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Kobold

Jiggy's page

RPG Superstar 2012 Top 32. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter. FullStarFullStar Pathfinder Society GM. 16,743 posts (17,982 including aliases). 15 reviews. 3 lists. 1 wishlist. 12 Pathfinder Society characters. 14 aliases.



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Grand Lodge RPG Superstar 2012 Top 32

Hey all,

I'll be going to GenCon for the first time, and it's right around the corner! It has now occurred to me that I'm signed up for a couple of Tier 1-5 scenarios, and currently all I have in-tier is a 3rd-level cleric.

In case I'm at an otherwise low-level table, I'd like to have another low-level PC available.

I have a 3XP GM credit baby, so I could start a new PC at 2nd level. The downside is that I don't have much time to prepare, and whatever I threw together would be locked in permanently. Also, with tieflings and aasimar going away, that slot is my last chance at such a race, so it's a bit valuable to potentially lose. But on the plus side, he'd end up very close to 3rd level, the point where I actually have a good chance of playing him in the foreseeable future. (I've played most low-level scenarios, and my local PFS scene tends to keep re-running the old favorites, so some of the older ones I missed come up so rarely that all it takes is one scheduling conflict to keep me locked out of it for another year or longer.)

Alternatively, I could just start a totally fresh PC with 0XP. This has the advantage of being able to still change things after the fact, but on the downside, it means that at the end of GenCon I have two different slots at 3XP or less, and not very many low-level scenarios to play them in. Given that I recently retired a character at 13.2, will be retiring another after GenCon, and my next will be 7th and then the next 3rd; having two characters stuck at bottom tier means they won't be played for a long time.

Any suggestions/advice?

Grand Lodge RPG Superstar 2012 Top 32

The Paizo PRD has a handy page of monsters by CR, but it's limited to the first Bestiary. Is there another site somewhere that has multiple Bestiaries compiled into a single list that is (or can be) sorted by CR?

Thanks!

Grand Lodge RPG Superstar 2012 Top 32

I'm working on a massive set of houserules (to the point of really being more like a new game), and right now I'm looking at the concept of being denied your DEX bonus to AC.

I like the idea of having a mechanic that represents the ability to catch your opponent unawares (or in a position where their defense is compromised, such as while climbing). However, I'm not sure I like it being a denial of DEX to AC.

This is in part because of how it affects characters differently based on DEX score. Someone with 10-11 DEX is identically easy/hard to hit regardless of whether they saw you coming or not? Really?

Additionally, my new system involves a scaling defense based on your combat ability. Thematically, that would have to go away if DEX went away, which would be HUGE, but if I didn't do that it'd be kind of a weird thematic disconnect.

What I'm thinking of instead is having a "condition" of sorts (maybe called "off-guard" or something) where the attacker gets a flat bonus (maybe +2?) against you if you're "off-guard" against their attack.

Any thoughts? Thanks!

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as a favorite.

I've recently decided to see what happens if I re-write most of Pathfinder from the ground up. Since I'm starting from scratch on almost everything, I have the opportunity to examine not only the "issues" that inspired me to attempt this in the first place, but also things that are probably okay but I now have room to change.

One such topic is the role of armor. Some systems (like Pathfinder and D&D) represent armor's effect on combat by having it simply reduce the chances of an enemy successfully landing a meaningful blow. This is somewhat backed up by a very brief look at Wikipedia, where I learned that (at least with some armors) enemies would respond to it by simply aiming for the joints or other weak spots rather than trying to punch through it. Thus, they're aiming for a smaller target: you have a higher AC.

Other systems (as well as a set of variant rules for Pathfinder in UC) have armor simply absorb some of the damage you would have taken from a blow. This seems to assume that an attacker would try to hit you in exactly the same manner as they would if you were unarmored, and the armor simply gets in the way. This idea goes contrary to what I learned above, but on the other hand, certain piercing weapons (such as especially thin swords) were developed for breaking chainmail; similarly, while plate armor was apparently nigh-impervious to slashing weapons and highly resistant to piercing weapons, apparently heavy blows still hurt and so people developed heavy hammers/polearms/maces to just beat you to death inside your plate armor. Additionally, flexible armors like chainmail, while unlikely to be cut, often simply converted slashing damage to bludgeoning, so you still got hurt.

Seems there's support for either method.

Part of me wants to go the direction of armor absorbing damage, and maybe even make combat a little more dynamic by having certain weapons (or types of weapons) reduce or bypass that DR for certain armors. Like, maybe rapiers and arrows face reduced resistance from chain, while certain heavy bludgeoning weapons are less affected by plate.

Additionally/alternatively, what if different types of armor granted different mixes of AC/DR? Like, maybe chain is mostly just DR because it just cushions/protects, while plate offers more deflection because a glancing blow can slide off of it?

And then of course that's just the "realism" side; there's also the "game" side. Which methods are more fun? Does watching damage types or having different effects for different armor add too much work to combat?

What are folks' thoughts on the role of armor in a d20 system?

Grand Lodge RPG Superstar 2012 Top 32

After our second TPK in Mummy's Mask, my group brought in replacement characters on the fly so we could finish our session. Because of the semi-rushed circumstance, the GM is allowing us to make tweaks to our builds before the next session.

Not knowing what to make, I reached for nostalgia: my first RPG character, the character for which I bought my first mini, translated from a 4E swordmage to a Pathfinder magus.

His name is Khaved, and he's a tiefling who highly values magic and intellect, preferring them over things he would call brutish. Please keep this in mind when making suggestions.

So here's what I originally cobbled together:

STR 12
DEX 18 (16+2)
CON 14
INT 16 (14+2)
WIS 10
CHA 06 (8-2)

Stats use a 20pt buy, and I went with my personal default of 16/14/14/12/10/8 because it's as close as a 20pt array can get to the Heroic NPC stat array of 15/14/13/12/10/8 (since that represents a "real" person in the game world). However, I'm open to the possibility of tweaking these numbers slightly.

I'm not interested in any of the magus archetypes, so no worries there.

Alternate racial traits include Prehensile Tail (because I'm not a sorcerer) and Scaled Skin (traded out non-fire resistances for +1 natural armor).

Character traits include Sphinx Riddler (campaign trait, don't even remember what it does, but it's related to intellectualism) and Clever Wordplay (to use INT for Diplomacy; very on-theme).

He's at 2nd level (where he started), with his first and only feat being Weapon Finesse. Currently uses a shortsword and a chain shirt.

Seems like the conventional wisdom assumes that 3rd level brings Dervish Dance; are there any other schools of thought for a DEX magus? (Partly because he's more of a Nethys guy than a Sarenrae guy, and the GM hasn't decided yet whether he'd let me apply it to a longsword instead.)

Should I tweak STR up to 13 so I can take Power Attack later? Should I go non-Dervish so I can use an actual light weapon and take Piranha Strike? What should I be building toward in the future?

All guidance appreciated, thanks!


This morning passed like any other morning in Woodhaven; you woke up, had some breakfast, maybe prepared spells, and went about your daily business. Noontime came and went, you hit up the Befuddled Bugbear for a sandwich and a drink, chatted with the locals for a while, and went back to the daily grind.

Then you heard something like a clap of thunder, followed by another similar rumble. Or maybe two more? It was hard to tell. Running out into the street, you saw chaos. Somewhere several blocks away, smoke was beginning to rise into the air. Screams could be heard, first from a distance but quickly spreading.

No sooner have you begun to wrap your head around the town's sudden frenzy than you notice Guard Captain Arriaga—the dwarven woman who leads the town guard and manages most of Woodhaven's daily affairs—walking briskly and pointedly toward you.

"You lot, there!" she says, pointing at you and a few other bystanders. "I've got a job for you. Something hit the city; I'm thinking at least two impacts. We don't know yet if it's natural or some kind of attack, but I've got to get the citizens under control before panic takes too strong a hold. I'm short-staffed as it is, and I still need someone to go check on the mayor at his estate. Since you seem to be the only non-guards who don't need immediate wrangling, I'm drafting the lot of you for the task. Here."

She pulls a folded piece of paper from her pocket and hands it to one of you.

"Give that to the man stationed at the north gate, and he'll give you a supply pack, in case you run into trouble. Exit through that gate and follow the footpath northeast. The mayor's house is just on the other side of the first hill; you can't miss it. Verify his status, secure the estate if need be, then report back to me. Now move!"

With that, she hustles in the direction of the screams and begins barking orders at the guards who have begun arriving in the area.


Discussion thread is up! :D

Grand Lodge RPG Superstar 2012 Top 32

Transformation
Prerequisite: Fighter level 11th
Benefit: When you drink a potion of fox's cunning, you can choose to replace its effects with the following:
You become a casting machine—smarter, fiercer, and more skilled in spellcasting. Your mindset changes so that you relish arcane magic and you can't use weapons (except rays), even if you're proficient with them.
You gain a +6 enhancement bonus to Intelligence (though you gain no additional skill ranks or languages from this increase), a +5 competence bonus to Will saving throughs, and the effects of darkvision, mirror image and overland flight. You gain the following spell-like abilities, each usable once, using your fighter level as your caster level and your (boosted) Intelligence modifier to determine saving throw DCs: magic missile, true strike, touch of fatigue, blindness/deafness, glitterdust, scorching ray, dispel magic, hold person, stinking cloud, black tentacles, dimension door, enervation, cloudkill, dominate person, and baleful polymorph. When you reach fighter level 14th, add plane shift and finger of death to this list. At fighter level 16th, add horrid wilting. At fighter level 18th, add dominate monster.
Your base attack bonus becomes equal to half your character level, you lose your armor and shield bonuses to AC, and your current and maximum hit points are reduced by 2 per character level.
The effects of this feat last for 1 round per character level. You may use this feat once per day at fighter level 11th, twice per day at fighter level 13th, and three times per day at fighter level 15th.

