability, and I will make an attack with it!" The only reason the ability got used is because I forced it; it wasn't actually a good idea.
The second time I used it was against the shadow. The GM had it hiding on the ceiling, and wasn't allowing those who didn't see it any additional perception checks unless it moved, so I spent a few rounds trying to get its attention, ran out of ideas, and used favored target just in case because I had nothing better to do.
Speaking from mere personal opinion, I think if a class gives you an at-will ability to activate, it should be something that you would want to activate often; it should only be in rare or weird circumstances that the better choice is to NOT use your bread and butter. Instead, however, I was a more effective "slayer" if I pretended I didn't have that class feature.
Fast Learner: If I have this feat, what exactly are my choices when I gain a level in my favored class?
The relevant text:
Grammatically, this feat gives you two options when you gain a level:
However, a great many people fervently believe the feat's intent is that you can choose any 2 from among the three bonuses of HP, SP, or alternate class reward. Some suggest that the current wording supports this idea, though I don't see it (and have yet to see the sentence parsed, without the removal/addition of words, in a way to support it).
In any case, it's a hot topic. Can we get it settled? Please flag for FAQing. Thanks!
My concept here is slightly vague, so hopefully folks can help me flesh it out.
Here's what I have so far:
I haven't seen many tengu locally, so I'm curious to try one out.
Liking this so far. :D
So that means I want some TWF feats, which means I probably want at least a level or two of fighter. Okay, good so far.
Do I want to go pure martial? I'm hesitant about that idea, as it feels so... not-in-control to not be able to cast spells at all. Also, since I won't be using a shield and also want to be mobile (for the flying), I probably won't have a stellar armor class, so being able to cast things like blur or mirror image sounds really appealing (that racial CON penalty has my attention as well).
Two thoughts I had were to go fighter/alchemist or fighter/wizard/EK. Either way, stats would probably be this:
In either case, I'd probably take a trait to get INT-based Diplomacy, and if I went EK I'd take Magical Knack to make up the CL.
Pros and cons:
Eldritch Knight (early-entry):
Hrm. That list is a bit less balanced than I expected. Even so, am I missing anything?
I need to build my next PC soon, who would be starting at 2nd level. But I can't decide what to do!
I've had the thought of an oni-spawn tiefling monk (pretty close to vanilla), because I've never played a monk before, and it might be a refreshing change of pace to just beat on people every round (something I've not done yet). On the other hand, I could see it getting boring after a while, as the build wouldn't do too much else besides standing around flurrying. Or does that stay fun?
I also traded for a nagaji/wayang/kitsune boon, allowing me to make a PC of one of those races. The naga aspirant druid archetype looks fun and unique, a wayang would be an interesting opportunity for a small martial with no STR penalty, and a kitsune ninja could be quirky and fun. I've never played any of those before, either.
A fighter who pursues one or more unloved feat chains could maybe be interesting, though much like with the monk, I'm concerned that a pure martial might bore me after a while.
What about an aasimar caster cleric? Perfect stats for a healer/debuffer.
One of my first D&D characters was a tiefling who might be interesting to translate to Pathfinder, probably as an early-entry EK. But I already have an EK.
Something with a tengu could be fun, and I don't see many of those locally. Something about a tengu who gives the two-bladed-sword some love sounds cool.
Speaking of tengu, the side character Pell from One Piece (from the Alabasta arc) could be fun to model a character after as well.
Also, I've long had a desire to make a TWF guy with a nontraditional weapon choice, like light picks or bastard swords or something.
And I haven't even started on the possibilities available to oracles or witches.
My lowest-level PC in PFS has hit 6th level, so I need to start looking at my next PC. I have a rebuildable slot sitting at exactly 2nd level, and I have a boon coming in the mail that will let me make my choice of a Nagaji, Wayang, or Kitsune.
Question is, what do I make?
I don't want to make a total cliche or overdone build, so no kitsune enchanters or nagaji paladins.
On the other hand, I want the race boon to matter. That is, I don't want to take a concept that could/should have been an elf or human or whatever and just slap a different race on it. Seems like a waste.
Or maybe I should sit on the boon until inspiration strikes, and in the meantime build one of the other ideas bouncing around in my head?
I dunno. Guidance needed!
I don't really know what I want to do with the 2nd-level spell. For the 3rd, I'm considering eventually having fly, lightning bolt (I get a damage bonus on electricity), dispel magic, maybe stinking cloud and/or slow, maybe haste. But I don't know what to pick *first*.
If you click my name you can see what I already have (also my stats). In case it makes a difference for people's suggestions, I'm a friendly-and-casual NG sort of character.
So I'm trading for a nagaji race boon, and I really like the concept of the naga aspirant druid archetype. Sounds really fun!
Looks a bit complicated though, with lots of important decisions - especially that expanding spell list.
Also, since this is a rare opportunity (can't play a nagaji without said boon), I'd really like to make sure I do what I can to "fully experience" this racial archetype. That means I want to get good use out of the primary features: the expanded spell list and the naga shape.
But I'm not very experienced with druids in the first place.
Any suggestions? Pointers? Traps to avoid?
Hello! I'm a sorceress in PFS, looking to see if anyone has a list of (offensive) spells that don't allow SR. I'm aware of grease, glitterdust, acid-damage spells and summoning spells, but I was wondering what else might be out there. Does anyone have/know of a list, or have some good individual suggestions?
I know this has come up peripherally in multiple threads, so I thought I'd post it here for whoever's interested.
You can see more details about my build by clicking my name.
I also usually have the highest AC at the table, currently at 31 (unbuffed).
My damage, however, is a bit mediocre; after that round-1 buff, I'm attacking (one-handed) at about +17/+12 to hit for 1d8+10 damage.
Having just hit 9th level, I'm considering taking Power Attack. One-handed, that would take me to +15/+10 for 1d8+14. Two-handed (I use a buckler), that becomes +14/+9 for 1d8+18, but I also lose 4 points of AC for the round.
What do you think? Should I pick up Power Attack? I don't really know what a good benchmark is for to-hits, so I don't know if -2/+4 is a good trade or not.
Or is there some other feat I should be taking instead?
So I have an ifrit boon for PFS. I want to do something thematic with it (otherwise, what's the point?) but don't want to be a walking cliche' (like a Dawnflower Dervish). In an unrelated thread about the Moonlight Stalker feat, I had the idea of leaving mistmail running constantly for the needed concealment for that feat.
Then it hit me: What if I had a "fire and smoke" fighter, an ifrit who's constantly shrouded in "smoke" via mistmail?
I'm thinking Lore Warden here:
Feats as follows:
So by 9th level, I constantly have 30% concealment, and just from feats alone I have +3 to hit and +4+1d6 fire on my damage. On the other hand, I'm spending some feats on "taxes" (Blind Fight, Improved Feint, Moonlight Stalker Feint). Alternatively, I could save some feats by not bothering to try for MSM, leaving my concealment at 20%.
But yeah, a Lore Warden with naturally-flaming weapons and who's constantly shrouded in smoke. Cool, yeah? :D
So, every now and then I hear people mention this feat chain, and finally I went and looked at it. It looks super-fun, BUT...
First of all, who wants it? If you're a traditional caster-type, you don't want to be teleporting TOWARD the bad guys, so that's right out. That mostly seems to leave monks, and various flavors of gish (magus, melee bard, eldritch knight).
Seems like it'd be awesome for those classes, BUT...
Can it be useful in PFS? You cap out at 12th level in PFS, so the sooner you can get this online, the better.
The monk gets Abundant Step at 12th, so that's out. Now we're down to the gishes.
The magus and bard can each get DDoor at 10th, then take Dimensional Agility at 11th. Congrats, you have three scenarios to enjoy the first feat in the chain, then you're done. So nevermind that.
Okay, how about the EK? You'll be casting 4th-level wizard spells at 9th level, and since that's an odd-numbered level, you can immediately take Dimensional Agility. Yay! But what you really want is Dimensional Dervish, which will also require Dimensional Assault. So DAg at 9th, DAs at 11th, and... you're past 12th before taking DD. Dang.
So, I like the idea of a swordsman blinking around the battlefield as part of his magical swordplay, but it doesn't look like there's a way to do it within the level range of PFS scenarios.