-----------------------------------------

Whaddya think, balanced?


Hi folks,

I have an idea for a homebrew Pathfinder campaign. I have the beginning and the overall premise/background, but I'm having trouble mentally fleshing it out. So what I'd like to do is just start it up and let the action drive the creation of the next step. Little bit risky, as it's always possible that it could get big and complicated enough to require retcons or even just completely implode. But hopefully, it will be a fun and (for me) informative experience. :)

If you're still interested while knowing the above, here are the parameters you need to know if you want to play in this campaign:

    PCs begin at 2nd level, with 1,000gp for starting gear.
    Everyone uses the Heroic NPC stat array of 15/14/13/12/10/8.
    Max HP for 1st level, average (rounded up) for each level thereafter (i.e., d10 is 6HP, d6 is 4HP, etc).
    No gunslingers, summoners, or alchemists.
    No item creation feats except Scribe Scroll or Brew Potion, but even for those I make no promises regarding how much downtime you'll have for your scribing and brewing.
    Core races only.
    No evil PCs.
    No traits. Instead, pick one save to get a +1 bonus and one skill to make a class skill. Feel free to swap one of those options for a second helping of the other (including the possibility of boosting the same save twice).
    PCs must be the kinds of people who would get involved upon seeing an emergency happen, but feel free to get creative as to why.
    Most stuff from the core hardback line is probably fine, but nothing setting-specific (except the CRB deities) and no 3.5 or 3PP stuff.
    If your build centers around something that you'd feel cheated if it got vetoed down the line, ask about it upfront. I reserve the right to change my mind if something causes unforeseen issues.
    Make sure you check out the houserules below!
    Please only submit if you're confident that you can with reasonable consistency post at least once each day.

I *think* that's everything. If you're interested in playing, then post a reply under a character alias, including a little idea of who the character is and what they're doing in a smallish rural town that I'll call... um... Woodhaven. Yeah, Woodhaven. Sounds good. :)

___________________________________________________

Houserules

Combat:

For the most part, there's no such thing as a full-attack. Instead of gaining more attacks from a high Base Attack Bonus, you gain more damage on your existing single attack. As a standard action (the "Attack" action), you make a single attack. When your Base Attack Bonus reaches +6, your standard attack (but not things like Attacks of Opportunity or special attacks like Spring Attack) deals additional damage. Roll your weapon damage dice and add your Strength-based damage, then add this total to your normal damage to get your final damage total. At BAB +11 and BAB +16, your damage further increases in the same way. For example, if you were wielding a greatsword (2d6 damage), had 18 STR (bonus +4, damage +6 due to being a two-handed weapon), and attacked with BAB +11, your attack would deal 6d6+18 damage. Any additional damage (from weapon enhancements, feats, etc) is then added to the total a single time.

If you have Two-Weapon Fighting, Rapid Shot, or Flurry of Blows; your standard attack action lets you perform two attacks (with appropriate penalties as defined by these abilities), and each deals damage according to the above progression. Strength-based damage is NOT halved for your off-hand weapon.

If you have two claw attacks, you can attack with both as a standard attack action. Certain monsters can attack with more natural weapons (possibly as a full-round action, depending on the monster). Natural attacks never get increased damage from a high BAB.

Class abilities or feats that specify needing a full-round action (such as Spring Attack or Whirlwind Attack) still require a full-round action; they are not reduced to a standard action. However, if an element of that action emulates a full-attack (such as the attacks granted by Spell Combat), the ability grants a single attack with damage that increases with BAB instead of multiple attacks.

Feats:

Arcane Armor Training/Arcane Armor Mastery/Arcane Strike: These feats do not require swift actions to activate. They're simply always in effect.

Double Slice: This feat does not exist, as it is not needed due to other houserules.

Improved Two-Weapon Fighting: This feat does not exist, nor do any feats which list it as a prerequisite.

Power Attack: The damage gained from this feat does not change based on whether your attack is two-handed, an off-hand, etc. It is always +2 damage for –1 attack (scaling with BAB as written).

Vital Strike: This feat does not exist, nor do any feats which list it as a prerequisite.

Weapon Finesse: This feat also applies to the quarterstaff.

Whirlwind Attack: This feat does not include Combat Expertise as a prerequisite.

Hazards:

Being on fire: In addition to the normal 1d6 fire damage taken each round when you're on fire, you also take 1 point of Constitution damage. If you take no fire damage from being on fire (such as through magical protections or other resistances), you also do not take the CON damage.
This only applies to actually being on fire, not special fire effects that simply last more than 1 round. For instance, a direct hit from a flask of alchemist's fire deals 1d6 fire damage for two rounds in a row, but does not deal any CON damage.

Falling: For every 5 points of lethal falling damage taken from a fall, you also take 1 point of Dexterity damage.

Smashing into stuff: If you get slammed into a wall, smashed through a table, etc; you take damage equal to the unarmed strike damage of the guy who threw you into said obstacle, plus additional damage equal to the obstacle's hardness. This damage might increase or decrease based on the specific obstacle, or if atypical means are used to toss you into an obstacle. How do you accomplish this yourself? A bull rush or reposition that involves moving the target at least 10 feet will do it. Or, if you maintain a grapple, you can select (instead of one of the normal options) to move the victim at least 10ft into an obstacle within your reach.

Misc:

Base Attack Bonus: Nothing requires a Base Attack Bonus of +1. If something says it requires BAB +1, ignore that requirement. Whether it's a feat like Exotic Weapon Proficiency with a prerequisite of BAB +1, or the rule stating that you can draw a weapon on the move once you have BAB +1, that requirement is waived.

Swift and immediate actions: These action types are completely separate. Instead of an immediate action costing you your next swift action, you simply get one of each action type each round.

Grand Lodge ** RPG Superstar 2012 Top 32

I know we talk a lot about trying to reduce table variation, but sometimes it's a built-in part of the ruleset. As such, sometimes it's good for a player to find ways to work with table variation instead of chafing against it.

Case in point: I've been kicking around the idea of making an illusionist. It would be a fun use of my boon allowing a Thassilonian specialist, it would be unique because most folks locally don't play illusionists, and there's potential room for creativity/humor/fun.

Of course, part of the reason I don't see a lot of illusionists running around is probably because of all the table variation on how illusions and disbelief work.

And that's okay. :)

So I was thinking, how could I work with my GM if I'm going to be bringing the disbelief rules into every session? I came up with an idea, and I'd like feedback on it from the PFS community.

-------------------------------

Before the session starts, I approach the GM. I say something along the lines of: "Hi! I'm playing an illusionist. I know everybody runs illusions and disbelief a little differently, so I wanted to get an idea of how you run them at your table before we start. After all, my character would know how his spells work, so it's best if I do too. Here:"

I then hand him a card I will have prepared. It's divided into three boxes, each labeled with a quote from the illusion rules:
Box 1: "Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory..."
Box 2: "...until they study it carefully or interact with it in some fashion."
Box 3: "A character faced with proof that an illusion isn't real needs no saving throw."

Upon handing him the card, I explain: "If you could jot down a basic example of each of those three situations from the illusion rules, then I wouldn't need to pester you with questions during the game. I'll know what to aim for and what to avoid, without having to waste table time asking about every single illusion I cast. Sound good?"

Lots of smiling and friendly tone, of course. :)

-----------------------------------

So what does everyone think? Is that a reasonable, concise way of getting enough of an idea of a GM's interpretation of illusions to make for a smoother game? Does it need work? Any feedback?

Thanks!

Osirion

Seeking some advice.
This profile is my 2nd-level PFS cleric. The concept is a bit of a cerebral type, interested in knowledge and learning and secrets and such. Likes to find stuff out.

He's more of a reader/learner than a fighter. But of course, combat is inevitable. The plan is to focus on spellcasting rather than weapons, which will be fine later, but right now I get 3 non-domain spells per day.

With a wizard or sorcerer, I could be spamming ray of frost or daze or something. But I get no such cantrips as a cleric. I could have taken one of the domains that gives you a laserbeam 3+WIS/day, but I didn't.

So that leaves me with a crossbow. :/

Here's a rundown of the character at the moment:

STR 09 (11-2)
DEX 14 (12+2)
CON 12
INT 14
WIS 18 (16+2)
CHA 10

Domains: Knowledge (Memory), Trickery
Traits: Seeker, Birthmark
Feats: Toughness

My ultimate issue here is figuring out what to spend my actions on in combat at low levels. Later I'll be casting SoS spells (hold person, sound burst, plane shift, etc) all day, but what about for right now?

Obviously, I'm not hitting anything with my crossbow. I could stand behind people and spam guidance, but that's gonna get boring a couple levels in. I could get a wand/some scrolls of bless, but that really only gives me something to do on round 1. Maybe run around buffing people with a wand of shield of faith? By the time people have their rings, I won't be needing a fallback plan as much, so maybe that would work? Or are there some interesting (perhaps alchemical?) items I could be using? Not counting situational stuff like anti-invisibility measures or whatever, I'm looking for bread-and-butter actions.

Ideas?

Grand Lodge RPG Superstar 2012 Top 32

Continuing what I started with Swordsmanship and Hammer Mastery, here's a line of feats for fighters who specialize in piercing weapons, whether rapiers, spears, picks, or whatever else. Let me know what you think!

Piercer (Combat)
When you take this feat, choose a manufactured piercing melee weapon for which you have Weapon Focus. This feat's effects only apply to the chosen weapon.
Prerequisites: Weapon Focus, fighter level 2nd
Benefit: Whenever you score a critical hit with your chosen weapon, your strike wounds the target, dealing 1 point of bleed damage for a number of rounds equal to half your fighter level. Multiple critical hits against the same creature do not increase the bleed damage.

Improved Piercer (Combat)
Prerequisites: Piercer, fighter level 5th
Benefit: Whenever you score a critical hit with your chosen weapon, you may twist your weapon as a swift action. If you do, the target takes 1d4 Dexterity damage. This is in addition to the bleed damage inflicted by the Piercer feat.

Greater Piercer (Combat)
Prerequisites: Improved Piercer, fighter level 10th
Benefit: The bleed damage from your Piercer feat now functions as the wounding weapon special ability; it applies to each hit, multiple hits increase the amound of bleed damage, and it lasts until stopped instead of for a fixed duration. Additionally, the Dexterity damage dealt by Improved Piercer increases to 1d6.

Elder Piercer (Combat)
Prerequisites: Greater Piercer, fighter level 14th
Benefit: The Dexterity damage dealt by your Improved Piercer feat increases to 2d4. Alternatively, you may choose to deal 1d6 Constitution damage instead. This choice is made each time you use this feat.

Nail Down (Combat)
Prerequisites: Improved Piercer, fighter level 9th
Benefit: As a standard action, you may attempt to impale your opponent and pin him to the floor or wall. Make an attack with your chosen weapon. If the attack hits, you deal damage normally and also get to hamper your opponent. If the target is standing, you may pierce his leg. If he is prone, legless, or next to a wall, you may instead choose to pierce his torso.
If you pierce his leg, he cannot move from his space. He is considered grappled, except that he may use both hands freely. He must succeed at a grapple check against you as a standard action to free himself, and the attempt causes him to take 2d6 damage.
If you pierce his torso, he is grappled and cannot move from his space. Any strenuous action he attempts (such as attacking or casting a spell) results in 1 point of Constitution damage. Freeing himself requires a successful grapple check as a standard action, and the attempt results in 1d4 Constitution damage.
In order to use this feat, you must hold your weapon in place with both hands, preventing most other actions you might wish to perform. Holding the weapon in place with only one hand reduces the DC to escape by 5. You may remove the weapon (freeing the opponent without further harm) as a move action.
You may only use this feat against a creature of your size or smaller.

Run Through (Combat)
Prerequisites: Elder Piercer, fighter level 18th
Benefit: As a full-round action, you may attempt to slay your opponent by putting your chosen weapon through a vital spot. If you succeed on a touch attack, you run him through and he must make a Fortitude save (DC 10 + half your fighter level + your Dexterity modifier) or be slain. On a successful save, the target instead takes 2d4 points of Constitution damage. This ability only works against living creatures with discernable anatomy. You may use this ability once per day at fighter level 18th, twice per day at 19th, and three times per day at 20th.

Grand Lodge RPG Superstar 2012 Top 32

3 people marked this as a favorite.

In a vein similar to my Swordsmanship feats, here's some ways for a fighter who specializes in things like hammers (or clubs, etc) to be fantastic.

Hammer Mastery (Combat)
You are well-trained in the use of heavy bludgeoning weapons. Select a non-light bludgeoning weapon other than a shield for which you have selected the Weapon Focus feat. This feat only applies to that weapon.
Prerequisites: Weapon Focus, Fighter level 2nd
Benefit: Your blows are so fierce that even a glancing blow can rattle an enemy inside his armor. Attacks with your chosen weapon ignore an amount of the target's armor bonus to AC equal to half your fighter level.

Improved Hammer Mastery (Combat)
Your heavy hammerfalls are too fierce to be stopped by mere metal.
Prerequisites: Hammer Mastery, Fighter level 5th
Benefit: Whenever you make an attack with your chosen weapon and miss by 5 or less, you smash through the target's defenses; if the target is wielding a shield, roll damage as though your attack had hit and apply it to the target's shield (applying hardness as normal). If the target is not using a shield, instead apply this damage to their armor. If the target is using neither armor nor shield, this feat has no effect.

Hammer Arc (Combat)
The momentum of your mighty swings can crash through multiple opponents.
Prerequisites: Improved Hammer Mastery, Fighter level 7th
Benefit: You can swing your chosen weapon in an arc, striking at all enemies in its path. When you use this feat, choose three squares within your reach; each chosen square must border at least one other selected square (not counting diagonals). As a standard action, you can make one attack against each enemy in those squares, rolling separately for each target. At fighter level 13th, 16th, and 19th, increase the number of squares you can select by 1.

Hammer Slam (Combat)
The weight of your blows sends enemies staggering back.
Prerequisites: Improved Hammer Mastery, Fighter level 9th
Benefit: Whenever an attack with your chosen weapon either scores a critical hit or rolls maximum damage on the weapon damage dice, you can choose to knock the target back. The target is subjected to a bull rush maneuver, treating your critical confirmation roll (or attack roll, if the triggering attack was not a critical hit) as your combat maneuver check. This ability does not provoke attacks of opportunity, nor does it require its own action. Successfully pushing a foe with this ability does not allow you to follow them as a normal bull rush would.

Heavy Swat (Combat)
Prerequisites: Hammer Slam, Fighter level level 12th
Benefit: Whenever you push a foe at least 10 feet with your Hammer Slam feat, that foe is also knocked prone.

Rattle the Cage (Combat)
Prerequisites: Heavy Swat, Fighter level 16th
Benefit: Whenever you knock an enemy prone with Heavy Swat, that creature is stunned for 1 round.

Beat the Bolt (Combat)
Prerequisites: Heavy Swat, Fighter level 14th
Benefit: You can deflect magic with a swing of your hammer. As a readied action, you can swing your selected weapon at a spell, spell-like ability or supernatural ability that targets you or includes you in its area. This functions much like using dispel magic to counterspell, using your fighter level as your caster level for the dispel check. This check also gains your bonus from Weapon Focus and (if applicable) Greater Weapon Focus, as well as any enhancement bonus your weapon possesses. This even works against magical effects that normally cannot be counterspelled. If successful, you swat the magic away, leaving you unaffected. In the case of an area effect, your space is no longer considered part of the area.
Should your dispel check result in a natural 20, a targeted effect is sent back at its caster, much like a spell turning effect.

Grand Lodge RPG Superstar 2012 Top 32

8 people marked this as a favorite.

Came up with a line of fighter-only feats that allow those who specialize in swords to be "fantastic" without being magical. Curious to know what people think. :)

Swordsmanship (Combat)
You are trained in the way of the sword. When you take this feat, you must select a swordlike slashing weapon (for which you must have already selected Weapon Focus) for this feat to apply to.
Prerequisites: Weapon Focus in a swordlike slashing weapon, fighter level 2nd
Benefit: Damage rolls with your selected weapon ignore an amount of damage reduction equal to half your fighter level. This ability only applies to DR based on damage type (such as DR/piercing). If your target is immune to slashing damage, they are instead treated as having DR 15/bludgeoning or piercing, and you then apply this feat's effects against that DR.

Improved Swordsmanship (Combat)
Prerequisites: Swordsmanship, fighter level 5th
Benefit: Your Swordsmanship feat also applies to DR/magic, DR/cold iron, and DR/silver.

Greater Swordsmanship (Combat)
Prerequisites: Swordsmanship, Improved Swordsmanship, fighter level 9th
Benefit: Your Swordsmanship feat also applies to all material-based DR as well as to hardness. Additionally, attacks with your selected weapon deal half damage to incorporeal creatures, or full damage if using a magic weapon.

Elder Swordsmanship (Combat)
Prerequisites: Swordsmanship, Improved Swordsmanship, Greater Swordsmanship, fighter level 15th
Benefit: Your Swordsmanship feat also applies to alignment-based DR if it matches your alignment. For instance, if you are lawful good, your Swordsmanship applies to DR/lawful, DR/good, and DR/lawful and good. Additionally, when you reach fighter level 20th, you Swordsmanship also applies to DR/— and DR/epic.

Swordsman's Defense (Combat)
Prerequisites: Swordsmanship, fighter level 5th
Benefit: You may use your selected blade to deflect ranged weapons. This functions like the Deflect Arrows feat, except that you do not need a free hand but do need to be wielding your selected blade. Beginning at fighter level 8th, you may deflect additional attacks each round by spending an attack of opportunity for each deflection after the first.

Improved Swordsman's Defense (Combat)
Prerequisites: Swordsmanship, Swordsman's Defense, fighter level 10th
Benefit: Your Swordsman's Defense feat no longer suffers restrictions against magical or natural attacks. At fighter level 14th, it also no longer suffers the restrictions against unusually massive weapons.