Hello all, I've just hit 5th level as a sorceress in PFS, and I'm not sure what new 2nd-level spell to learn. For context, here's a quick rundown of some key details:
CHA 23 (including headband)
Spells known as of 4th level:
So now that I'm hitting 5th level, I get two 1st-level spells (one from the Spells Known chart, one from FCB), my 2nd-level bloodline spell (scorching ray, but electric), and one 2nd-level spell of my choice. I plan to spend all FCBs from here on out on spells known.
I'm having trouble deciding on my 2nd-level spell. I already have damage and blindness capability, so something a little different seems good. I've been thinking of pilfering hand (which I know I'll take at some point, I just don't know if I want a different spell first). I'm also wondering about web, pyrotechnics, and hideous laughter. Before you say it, I'm staying away from pit spells for thematic reasons (and because I'm a little tired of them).
So, suggestions/reasonings/arguments/cautions? Thanks!
Too "on the nose"?
Well, anyway, I'm trading for an ifrit race boon in PFS, so I'm contemplating my options. A dawnflower dervish who takes the Scorching Weapons racial feat (and its successor at 7th) seems super-flavorful. Yeah, I know, Scorching Weapons is basically a worse Arcane Strike, but it's just cool. ;)
So I'm picturing something like this:
Alternatively, I could strengthen my casting a tad:
Either way, I get Dervish Dance sans prereqs at 1st level, and would spend my first feat on Scorching Weapons, so when battle dancing at 2nd level I'm attacking at +8 for 1d6+6+1fire (18-20/x2).
At 7th I would take Inner Flame, boosting the fire damage to 1d6 instead of 1. Assuming a +1 keen scimitar by then, my dancing attack is now +15(ish) for 1d6+10+1d6fire (15-20/x2).
What should I take at 3rd and 5th levels for my feats? Maybe Improved Initiative and Quickdraw? I dunno, I don't have much figured out yet besides being a Dawnflower Dervish and taking Scorching Weapons.
I have an itch.
My very first RPG campaign oh so many years ago (short-lived though it was) was a 4E game in which I played a tiefling Swordmage. Loved playing him. I even bought my very first mini (tiefling with a one-handed sword and a green cape; I'd link it if I knew where to find a pic).
Now I'm itching to make a PFS character out of him, and give My First Mini some use again.
Thus, I'm looking at a tiefling magus.
Except I hate how overdone the typical tiefling magus is. I'm not interested in "tiefling dervish-dancing scimitar magus #3489653".
So... How do I make a tiefling magus who wields a one-handed sword without making the above?
Bonus points if the weapon used is a longsword. :D
The difference between a 3/4 BAB and full-BAB class keeps going up as you level. If you're a fighty-type mid-BAB class, what are the best ways to make sure you're hitting?
For instance, I have an 8th-level melee cleric. He's 2 BAB lower than a full martial character, but between heroism (as a domain spell or domain aura, as appropriate) and divine favor, I often have the highest to-hit at the table.
But not everybody can do that.
What are the best ways to keep your to-hit up if you want to smack people around as a:
Weapon focus makes up for the first point of BAB loss, but presumably if you want to keep up you then need something more at 5th or so, then more at 9th.
So for those of you who like to wade into melee (or use a bow, I suppose) as a half-BAB character, what are your preferred methods of keeping your attacks relevant?
So I had an interesting idea, and I'm curious what people think about its viability.
Suppose I decided to make a monk, specifically an oni-spawn tiefling since they get +STR/WIS and -CHA and can take Armor of the Pit to make up the AC gap of going STR-based instead of DEX-based. Stats as follows:
STR 18 (16+2)
Taking Armor of the Pit at 1st level and Dodge as his first bonus feat means he has 18 AC buck naked, which isn't a bad place to start. He also has alter self 1/day for a nice +2 STR pre-combat buff.
Now, suppose I take the qinggong archetype, and at 4th level I swap out Slow Fall for true strike. As per recent rulings on SLAs, I can now "cast 1st-level arcane spells without preparation" so as long as I put in the skill ranks and learn Draconic, I can qualify for Dragon Disciple without a caster dip.
Yes, this means I'm giving up the caster progression side of DD, but I still end up with natural armor boosts, stat increases, a bigger hit die, a breath weapon, and so forth.
Oh, and I'd probably take Dragon Style feats. ;)
So basically, the question is this:
So I've acquired a PFS boon called Expedition Manager, which lets me spend Prestige to fund expedition teams when I make a Day Job check at the end of a scenario, and then the next time I make a Day Job check the team returns from the dig with a spiffy item I get to keep.
I'm wanting to make a new character for this boon, as none of my existing PCs really have a concept that makes sense for that. I want it to make sense that this PC might actually do extra exploration on the side.
So I'm currently waffling between two ideas.
One is a druid with the menhir savant archetype. It's a very land-focused archetype (all about leylines and such), with built-in flavor of wanting to visit and bond with lots of different places. Working in Expedition Manager would be a piece of cake. I'd probably roleplay him constantly examining any stone/land he encounters, possibly tracing the tip of his weapon across natural surfaces in seemingly-random paths while muttering to himself. His Day Job would probably be Profession (archaeologist) or Profession (surveyor).
The other idea is to try out the early-entry Eldritch Knight (if you don't know what I'm talking about, hit up the CRB's FAQs and look for things about Spell-Like Abilities, and also search the Pathfinder Design Team's post history for further commentary). It would involve being a diviner wizard (subschool of scrying), which means he'd be very easy to flavor as being all about gaining knowledge about unexplored areas. He'd probably do a similar "observe the land while mumbling to himself" thing, except instead of tracing invisible lines on the earth, he'd be taking notes so that he can map it via Craft (cartography) and then send his team there for excavation.
Ultimately they'd be very similar characters (probably why I'm having trouble deciding between them), with similar interests in the land, just with one wanting to bond with it and the other wanting to document and catalog it.
Mechanically, either build is going to involve being an oni-spawn tiefling who fights with a two-handed weapon (probably a scythe for the druid and a falchion for the EK).
It would be easier to manage AC with the druid, as he could take Heavy Armor Proficiency and dig up some dragonhide full plate without interfering with his casting. It's a little dicier for the EK, who has to manage ASF issues. Still doable though, via Arcane Armor Training/Mastery, mithral armor, and probably liberal use of the shield spell (as well as other defensive buffs as needed).
As far as casting, the EK is basically a martial for the first few levels, not getting 2nd-level spells until 5th level. On the other hand, I think I like the sorc/wiz spell list better, at least at low levels. On the other other hand, I've got next to no experience with druids, so the spell selection issue feels a little bit like a challenge to be overcome. It would also be fresher territory, as I've already got some degree of experience with the sorc/wiz list.
As far as fighting, the EK has better BAB (missing only a single point in his PFS career). Is there a way to self-buff attack rolls as a menhir savant druid?
Overall, I feel pretty torn. I think I'm leaning a little bit toward the druid, but with some concerns:
Advice? Gotta break the indecision deadlock! :)
So you can only benefit from one magic item in a given slot. But some slots (such as neck and ring) have room to physically wear more than one item. So what happens if you put on two different amulets?
Obviously you would only benefit from one of them. Which one? The one that was there first? The most recent? What if you're not wearing any, then grab two and put them on at the same time?
If there's already a rule that covers this, I missed it, so if you know, please share. :)
This topic has been brought up before, but it was scattered among multiple threads and was right before GenCon and it's all buried etc etc etc... So I thought I'd make a new thread for it.
I (and some others, though I don't know how many) would like to request that traits be opened up for retraining in PFS. Using the rules straight out of Ultimate Campaign, traits aren't a listed option for retraining, so currently it's not legal to do so.
Which is weird, since you can even go so far as to retrain entire levels, or even alternate racial traits.
Here's why I think being able to retrain traits would be a good idea:
2) A 2nd-level paladin can use Ultimate Campaign to become a 2nd-level sorcerer, but can't swap out the now-redundant trait that made UMD a class skill. Doesn't that seem a bit... off? And let's not even get into the fact that you can retrain racial traits but not Race Traits...
Here's how it could work simply and elegantly:
Boom. Done. All it would take is a line like that in the FAQ, and it's case-closed.
Thus far, I'm not aware of any issues this would cause. You can already retrain bigger things than traits, so I can't see this wrecking anything. Three days (3PP and 3x10xlevel gold) seems a fair cost, being half (rounded up) the cost of a feat.