Greater Swordsman's Defense (Combat)
Your skill with the sword is so great that you can even cut energy.
Prerequisites: Swordsmanship, Swordsman's Defense, Improved Swordsman's Defense, fighter level 14th
Benefit: Whenever you are within the area of a spell or effect that deals hit point damage (such as a breath weapon, channeled energy, a fireball spell, etc), you may spend an immediate action to cut through the effect. Your space is treated as a solid obstacle for determining the area of the spell or effect. If the spell or effect is a spread or would otherwise be able to fill the space behind an obstacle, it is instead treated as a burst for the purposes of determining the result of this feat. You must be wielding your selected blade to use this feat.

Mystic Blade (Combat)
Your swordsmanship is so keen that you can cut magic.
Prerequisites: Swordsmanship, Greater Swordsman's Defense, fighter level 15th
Benefit: You can attempt to dispel an ongoing spell effect with a swing of your blade. As a standard action, make a melee touch attack with your selected blade against a creature, object or space where a magical effect (whether spell, spell-like or supernatural) is active. If successful, make a dispel check (per dispel magic) using your fighter level as your caster level. Alternatively, any time you score a critical hit with your selected blade against a creature under an active magical effect, you can make the dispel check without spending an action.
This is an extraordinary ability.

Grand Lodge RPG Superstar 2012 Top 32

So there's this guy who's suddenly running around in various forums, starting and/or necro-ing threads on a given topic, telling everyone that X sucks, and then disappearing to let the arguments flow. Seems almost like he's crusading against anyone who prefers X, and it's getting a little tiresome. I think he's started/necro'd something like 4-5 threads on the same topic now, and I don't *think* he's replied back to any of them; he just announces who sucks and then disappears. Either he just wants to spread his own True Roleplayer gospel without having actual discussions, or he's deliberately trying to start arguments. Can't really tell which.

How should situations like this be handled by the community? Is it acceptable to make/revive multiple threads on the same topic across multiple forums? If not, what's the appropriate flag? Breaks Other Guidelines? I feel like none of the flagging options really communicate "the reason this post is a problem is because it's one of many that the author is putting up all over the forums". What's the right course of action?

Grand Lodge RPG Superstar 2012 Top 32

What are all the feats related to the Aldori Dueling Sword? I ask because I had a goofy idea: being an Ustalavic Duelist (fighter archetype), taking a bunch of Aldori feats, then going into the (Core) Duelist prestige class. Talk about some sword mastery, eh?

Grand Lodge RPG Superstar 2012 Top 32

I recently got a small handful of cash as a result of selling some old stuff to a used book store, and immediately thought "Cool! Maybe I can pick up the PDFs of Inner Sea Combat and Inner Sea Gods!"

Then I looked, and there's this huge price gap between them. I had thought that they were comparable hardcover books. Is one of them massively smaller than the other or something? Why the price differential?

(Also, any suggestions on the better one to buy, since apparently I only get to have one?)

Grand Lodge RPG Superstar 2012 Top 32

Often, when trying to decide whether to invest more or less into a PC's attacks or armor class, I reference the monster stats by CR chart in the Bestiary. I can look at the CR that matches my level, compare the sample attack/AC to mine, and see what rolls we need to hit each other, and then decide if any of those rolls are higher or lower than I want/need for that particular character.

However, I just noticed that the chart doesn't contain values for typical monster CMB/CMD. It would be nice to have that information, so a player knows how much to invest in things like maneuvers or Acrobatics (for tumbling), or to invest in resisting nasty maneuvers (like getting swallowed whole).

Anyone have an idea of typical monster CMB/CMD by CR?

Thanks!

Grand Lodge

Hey folks,

I have a kitsune bard (arcane duelist archetype) in PFS, which I always play alongside my wife's kitsune magus. Go go twin magical rapier-wielding kitsune!

Anyway, we just hit 5th level, and I'm trying to decide on my feat.

I took Weapon Finesse at 1st (for obvious reasons), got Arcane Strike as a bonus feat from my archetype, took Precise Strike at 3rd (as did my wife's character, since we always play these two together), and at 7th we're looking at Outflank.

We're both DEX-based rapier wielders, with me using my obscene Acrobatics skill to set up flanks for Precise Strike.

So what would be a good option for my 5th-level feat? My first thought was Great Fortitude, since bards don't get a good Fort save. Other possibilities I've thought of are Combat Reflexes, Quick Draw, or Improved Initiative.

Thoughts?

Grand Lodge RPG Superstar 2012 Top 32

13 people marked this as FAQ candidate. 1 person marked this as a favorite.

Casters get bonus spells based on their casting stat.

They often wear stat-boosting headbands for more bonus slots.

If my cleric had 18 WIS and is wearing a +2 headband for a total of 20 WIS, then he has two bonus 1st-level spells prepared.

If he walks into an anti-magic field (or just takes the headband off), his WIS drops back down to 18, and he can no longer have that many spells prepared.

What happens when a prepared caster loses an ability bonus that was granting him a bonus spell slot?

Feels like he should lose a prepared spell, but which one? Were we supposed to be notating which spells were prepared with bonus slots?

Please click the FAQ button, thanks!

Grand Lodge RPG Superstar 2012 Top 32

22 people marked this as FAQ candidate. 1 person marked this as a favorite.

Items like the headband of inspired wisdom grant a bonus to an ability score. Each such item includes this line:

Headband of inspired wisdom wrote:
Treat this as a temporary ability bonus for the first 24 hours the headband is worn.

What does it mean for an ability bonus to be treated as temporary?

Well, according to this FAQ, temporary ability bonuses do everything that permanent ability bonuses do.

This leaves us with a question:
What is the difference in functionality between the first 24 hours of wearing a stat-boosting item, and the time thereafter?

Anyone who can't point to an answer, please click the FAQ button. Thanks!

Grand Lodge ** RPG Superstar 2012 Top 32

If this is already answered somewhere, I've overlooked it. Feel free to direct me to any existing info.

Anyway, my Eldritch Knight is playing through Eyes of the Ten and has hit 13th level, gaining access to 6th-level spells. Since he often wants to buff before going into melee, I was thinking of picking up contingency so that I can have it set up to give me heroism when I cast shield, thereby streamlining the buffing process.

Then I looked at the duration for contingency, and lo and behold, it's actually 24 hours per level! So once I cast it, I can have a buffing package ready for nearly two weeks. Neat!

So what I'm ultimately wondering is, can a spell with that long of a duration be "pre-cast"? I mean, if he were a real person using that spell, he'd only be prepping/casting it once every 10-12 days (since you can't have multiples running at once), so whenever he gets called to a mission briefing, there's only like a 10% chance (or less) that that's the day he prepped it.

So is there any chance (even if it's a roll witnessed by the GM to see which day it is) of having such a long-term spell already be cast? Or for PFS do we need to assume that you have absolutely nothing running at the start of the scenario, so contingency and its partner spell need to use up your at-the-table slots (making contingency pretty worthless unless multi-day travel is happening in the scenario)?

I thought about just asking my EotT GM what he thought, but since there might be other long-term spells that I'm not aware of, I thought maybe the topic was worth investigating as a community. :)

Grand Lodge

This EK has hit retirement levels in PFS, and has started playing through the "Eyes of the Ten" retirement arc. I've played parts 1 and 2, so there are 2 sessions left. I've got about 12,000gp or so to spend, and I've also now made it to 13th level. Here's a rundown of my current situation, as best I can remember it:

Human
Fighter1/Wiz6/EK6
Divination (Foresight), opposition schools are Necromancy and Illusion
Stats (including items):

STR 20
DEX 18
CON 14
INT 20
WIS 10
CHA 07

Traits: Reactionary, World Traveler (Diplomacy), Magical Knack, Fate's Favored.

Feats: Toughness, Dodge, Improved Initiative, Weapon Focus (longsword), Spell Focus (conjuration), Arcane Armor Training, Empower Spell, Arcane Strike, Additional Traits, Arcane Armor Mastery, Weapon Specialization (longsword), Improved Critical (longsword)

Gear:
Headband INT +4
Belt of STR/DEX/CON +2
Jingasa of the fortunate soldier
Cloak of Resistance +2
+4 mithral breastplate
Amulet of Natural Armor +3
Ring of Protection +2
Dusty rose prism ioun stone for +1 AC (insight)
Ioun stone for +1 attack (competence)
Ioun stone for +1 to saves (competence)
Wayfinder + Clear spindle ioun stone (immune to mind control ala PfE)
Gloves of Reconnaissance
Adamantine longsword
Lesser Extend Rod
2x Pearl of Power I
3x Snapleaf

That's all I can remember. Note the lack of a magic weapon, because I use an Extended greater magic weapon to keep my adamantine longsword at +3 for 24 hours a day. I also extend a darkvision all day, and save the third Extend for when I decide to cast heroism, making it last 4 hours.

I also don't have a shield; typically, if it looks like I'll be fighting in melee, I cast shield first, taking my AC to 37 total.

Now, throughout my first 11 levels of play, the key to this EK has been versatility: since table make-ups are random, it's nice to be able to slide into whichever of the tank, caster, or Knowledge roles happens to be missing. However, I'm now planning on another two sessions with a single group. With that in mind, I feel like I should maybe specialize a little more...?

There's a gunslinger/inquisitor (awesome damage from range, Sense Motive, Survival), a zen archer (awesome damage from range), a druid (casting focused, plus celestial tiger companion), and a wizard (uber damage from range via crossblooded dip and CL boosts, and most Knowledge skills about 7-12 points higher than mine).