I know GenCon only just wrapped up, but I thought I'd go ahead and throw this out there and cross my fingers. Once the Powers That Be have the time, I think enabling this could make a lot of players very happy. :)
Using the retraining rules from Ultimate Campaign, I've come up with a question:
If a character retrains out of the level that granted their first hit die, which of their remaining hit dice is maxed out?
This could be from a single-class PC retraining all their levels, or a PC who took a one-level dip at 1st and then retrained out of that level, or whatever. In any case, in Pathfinder your first HD (if it's from a class level) is maxed out instead of rolled/averaged.
But if, through retraining, you lose that HD after the fact and replace it with another one, what happens?
I see three possibilities:
I can't seem to find anything that offers any guidance on this. If I missed something, please share! Otherwise, please click the FAQ button. Thanks!
So my wife was lucky enough to receive a kitsune boon, and was excited to play a "magical swordfighting fox person". She decided on a magus. However, 3 levels in, she's feeling bogged down by the complexity, to the point that she's considering making a new character altogether.
So I had the thought that perhaps an Eldritch Knight would work better: similar concept, but on any given turn she's either casting a spell or stabbing something, rather than combining the two in complicated ways. (Somebody wanna tally up how many different total damage rolls you can make when you're a magus with a rapier, Arcane Pool, Pool Strike, Spellstrike, frostbite, and Precise Strike? Yeah, her damage roll is different nearly every turn, by potentially huge amounts. But I digress!)
So I was thinking, maybe she could use UltCamp's retraining rules to switch into Fighter/Wizard and head toward EK. Conveniently, the magus has "synergy" with both fighter and wizard!
She's 3rd level, so it'll cost 150gp and 5PP per retrained level. So right now (well, after the 14th; you know what I mean), she could pay 300gp and 10PP to retrain two of her magus levels into two wizard levels, leaving her as a magus 1/wizard 2. But now she's almost out of PP.
So let's assume she does that, and then (once she has more PP) wants to swap out that remaining magus level for a level of fighter, for the BAB increase and bonus feat. So she loses her magus level and gains a level of fighter.
So here's the question:
How much HP does she have from hit dice now?
So my wife plays PFS with me semi-regularly. We currently have a pair of kitsune twins that we play (3rd level), as she thought getting to play a magical fox-person with a sword was the coolest thing ever. Unfortunately, she's growing a tad weary of the complexity of the magus she settled on.
So she's thinking she'd like to make a stand-in-the-back caster. She doesn't want to handle all the at-the-table math of both attack rolls and damage rolls, so things like scorching ray are out.
Also, she doesn't want "mean" things, which apparently means things like Slumber Hex or hold person that enable CdG's (I guess it's the idea of effectively removing someone from the fight but with the intent of still hacking away at them that she finds distasteful). She's okay with blasting an active threat, but the idea of effectively holding someone down so that someone else can beat on them makes her uncomfortable, so that's out too.
She's not really into the whole fictional religion thing, so a cleric is unlikely (remembering that PFS doesn't allow "concept clerics").
She finds the idea of a witch somewhat unappealing as well.
Finally, druids are a little too nature-y, so no druids.
So that leaves wizards (but with certain spells disallowed), sorcerers, and oracles.
If a touch spell that normally grants multiple touches (such as frostbite) is modified with Reach Spell metamagic, do you still get multiple attacks across multiple rounds? Or do such spells rely upon the "holding the charge" rules for touch spells, making that aspect of the spell null and void and limiting you to a single attack when used with Reach Spell?
I found one prior thread on this, but it's from 2011 and didn't really go anywhere.
Discuss! Also, please click the FAQ button. :)
I recently acquired a PFS boon that lets a character be an expedition manager: I can use Prestige Points (PP) to fund an archaeological dig, and a scenario later, I get an unearthed item with a value determined by how much PP I spent (2PP gets an item worth up to 1,000gp, 4PP up to 2,000gp, and 6PP up to 3,500gp).
Between wanting to make a PC who might actually do that kind of thing (i.e., likes archaeology/digging) and also wanting to make a PC who could really use the little wealth boost (i.e., a build that's normally kind of expensive), I was thinking of making a TWF ranger who fights with a pair of light picks.
I'm thinking ranger, probably with the Urban and Guide archetypes. They seem like decent flavor fits (especially Urban's trap-disabling), and despite being perhaps less optimal in the long run, I like the flexibility of Ranger's Focus over Favored Enemy (and I don't think FE fits the concept very well).
Seems to me that, stat-wise, a TWF build begs for a dual-talented human:
STR 18 (16+2)
First feat would be TWF, obviously.
STR 18 (16+2)
The stats make me cringe a little, but the half-elf (especially with Arcane Training) sure would offer a lot of extra versatility.
Any thoughts on the race choice?
I've recently acquired the Expedition Manager PFS boon. Text is spoilered below:
In addition to your more dangerous duties as a Pathfinder, you also have undertaken an archaeological excavation at a minor site. Your venture-captain expects you to fund the expedition yourself, but so long as you report on your findings, you may keep any physical goods uncovered for yourself. When rolling your Day Job check at the end of a scenario, you may spend between 2 and 6 Prestige Points to pay for supplies, expenses, and personnel. The next time you roll a Day Job check, the expedition returns with research and relics dependent upon how many Prestige Points you spent.
You can acquire any single item of the listed price or less at no cost. An item acquired in this way is worth 0gp and cannot be sold. In addition, your archaeological findings may contain clues about historical events, arcane enigmas, or other mysteries. As a free action, you gain a bonus on a Knowledge (arcana, history, planes, or religion) check equal to the number of Prestige Points that you spent. When you use the skill bonus, cross this boon off your Chronicle sheet.
2PP: The item acquired costs 1,000gp or less.
4PP: The item acquired costs 2,000gp or less.
6PP: The item acquired costs 3,500gp or less.
(It's been clarified by Mike Brock that although the skill bonus is a one-shot ability, the item acquisition is reusable.)
So, what sort of character benefits the most from this? It can't be used to upgrade existing items, so past a certain point you're just getting expensive consumables.
It occurs to me that the 2PP option perfectly covers a Cloak of Resistance +1 and first-level Pearls of Power.
The 4PP option grabs a Ring of Protection +1 or an Amulet of Natural Armor +1.
The 6PP option falls just short of stat-boosters or 2nd-level Pearls or a +2 Cloak of Resistance. I'm not sure what you'd get for that.
So, what are some good items for getting full value out of this? What sorts of characters do those items point toward giving this to?
What kinds of things do people typically do with this spell?
I've just recently started using it for the first time, and it seems like most often it's to put an illusory box or wall around/in front of an enemy so that they have to spend actions interacting until they can disbelieve - basically trading my actions for theirs while my party does whatever they need to do (like focus on another enemy first, etc).
How about the rest of you? Is this pretty much what the spell is typically used for, or am I way out in left field and missing the obvious?
Just curious. :)
Hello, all! I'm playing a sorceress in PFS and just hit 3rd level. I'm not quite sure what feat to take. Here's some basic info, to get started:
Human Sorcerer 3
I'm going for something of a generalist; I picked the Primal bloodline largely because it doesn't force me into a specific niche and it boosts the viability of the handful of blasting spells I'd want to have on hand anyway.
So for my 3rd-level feat, I've had some folks recommend Spell Focus (evocation), to be followed at 5th with Varisian Tattoo. However, I get the feeling that this suggestions is born of an erroneous assumption that I'm trying to be a focused blaster, so I'm having trouble judging if that's a good idea for the generalist I'm trying to make. (Speaking of which, starting at 4th I'll be spending my FCBs on extra spells known, for extra versatility.)
I'm thinking of doing Spell Penetration at some point, and possibly Greater. I was also thinking maybe some basic metamagic, like maybe Silent and/or Still to cover potentially sticky situations later.
Any suggestions (that don't involve starting over with a new PC, or trashing my generalist goal) are appreciated. Thanks!
So I'm finally planning to play my GM credit baby tomorrow night. I'm almost done building my 2nd-level sorcerer - I mostly just need to settle on my first two spells known.
I'm a 20 CHA human Elemental (Primal [electricity]) sorcerer, level 2. I'm planning to use the alternate FCB for extra spells known starting at 4th level. At 3rd level I get another spell known as well as my first bloodline spell (electric burning hands), but for now, what would be a good pair of spells?