As you may have noticed, I'm a mostly-CRB generalist in a stable party of expansion-reliant specialists. This means most of the time, my main contributions have been to supply additional slots of group buffs (like communal resist energy).

If I want to just do damage, I have to spend a round getting into melee (plus either a single attack or a shield, unless I had to double move), during which time the three DPR machines who don't have to move first have been able to spew out around 70-100 damage apiece with full-attacks or spells. On the other hand, my spell save DCs are only so-so, since I don't have the 26 INT that a devoted caster would have.

Hitting 13th level now, I have some options.

First, I could take Power Attack, taking my usual melee damage from +15 to +24. That seems like it could help, but I'll also take -3 to hit, taking me from +20 to +17. At 13th level, that feels a bit low. Heroism helps, but that's not a sure thing.

I guess I could take maybe a level of barbarian instead of EK at 13th, so that when I do attack in melee I can rage for an extra +2 attack and +3 damage. With Power Attack, this would put me at +19 (or +21 if I have heroism up) for 1d8+27. Seems nice, but that also means I don't get 6th-level spells this level. Or rather, I don't get my one 6th-level spell.

Alternatively, I could just say "Screw it, I'm a wizard" and take Persistent Spell, helping to make up for low-ish DCs on some key spells.

Or maybe there's some other option, via spell selections, feat selection, or spending 12k gold?

Any advice welcome, thanks!

Grand Lodge RPG Superstar 2012 Top 32

I'm going to be attending GenCon for the first time ever this August. When I tried to get a hotel, it was a nightmare: I had to be ready and waiting the second they opened up for reservations, and even then I was only able to nab a room 7 miles out.

Event regristration opens on Sunday, as I recall. Can any GenCon veterans tell me whether that's going to be the same kind of mad dash? Do I need to pore through the event catalogue, figure out exactly what I'm submitting, and copy-paste for the fastest submission I can muster? Or is that one a little less crazy than hotel registration? Anything I should be aware of? Any surprises I might encounter as a newbie that I should be ready for?

All guidance appreciated, thanks!

Grand Lodge RPG Superstar 2012 Top 32

So my Mummy's Mask group all died like 3 rooms in. We're planning to start from the beginning with fresh PCs. Originally I'd thought of doing a fighty cleric for divine casting and more melee power (we were a bit lacking in both departments the first time around). However, this is the current lineup for my comrades:

Paladin
Barbarian
Dawnflower Dervish
Rogue

Two issues: melee is crowded enough as it is, and there are no full casters to be seen.

Earlier today I was thinking of trying a Mystic Theurge, but I've been giving some thought to someone's suggestion of playing a witch. Seems they have a mix of traditionally arcane and divine spells on their list, I have full casting progression, plus hexes.

Sounds great!

But I've never played one. I know they have a reputation for Misfortune and Slumber "ruining everyone's fun", and I don't wanna be a jerk, but it does seem like they would be a good support character by making things easier for my four fighty friends via debuffs, healing, utility, etc.

So what are the basics of playing a witch? Aside from the infamous slumber and misfortune (and prehensile hair, which is a little too weird for my taste), what are good hexes? How should I view myself and my role as a witch? What would be helpful patrons for my party situation?

Grand Lodge RPG Superstar 2012 Top 32

So, I recently started up a game of Mummy's Mask, but we all died about three rooms in.

So since the plot hadn't even gotten going yet, we're basically just rebooting with a fresh party and starting over from the beginning. I volunteered to play some sort of divine melee character.

Here's the rest of the party as I'm aware of it thus far:

Barbarian (invulnerable rager/urban), probably human
Rogue (prolly our "trap guy", but I have no further details)
Dawnflower Dervish bard
[Undecided]
[Undecided - me]

As you can see, we've got 1 dedicated melee, 1 half-melee/half-skills, and 1 half-melee/half-arcane.

Add me into the mix and we'll have plenty of melee plus (at least) half divine. That puts us fairly well balanced before even accounting for the 5th player.

With that in mind, I'm having trouble deciding. For starters, what class? There's like a bajillion ways to get (at least) 3/4 BAB on a divine caster. However, overall I'm leaning toward either cleric or warpriest. Cleric would mean fully-leveled divine spellcasting (and unless the 5th player goes with a wizard or something, that'll be the only full-caster we have), and would also offer channeling which would help out with healing during the poverty-stricken 1st level before we can get a CLW wand, even though the value of channeling drops off after a while. On the downside, wanting to do melee means I need a reasonable weapon proficiency, which either severely limits my deity choices or requires spending a precious feat (and EWP has a +1 BAB prereq, too). Additionally, 3/4 BAB means a reliance on first-round buff spells to keep up my to-hit.

On the other hand, warpriest gets (effectively) full BAB, all martial weapons regardless of deity, bonus feats, and (starting at 2nd) free Quickened buffs. Sounds great! Except I get reduced spellcasting; effectively a half-caster. The idea of a party with potentially no full casters at all is kinda scary. Also, I find it very possible warpriests will get nerfed once the ACG actually comes out, and making adjustments would be a pain. Finally, clerics get some pretty sweet domain powers, and lots of the warpriest blessings aren't nearly as cool.

Additionally, what about deity choice? Pharasma's on-theme for the AP, but her favored weapon is a dagger. On the other hand, the Souls subdomain (basically ghost touch on demand) could be REALLY handy in an AP like this (or so I'm guessing). Sarenrae is also on-theme, has a decent weapon (scimitar), and I can't say I would mind having the Fire and Healing domains (Fire becomes even more appealing if we have no full arcane caster). On the other hand, do we want two Sarenites on the team? Would we step on each other's toes? Another thought is Shizuru; being a Tien deity, that's a good opportunity for the Foreigner (or whatever it's called) campaign trait (we're all required to have a campaign trait), plus he has the katana as his favored weapon. He also has a couple of pretty solid domains/subdomains.

For that matter, what domains do I even really want? Something with overland flight as a domain spell would be awesome, but there's only a couple (I forget which ones) and I don't know if they're worthwhile up to that point. Things like Honor and Liberation have great 1st-level powers, Heroism has a fantastic 8th-level power... Gah! So many options!

Help!

Grand Lodge ** RPG Superstar 2012 Top 32

2 people marked this as FAQ candidate.

Okay, this has probably been answered somewhere already, but it's hard to wade through all the animal companion stuff so maybe I missed it.

The PFS FAQ on ranger companions says you're restricted to the CRB ranger list unless other options are granted from another legal source.

Would that include a dip in druid?

For example, if I took my first level in druid and got one of the more exotic animal companions, then from 2nd level onward I only took ranger levels, would my ranger companion ability stack onto my druid companion? So if I was a Druid1/Ranger10 with Boon Companion, could I have a fully-leveled companion from the druid list?

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as a favorite.

He who contends for his life against fantasical creatures and wielders of magic must push himself beyond ordinary limits. In order to survive, he trains himself to superhuman(oid?) capability. Here are some feats and rogue talents for those whose martial training lets them engage fantastic obstacles in fantastic ways.

Battlefield Acumen (Combat)
Eyes open, eyes closed; it makes no difference to a seasoned warrior.
Prerequisites: Blind-Fight, fighter level 8th
Benefit: For a number of rounds per day equal to your fighter level, you can gain blindsense out to a range of 30 feet. You must close your eyes (a free action) or otherwise be effectively blinded to use the ability. Using this ability for only part of a given round still counts as 1 round of usage. When you reach fighter level 12th, the range increases to 60 feet and you gain blindsight instead of blindsense.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Veteran's Will (Combat)
A true warrior has seen many strange things, and is unfazed by the tricks of his enemies.
Prerequisites: Fighter level 6th
Benefit: You gain a bonus to Will saving throws equal to half your fighter level.

Swordsman's Poise (Combat)
There are many things that will try to stop your blade, but your skill allows you to cut through them anyway.
Prerequisites: Fighter level 4th
Benefit: Whenever you make a melee attack roll with a manufactured slashing weapon that results in a natural 15 or higher, you may ignore an amount of damage reduction possessed by the target equal to 2 + half your fighter level, except for DR/epic and DR/—. At 10th level, this ability also applies to DR/—. At 15th level, this ability also applies to DR/epic.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Uncanny Speed (Combat)
Prerequisites: Fighter level 6th
Benefit: As a free action, you can call upon your inner focus for a burst of speed. You gain the effects of the haste spell for 1 round. You may use this ability once per day, plus one additional time per day for every two fighter levels beyond 6th. This is an extraordinary ability.

Martial Mobility (Combat)
Prerequisites: Fighter level 6th
Benefit: You are always considered to have a running start when jumping, and the Acrobatics DC for jumping is halved.
Additionally, once per day plus one additional time per day for every three fighter levels beyond 6th, you may move up to your speed as a swift action without provoking attacks of opportunity. Whenever you use this movement, you ignore difficult terrain until the beginning of your next turn.
This feat does not function if your speed is currently reduced due to armor, encumbrance, a slow spell, or similar effects.