I know eventually I want magic missile, shield, liberating command, mage armor, silent image... Possibly others I'm forgetting. But what about now?
I have 8/day elemental rays, plus daze and disrupt undead, so for this little time before hitting 3rd level I don't feel like I *need* to have a purely offensive spell yet, but I'm just not sure.
So I need to put together a PC out of a GM credit baby slot (2nd level) for a game this Thursday, and having never played a casting-focused character before I thought I'd give this new early-entry Mystic Theurge thing a go.
(If you don't know what I'm talking about, there's a new FAQ that explicitly allows spell-like abilities to qualify for the spellcasting prereqs of prestige classes.)
So I'm going for the spontaneous route of Sorcerer/Oracle. Stats are as follows, using the musetouched aasimar:
My race gives me glitterdust 1/day, satisfying the arcane half of the MT's prereqs.
Level 1 is oracle, taking the Blackened curse (from Blood of Angels) and the Wood mystery (the Bend the Grain revelation gets me a 2nd-level divine SLA, leaving only the skill rank prereqs between me and MT1).
Level 2 is sorcerer, taking the Primal bloodline (the Wildblooded version of Elemental), choosing fire to get +1 damage per die rolled. Yeah, I know, worst element blah blah blah. I'm getting burning hands from my curse without having to burn (Ha!) a Spells Known slot, so I thought I'd capitalize on it. All the other arcanas were either weird, bad, or very specialized for niches I don't want to focus on.
The plan is for 3rd level to be Sorc2, then starting in on MT at 4th. I'm currently thinking Magical Knack on oracle so it doesn't lag so far behind, but I could be persuaded otherwise.
So! For my 1st-level spells known, I've got cure light wounds and burning hands as oracle spells for free, then two spells of my choice for each list. Unfortunately, I'm feeling rather indecisive.
Command seems nice and versatile for oracle.
Mage armor seems pretty standard on sorcerer.
Protection from evil could come from either list.
I've also considered bless and silent image.
I want to avoid "low levels only" spells (like cause fear or color spray) as I don't think I get to swap out old spells like a straight sorcerer or oracle would.
I know grease is good, but I'm just soooo tired of seeing that spell...
Anyway, yeah, any help with my indecision would be great. Thanks!
Regarding this FAQ:
My question is about that second condition for an SLA being divine instead of arcane ("something about the creature strongly indicates its spell-like abilities should be considered divine").
Are the spell-like abilities of an aasimar (or tiefling, or other similar race) automatically considered divine?
Since the very nature of aasimar (and tieflings, since divinity in Pathfinder is not necessarily good) involves a tie to planes associated with deities, is that sufficiently "strongly indicating its SLAs should be considered divine"? Or does a creature have to be far more strongly tied to a deity than that?
Please click the FAQ button at the upper-right corner of this post if you'd like that answered.
There's some big discussions happening in regard to some recent FAQs, and since I know not everyone here in the PFS forums frequents the Rules or Advice boards, I feel like I should point it out so that as few people as possible get blindsided by this at the table.
First, the relevant FAQ entries:
Furthermore, we have commentary from designer Sean K Reynolds that, as an example, a rogue with Minor Magic (grants an SLA) does qualify for the Arcane Strike feat, which has a prerequisite of "Ability to cast arcane spells". He even says they almost used that as their example in the FAQ.
So, what does all this add up to?
Well, the Eldritch Knight prestige class has as a prerequisite the ability to cast 3rd-level arcane spells. The default aasimar has daylight as an SLA (though there are examples in other races as well). Per the first FAQ, it counts as being able to cast the spell for purposes of prereqs. Per the second FAQ, it counts as arcane. And per existing rules for SLAs, it counts as being 3rd-level because the spell is 3rd-level.
Thus, any default aasimar meets that part of the prereqs for Eldritch Knight. As soon as he has proficiency in all martial weapons and has at least one level in an arcane casting class to be advanced by his EK levels, he qualifies for EK. That means an aasimar Fighter1/Wizard1 can then begin EK at 3rd level.
Similarly, the Mystic Theurge requires the ability to cast 2nd-level arcane spells and 2nd-level divine spells. There are plenty of races capable of using 2nd-level SLAs. Such a PC could take 3 levels in one class, one level in the other, and then start MT at 5th instead of 7th.
Now, if you're anything like me, your first reaction was probably "That can't possibly be the intent, right?"
Actually, there's some speculation that it might actually be intentional.
But in this thread, that's not the point: the current state of the rules and FAQ is that this works. So unless there's either (1) a new FAQ, (2) a change to one of these FAQs, or (3) a ban issued by Mike Brock, this appears to be totally legit for PFS.
If you would be interested in official confirmation/denial of this consequence of the new FAQs, then go HERE and click the FAQ button.
If you would like to discuss the merits or flaws of this working this way, go HERE and read/discuss.
I originally thought this would be terrible, but upon further research/reflection/thought, I think it's actually pretty harmless. Had my first exposure to it been at a table I was GMing, then things could have gotten complicated, so I thought it would be helpful if GMs could be pre-informed and finish digesting this *before* encountering a 3rd-level Eldritch Knight PC at the table. :)
Thanks for reading, and remember: there's no need to impugn the moral fiber of those who might play the game differently than you're used to, so let's keep this thread positive and civil.
If you're wielding a weapon in both hands, Power Attack is a given for the 3:1 bonus/penalty ratio. But what about if you're fighting one-handed? Say perhaps a duelist, a non-TWF sword-and-board guy, or just a concept that involves looking cool with a sword in one hand. At the 2:1 rate for a one-hander, is Power Attack still worthwhile? Should you seek other damage sources instead, or just not bother with damage much at all?
Does the answer change based on BAB progression or access to attack buffs?
Any insight on the topic of Power Attack for a one-hander is appreciated. Thanks!
I'm sure the number hasn't been constant, but about how many Tier 5-9 and 7-11 scenarios are there per season? Or more to the point (but probably not known yet), how many expected for Season 5?
I had the idea of maybe having my 8th level cleric go the rest of the way to 12th on nothing but Season 5 scenarios (for roleplaying reasons), but honestly don't know whether that's mathematically feasible (or even possible) or not. Anyone know?
I tried to post on a thread this morning, and it wouldn't "stick".
I hit submit, and then the page re-loaded the thread, but up at the top of the page instead of down where I posted. I scrolled down, but my post wasn't there.
I had all the text I wrote copied into my clipboard, so I just posted again. Then it showed my post twice. Thinking the first must have already been there and it just hadn't caught up or something, I deleted the second one.
Then they were both gone. I tried posting again, but when I hit submit, it looked like it just refreshed the screen, except with my post showing on the thread and then my text repeated in the typing box. So I opened another tab to see whether my post was there or if I needed to hit submit again: turns out the thread still wasn't showing a post from me.
So I hit submit on my first tab again, and this time it showed a double-post like before. Instead of deleting like I did before, I navigated to a different page and then re-opened the thread. My post (and its duplicate) was gone again.
I hope I described that well enough to follow. :/
What's the most appropriate category for flagging a post where someone is repeatedly posting to make (false) accusations of personal attacks?
For instance, there's a rules thread I've been participating in where a poster has repeatedly responded to my posts to accuse me of various dastardly schemes when all I'm doing is just discussing the topic at hand (well, that and politely requesting that he stop) and making no personal comments about anyone.
Should I flag that as a personal attack? Breaks other guidelines? Should I not flag it at all?
Not only is it irritating to get accused of stuff just for disagreeing with someone, but it's really not fair to other posters to have to read through multiple posts of accusations that don't really pertain to the topic at hand. How would you prefer I handle this?
I'm looking at making a sorcerer in PFS. As a GM Credit Baby, he'll be starting at 2nd or 3rd level.
Here's what I'm looking at so far:
I'm looking at the Wildblooded archetype, taking the Elemental (Primal) bloodline. Gives me a damage boost on my chosen element, and although I lose the ability to freely convert all elemental spells to that type, I noticed that my first two bonus spells (burning hands and scorching ray) automatically always convert to that element (whether I want them to or not) even without that arcana.
So with this in mind, I'm looking at taking Magical Lineage (Burning Hands) so I can metamagic it for lower cost, and eventually take Intensified Spell as a feat.
In the meantime, though, what element should I pick?
So, any suggestions on choice of element? Viewpoints I haven't thought of, etc?