Warrior's Surge (Combat)
A warrior as experienced as you can push himself beyond normal limits.
Prerequisites: Fighter level 4th
Benefit: As a swift action, you gain a +2 enhancement bonus to a physical ability score of your choice (Strength, Dexterity, or Constituation) for 1 minute. You may use this ability once per day plus one additional time per day for every 2 fighter levels beyond 4th.
Upon reaching fighter level 10th, activating this ability grants your choice of either a +4 enhancement bonus to one physical ability score or a +2 enhancement bonus to each of two physical ability scores. At fighter level 16th, it grants a +6 enhancement bonus to one physical ability score, a +4 enhancement bonus to one physical ability score and a +2 enhancement bonus to a second physical ability score, or a +2 enhancement bonus to each physical ability score. The choice of ability score(s) affected is made each time this ability is used.
Special: A monk may select this as a bonus feat beginning at 6th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

Shock Punch (Combat)
You can punch with such speed and force that you can send a shockwave through the air.
Prerequisites: Improved Unarmed Strike, fighter level 6th
Benefit: As a standard action, you may make a single unarmed strike that affects an area rather than targeting a creature. Make an attack roll as normal, with all applicable bonuses and penalties and apply the result to the armor class of each creature in a 30-foot line. Creatures you miss still take half damage.
You may use this ability twice per day, plus 1 additional time per day for every three fighter levels beyond 6th.
Special: A monk may select this as a bonus feat beginning at 6th level. A monk may instead select this as one of his feats from normal advancement. In either case, he treats his monk levels as levels of fighter for the purposes of this feat.

Sonic Slash (Combat)
You wield your blade with such grace and power that you can cut the air itself.
Prerequisites: Fighter level 10th, Weapon Focus with a light or one-handed slashing weapon
Benefit: As a standard action while wielding a manufactured light or one-handed slashing weapon, you can make a ranged touch attack against a target within 30 feet. This attack deals an amount of slashing damage equal to the weapon's damage dice + your fighter level + your Dexterity modifer. This attack has the same critical threat range as the weapon used, but always deals only double damage on a critical hit.
Starting at fighter level 15th, you may use this ability in place of any attack (except attacks of opportunity) rather than only as a standard action.
Special: A monk may select this as a bonus feat beginning at 10th level. He treats his monk levels as levels of fighter for the purposes of determining its effects.

--------------------------------------

Rogue Talent:
Martial Focus
While many rogues rely on guile and subtlety, your own talents are more combat-focused. You gain a +2 bonus on Fortitude saving throws. Addtionally, you treat your rogue levels as levels of fighter for the purposes of qualifying for feats and determining their effects.

Grand Lodge RPG Superstar 2012 Top 32

I'm going to be starting Mummy's Mask in about a week, and I'm playing an arcanist. The rest of the party isn't quite settled yet; there's gonna be a crossbow ranger (emulating a character from fiction with whom I'm unfamiliar) and an urban/invulnerable barbarian, probably both human. Two other PCs still unknown, and then me as an arcanist.

Note that I'm talking about the Arcanist class from the Advanced Class Guide.

My concept is a tinkerer, both magical and mundane. He'll have the campaign trait that lets him disarm magical traps like a rogue (as well as Seeker to get Perception as a class skill), so he'll be the "trap guy". He'll also have some custom spells of dubious reliability, in support of his tinkering/experimenting theme. The first is change-up of burning hands—basically the same thing except the damage scales more slowly and it's a smaller area (5ft radius burst) in exchange for being at Close range. The spell is called definitely on purpose explosion, or "DOPE" for short.

My stats (20pt buy) will be something like this, pre-racial:

STR 08
DEX 14
CON 12
INT 16
WIS 14
CHA 10

I'm a little unsure about those stats. Obviously INT is the most important, but I also need CON for HP/Fort, DEX for Disable Device, WIS for Perception, and possibly a little CHA in case updates to the arcanist increase its relevance as a secondary stat.

Another possibility would be:

STR 09
DEX 14
CON 12
INT 16
WIS 12
CHA 12

That has me fairly well-covered, I think, and also gives me a tad more carrying capacity—gotta haul that loot!

My first arcanist exploit will be a bloodline, specifically draconic for the damage boost to fire spells (some fire blasting seems on-theme for the concept).

I'm a little torn on race and feats.

My earliest thought was human, so I could take Spell Focus --> Spell Specialization right off the bat, which is helpful if I'm dabbling in blasting. I then had the idea of maybe taking Scribe Scroll at 1st; that could be helpful, but also means SpellSpec doesn't come online until 5th. Although, if I did go human, 1st could be ScrScr and SpellFcs, then SpellSpec at 3rd.

On the other hand, half-elf could be good too. Same ability to bump INT, a juicy racial boost to Perception, Skill Focus (boosting Disable Device wouldn't be a waste, since you can't just T20 to disarm a trap!), low-light vision, immunity to magical sleep and a +2 versus enchantments. That's not a bad package by any stretch.

On the other hand, that means only 1 feat at 1st level. So if I take Scribe Scroll, 5th is the earliest I could get SpellSpec.

So, I'm a bit torn. Thoughts? Thanks!

Grand Lodge

This EK has hit 12th level in PFS, and has started playing through the "Eyes of the Ten" retirement arc. I've played part 1, so there are 3 sessions left. I've got just over 20,000gp at the moment, and I'm trying to decide what to buy. Here's a rundown of my current situation, as best I can remember it:

Human
Fighter1/Wiz6/EK5
Divination (Foresight), opposition schools are Necromancy and Illusion
Stats (including items):

STR 20
DEX 18
CON 14
INT 20
WIS 10
CHA 07

Traits: Reactionary, World Traveler (Diplomacy), Magical Knack, Fate's Favored.

Feats: Toughness, Dodge, Improved Initiative, Weapon Focus (longsword), Spell Focus (conjuration), Arcane Armor Training, Empower Spell, Arcane Strike, Additional Traits, Arcane Armor Mastery, Weapon Specialization (longsword), Improved Critical (longsword)

Gear:
Headband INT +4
Jingasa of the fortunate soldier
Cloak of Resistance +2 (I think?)
+3 mithral breastplate
Amulet of Natural Armor +3
Ring of Protection +2
Dusty rose prism ioun stone for +1 AC (insight)
Gloves of Reconnaissance
Adamantine longsword
Lesser Extend Rod
2x Pearl of Power I

That's all I can remember. Note the lack of a magic weapon, because I use an Extended greater magic weapon to keep my adamantine longsword at +3 for 24 hours a day. I also extend a darkvision all day, and save the third Extend for when I decide to cast heroism, making it last 4 hours.

I also don't have a shield; typically, if it looks like I'll be fighting in melee, I cast shield first, taking my AC to 36 total.

Now, throughout my first 11 levels of play, the key to this EK has been versatility: since table make-ups are random, it's nice to be able to slide into whichever of the tank, caster, or Knowledge roles happens to be missing. However, I'm now planning on another three sessions with a single group. With that in mind, I feel like I should maybe specialize a little more...?

Right now I'm the only melee/tank in the group (the rest includes a casting-focused druid, a blaster wizard with a 1-level crossblooded dip for damage arcanas, a zen archer, and a gunslinger/inquisitor). As such, I was thinking of maybe upping my AC some more so I can last longer soaking hits. Additionally/alternatively, maybe some nifty consumables or X/day items that could help me deal with weird situations? I dunno. I feel a little lost, having never played at this level before. Also I could probably stand to upgrade my cloak of resistance a bit...

Help?

Grand Lodge RPG Superstar 2012 Top 32

A fellow player last night used a spell that she called "Source Severance" (or something like that), but couldn't remember what book it was in. It was basically like an antimagic field that only affected arcane spells.

Anyone know where it's from? It'd be a great fit for my cleric.

Grand Lodge RPG Superstar 2012 Top 32

4 people marked this as a favorite.

I'm historically not much for anime, but someone introduced me to One Piece by saying it played out very much like a D&D campaign, and I got curious, and then I got hooked.

Of course, since I was looking at it through a lens of RPG comparison, I started sorting characters and abilities according to Pathfinder mechanics/tropes/truisms. As such, I developed an interest in what the "martials" were capable of; that is, abilities that you could gain through training rather than from eating a Devil Fruit or being a nonhuman race.

Zoro and Sanji are great examples of powerful martials, but I took special notice of CP9's "six powers": strong and useful abilities gained purely through martial prowess.

So maybe this has been done before, but here's an idea for putting those powers into Pathfinder, in the form of a prestige class: the Six Powers Master. I'd love to hear any feedback!

Six Powers Master

Alignment: Any
Hit Die: d10

Requirements
Skills: Acrobatics 5 ranks
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Toughness

Class Skills
Acrobatics, Climb, Intimidate, Perception, Sense Motive, Stealth, Swim.

Skill Ranks at Each Level: 6 + INT modifier

(Stand-in for a table)
Full BAB
Good saves: Fort, Ref

Class Features
Weapon and Armor Proficiencies: The six powers master is proficient with all simple and martial weapons and with light armor.

Improved Unarmed Strike: The six powers master's class levels are treated as levels of monk (stacking with any actual monk levels he might possess) for determining the damage dealt by his unarmed strikes.

Six Powers (Ex): Through intense physical training, the six powers master gains the ability to exceed normal limits of humanoid potential. These powers cannot be used if the six powers master's speed is reduced due to armor, encumbrance, the slow spell, or a similar effect. At first level, he gains the Paper Art and Tempest Kick powers. At second level, he gains the Iron Body and Moon Walk powers. At 3rd level, he gains the Shave and Finger Pistol powers. The six powers are described below. Each entry also lists an Improved and Greater version, accessible through the Improved Power class feature, below.

Paper Art: You can make yourself light and mobile, and hitting you is like trying to hit a piece of confetti drifting in the air. Whenever you take the Total Defense action or Fight Defensively, you gain a dodge bonus to AC equal to your Dexterity bonus (if any). If you have improved paper art, attacks against you while you are using Total Defense also suffer a 20% miss chance. If you have greater paper art, this miss chance increases to 50% and you gain a 20% miss chance while fighting defensively.

Shave: You can move incredibly quickly, slicing through the air like a razor. As a swift action, you can move up to your speed without provoking attacks of opportunity. You can use this ability a number of times per day equal to your Dexterity modifier (minimum 1). If you have improved shave, you can use this ability any number of times per day. If you have greater shave, you move so fast that opponents can't see you. When you use greater shave, you become invisible until you take an action other than movement, or until the end of your turn, whichever comes first.

Tempest Kick: You can sweep your leg in a wide but fast arc, creating a shock wave that slices through opponents. As a standard action, you can create an area effect that damages all creatures in a 15-foot cone. This effect deals slashing damage equal to your unarmed strike damage dice, plus your Strength modifier and Dexterity modifier. Creatures in the area can halve the damage with a successful Reflex save (DC 10 + half your ranks in Acrobatics + your Strength modifier + your Dexterity modifier). If you have improved tempest kick, you add your class level to the damage and can choose whether to affect a 30-foot cone or a 60-foot line. If you have greater tempest kick, you can perform tempest kicks in place of a melee attack instead of only as a standard action.

Finger Pistol: You can hold your hand firm enough to focus all the force of a punch into the smaller area of your fingertip, piercing your enemies' defenses. Unarmed strikes made with your hands deal piercing damage, and ignores the first 5 points of damage reduction a target might possess, except for DR/bludgeoning, DR/slashing or DR/epic. If you have improved finger pistol, the amount of damage reduction ignored increases to 10. If you have greater finger pistol, the amount increases to 15.

Iron Body: You have trained your muscles to the point that you can tense them to make your body like iron. As a move action, you can plant yourself in place and tense your body, granting you DR/adamantine equal to your Constitution bonus plus your Strength bonus. While you are using iron body, you stand completely still; you may only take purely mental actions. You lose your Dexterity bonus to AC, though you are not considered helpless. You may end iron body as a free action. Iron body automatically ends if you are dazed, stunned, paralyzed, unconscious, or otherwise incapable of taking actions (even if iron body is already active). If you have improved iron body, the damage reduction becomes DR/- instead of DR/adamantine. If you have greater iron body, you may activate iron body as a swift action or a move action.

Moon Walk: You can thrust your legs so powerfully and abruptly that you can jump even in midair. You are always considered to have a running start when jumping, and the DC for a vertical jump is halved. Additionally, whenever you are airborne while using movement (even temporarily, such as from a jump or a fall), you can make a midair jump as part of that same action. Make an acrobatics check just as if you were jumping from the ground, and continue your movement according to the results of that check. This might cause you to reach a greater height or distance, or even change directions entirely, though you cannot exceed the total movement allotted by the action being used. At the end of the action used, you fall as normal. The effective height of any fall is reduced by 20 feet for the purposes of determining falling damage taken, though this reduction does not apply if you are dazed, stunned, paralyzed, unconscious, or otherwise unable to take actions (though no actions are necessary to apply this reduction of falling damage). You may use moon walk to perform a number of midair jumps per day equal to your Dexterity bonus (minimum 1). If you have improved moon walk, you may use this ability at will, and the effective height of any falls is reduced by 50 feet instead of 20 feet. If you have greater moon walk, after ending your movement airborne you may choose to take any remaining actions on your turn as normal (including additional movement, if applicable) before falling, though you may not remain airborne past the end of your turn. The distance you may fall safely becomes unlimited.

Improved Power: A six powers master continually hones his abilities, taking the six powers to new levels. At 4th level, and again at 5th, 6th, 7th, 8th, 9th and 10th levels, select one of the six powers; you gain the improved version of that power, as listed in its description. If you already have the improved version, you instead gain the greater version. If you already have the greater version of a given power, that power cannot be selected for further improvement.

Grand Lodge RPG Superstar 2012 Top 32

To complete the quadrilateral symmetry, what are some things that annoy you as a player (or players you've had) that the GM does?

• Wonky idea of how illusions work; I've encountered both "As soon as they see it, that's 'interacting', so they get a save" and a GM waiting for me to announce "I disbelieve" as a character action. Huh?

• The running of the scenario is clearly their first time reading it (unless weird circumstances apply; life happens).

• The GM is pretty sure that their off-the-cuff interpretation of a class ability (or whatever) that they just saw for the first time right now, is more likely to be right than the conclusion the player came to after spending time away from the table studying relevant rules and FAQs. It's different if you're aware of a rule that the player missed, but I'm talking about when the best you've got is "that seems off" or whatever, and you decide to go with your first hunch instead of the fruits of the player's study/research. Trust goes both ways, folks. This goes double for any GM who's ever said "Players need to know how their PCs work, because I can't be expected to know everything!"

Silver Crusade

I've just hit 11th level in PFS with this tiefling melee cleric of Iomedae. If you click my name, you can get an idea of how I looked at 10th.

The quick run-down is that I'm a flexible, versatile combatant. With a high AC and some buffs, I can do frontline melee with just one round of buffing (divine favor) if it looks like it'll be that type of fight.

I also carry a dismissal or two because I've got kind of a demon-hunter thing going on. My save DCs are neither spectacular nor atrocious (20 WIS), but it's nice when it works. Similarly, I usually have a couple of plane shifts chambered for taking out a big beefy monster with uber STR/CON but a crappy Will save. Again, far from guaranteed, but it's saved the party's bacon more than once by using it on the right kind of target.

The rest of my spells are mostly problem-solvers, like invisibility purge, air walk, stone shape, etc.

So! Now I need a feat to use for my final 3 sessions. Again, you can click my name for more details, including existing feats.

Some feats I've thought of:

• Quicken Spell - Is getting that round 1 divine favor off as a swift action worth a 5th-level spell slot? Seems like most of the time it's not an issue to spend a round casting it, but once in a while it's a pain.
• Persistent Spell - Using a 6th-level slot for a Persistent dismissal seems like a good way to take out a high-profile demon.
• Improved Critical (longsword) - Threatening on a 17 doesn't sound half bad.

That's all that's come to mind so far. Any other suggestions, or does one of those seem good?

Grand Lodge RPG Superstar 2012 Top 32

So, I just had a thought.

What if you build a PC as though you were going to be an Eldritch Knight, but your actual levels were single-class full-caster?

For example:

Human (dual-talented)

STR 17 (bump at 4th)
DEX 14
CON 14
INT 17 (bump at 8th)
WIS 10
CHA 07

Straight arcanist.

Proficient in simple weapons, so I'll be fighting with a morningstar (though Heirloom Weapon is also a possibility). I'll upgrade it with masterwork transformation, but as a way of saying "screw you" to the people who are supposed to be up in front, I won't be spending cash on magical enhancements; instead, I'll carry scrolls of magic weapon at the early levels and then start using greater magic weapon later on.

To further flip the bird to traditional frontliners, I won't be wearing any armor. At low levels, I'll keep my AC up with mage armor and the occasional shield. Then I'll start using things like mirror image and displacement to stay safe. For HP, my FCBs will be going there and my first feat will be Toughness, so I'm looking at 8HP/level, plus any enhancements to CON.

The biggest remaining issue is my attack bonus. At half-BAB, by 11th level I'm at –6 to hit compared to a full-BAB class.

Wait, let's factor in Power Attack. They'll be at -3, I'm only at -2, so the difference is actually just -5.

Fortunately, heroism has a nice, long duration, so I can fairly consistently have a +2 morale bonus to hit (and to saves at the same time).

Now I'm only -3 from a full-BAB class. Of course, that's at 11th level. At 10th, I'm only -2, and if someone has a high AC, I can just cast scorching ray or something.

As for melee damage, by 11th I'm likely to have a +4 STR belt, for a total STR of 22. Attacking with 2HPA, that's +9 STR, +6 PA, +3 Arcane Strike, +2 greater magic weapon. That's +20 on my damage. Seems decent, right?

So am I missing something, or is playing a "gish" just a matter of using the right stats and spell selections, and I don't actually need martial levels?

Grand Lodge RPG Superstar 2012 Top 32

What if I did this?
.
.
.
.
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Human

STR 18 (16+2)
DEX 14
CON 14
INT 13
WIS 11
CHA 07

Fighter(Lore Warden)1/Monk1/Fighter1/Monk1/FighterX

I'd be starting at 2nd via GM credit. Feats are as follows:

Fighter1:Power Attack, Weapon Focus (unarmed strike), Toughness
Monk1:Improved Unarmed Strike, Improved Grapple
Fighter2:Combat Expertise, Improved Trip, Improved Reposition
Monk2:Combat Reflexes Also, Evasion
Fighter3:Improved Bull Rush
Fighter4:Weapon Specialization (unarmed strike)
Fighter5:Greater Grapple

...I'm a little fuzzy after that, but there's something kind of appealing about having 12 feats at 7th level. My damage wouldn't exactly be uber, but I'd have lots of options. In particular, this would be a very "social" type of character to play, as I can shove enemies into other people's flanks (or yank away someone flanking my buddy), or hold someone down while my buddy beats on him, etc.

Thinking of slippers of spider climbing so I can run on walls, too. ;)

Any thoughts/suggestions/cautions?

Grand Lodge RPG Superstar 2012 Top 32

I did this?

Human (dual-talented)
STR 18 (16+2)
DEX 10
CON 18 (16+2)
INT 10
WIS 12
CHA 08

Straight-class samurai. Toughness as first feat. All FCBs into HP. 2HPA with a katana. No armor, just hit points. Ignore the mount, just be a swordsman.

Viable?

Grand Lodge RPG Superstar 2012 Top 32

I had this idea a while back, but never fully developed it. Now it's striking me again, so I'm gonna take another look at the possibilities.

I've got a race boon allowing me to play an undine in PFS. A water-themed PC makes me think of knowledge, divination, misdirection, illusion, vision, and so forth. I've been curious to try a casting-focused cleric, and undines get a bonus to WIS, so why not? I discovered a deity named Sivanah, goddess of illusions and secrets. Perfect!

So! Now I need to figure out this build. Let's start with stats:

STR 08 (10-2)
DEX 14 (12+2)
CON 14
INT 13
WIS 18 (16+2)
CHA 10

The INT opens up the possibility of Spell Specialization, which is intriguing. Are there good cleric options for that feat?

I'm liking the spell marid's mastery, to use as a debuff rather than a buff. I'm even considering starting at 1st level with Magical Lineage and Reach Spell; too much?

I'm not quite sure on domains; I like the Trickery domain (largely for invisibility and confusion as domain spells). Also, how do I find out which inquisitions she grants? I ask because the Fate inquisition seems on-theme for this character, with that augury SLA. Any thoughts on that?

Finally, I have no idea what feats/traits to pick. Any guidance appreciated.

Thanks!

Grand Lodge ** RPG Superstar 2012 Top 32

Feels like a wild goose chase trying to figure out which ways I can and cannot get an animal companion (not an eidolon or familiar) that flies. Surely someone's already done the legwork here though, right? What are the PFS-legal options for a flying mount?

Thanks!

Grand Lodge RPG Superstar 2012 Top 32

Just had a crazy idea...

So, mistmail exists. But no one ever uses it, because even if the GM reads it right and doesn't add a 3min time limit, you're getting 20% concealment at the cost of your AC ever mattering at all. Basically, while the mistmail is active, any attack-based enemy probably only misses on a 1 because you don't have your biggest bonus to AC, so the 20% miss chance is your ONLY defense.

But what if I used it for something other than the miss chance? Because unlike, say, blur it grants actual concealment.

And if you have concealment, you can use Stealth.

And if you use Stealth, you can (potentially) use Sneak Attack.

Of course, since every enemy has an 80% chance of hitting me, I want to be a ranged combatant, and somehow a musket seems cooler to fire out of my personal cloud of fog than a bow.

Especially if I'm flying via winged boots, in which case I AM A THUNDERCLOUD!

:D

So anyway, I'm thinking of at least 3 levels of Musket Master to start with, so that reloading the musket is a move action by default and a free if I use a paper cartridge. I'm not sure whether to jump straight into rogue at 4th, or wait until I have DEX to damage first. I also don't really have any of the build's details in mind other than Musket Master, Rogue, mistmail, winged boots, and Stealth.

Any suggestions/guidance? Thanks!

Grand Lodge RPG Superstar 2012 Top 32

I have a really vague, poorly-defined concept in mind for an in-your-face tengu PC for PFS. I like the idea of two claw attacks, and I noticed that the alternate racial trait for that also lets you pretend to have IUS for purposes of feat prereqs. That means I could take Improved Grapple pretty easily. I also really like the Tengu Wings racial feat, letting me sprout wings and fly 1/day. I can't help grinning at the idea of Tengu Wings + Improved Grapple = FLYING PILEDRIVER! Oh, and continuing the flying theme, he'd have the Glide alternate racial trait. Makes me think I want this guy to be mobile overall, so probably lightly-armored and Acrobatics as a class skill.

I don't have much more in mind than that: fighting hand-to-hand, flying, maybe grappling. But how do I accomplish this?

One thought was with Warpriest from the Advanced Class Guide playtest.
I can take Weapon Focus (claw) as a bonus feat to bump my claw damage from 1d3 to 1d6, and let it continue to scale as I level. I get to be a spellcaster, while still maintaining full BAB for the claw attacks. If I spend a feat on Weapon Focus (grapple), I could even have full BAB there too. Oh, and I get a couple of bonus combat feats. The downside, though, is that makes me a d8 HD frontliner as a race with a CON penalty. Yikes.

Another thought would be straight fighter. Definitely enough feats to pursue whatever fighting styles I might want (maybe a little Feral Combat Training/Dragon Style/Dragon Ferocity action?) On the other hand, if I ever want to overcome an obstacle other than "that thing needs to die", I'm relying on potions and party members. :/ That, and my claws stay at 1d3 damage.

I could go barbarian (possibly Urban?) instead. Stays full-BAB, I can help my grapple success rate with Rage, the d12 HD and the DR help with the CON penalty issue... heck, I even get more skills! There's still the "I'm not a spellcaster so I can't solve problems" issue, and I don't really know my way around rage powers.

I could come up with something more complicated, like Fighter2/Monk2 for bonus feats then a rogue dip for skills and then maybe a warpriest dip for damage dice and some minor spells and wand access and... I dunno. That would take a lot of work to design, but could be interesting.

So yeah, that's where I'm at. Suggestions/guidance appreciated, thanks!

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Hey all,
Revisiting an idea I had for an EK build for PFS, and I'd like some feedback.

This'll be a human Warpriest1/Wizard2/EK8.

Warpriest replaces the traditional fighter level, as it gets to be full-BAB with my primary weapon, gets me a couple of extra cantrips (and the ability to use cleric wands), boosts my will save, gets Weapon Focus for free (which I'd have ended up taking anyway), gets a couple of supernatural abilities 3/day, and gets proficiency with my deity's favored weapon (deity is Shizuru, favored weapon katana).

The wizard levels are Diviner, with the Scryer subschool for early entry into EK via the SLA ruling. I could go with only 1 wizard level, but a 2nd level gets me an additional spell slot sooner, along with +1 Will and a more usable duration for send senses, without disrupting BAB.

So here we go:
The Man with the Silver Katana (name pending)
Human (dual-talented) warpriest of Shizuru and eldritch knight.

STR 17
DEX 14
CON 14
INT 17
WIS 10
CHA 07

Level bumps go in STR and INT.

Traits: Magical Knack, Clever Wordplay (Diplomacy)
Warpriest Blessings: Good, Repose
Diviner opposition schools: enchantment, necromancy
Arcane Bond: Bonded item (ring? amulet?)

Feats:
HD1: Toughness
Wrp1: EWP (katana), Weapon Focus (katana)
Wiz1: Spell Focus (PFS houserule)
HD3: Power Attack
EK1: Improved Initiative
HD5: Arcane Strike
HD7: Empower Spell
EK5: Weapon Spec (katana)
HD9: Improved Critical (katana)
HD11: Quicken Spell

At early levels, I'll be using a scroll of mage armor if I think there's danger possible within the next hour, and then cast shield on the first round of combat if I think I need higher AC.

Once I hit 5th, mage armor comes from spell slots and my round 1 buff is a defensive illusion like mirror image or blur instead of shield.

Offensively, at low levels all that matters is having a STR bonus. ;) Power Attack keeps my melee damage up, and the Good blessing from warpriest effectively gives me half-holy 3/day for 1min at a time.

Later, once I have more spells available, I can spare slots for some key offensive spells, giving me the flexibility to pick and choose my party role (melee, range, support, etc.) according to the situation at hand.

I think I've got it pretty well refined already, but I wanted to submit it to public scrutiny anyway; feedback never hurts. :D

Thanks!

Grand Lodge RPG Superstar 2012 Top 32

At a recent convention, I encountered about 4-5 people (over the course of three slots) who believed that dismissal only worked on summoned creatures, not on creatures who traveled to the material plane "manually" (such as demons who crawled through the Worldwound). I know I've encountered this thought prior to that convention, as well.

Once you read the spell description, it's obvious that the only qualifier for targeting is that the creature is extraplanar, which has nothing to do with whether they were summoned or not.

So I'm just curious, where do so many people get the idea that dismissal is just a summon-dispeller? Was it different in 3.5? Is there some other spell that works the way they think dismissal works?

I'm asking mostly to shorten the conversation in the future; "you're thinking of [spell]" or "they changed it from 3.5" is quicker than just continually insisting until they're willing to look at the spell description.

Plus it's always nice to understand people. :)

Grand Lodge RPG Superstar 2012 Top 32

Looking to make an arcanist (the ACG playtest class) for PFS. I'll be starting at 2nd level due to GM credit. Here's what I'm thinking so far:

Jex Troiano, Human Arcanist

STR 10
DEX 14
CON 14
INT 18 (16+2)
WIS 10
CHA 10

That's a starting point for my stats; suggestions for tweaking?

Traits: Magical Lineage (burst of radiance), Reactionary

Here's what I'm thinking for feats and Exploits:
HD1: Spell Focus (evocation)
Hmn: Spell Specialization (burning hands)
Arc1: Bloodline (draconic [fire])
This has me, at 2nd level, casting burning hands for 4d4+4 damage.
HD3: Varisian Tattoo (evocation)
Arc3: Consume Magic Items Om nom nom...
At 4th level, SpellSpec switches to scorching ray, putting it at CL7 so I have two rays.
HD5: Spell Specialization (burst of radiance)
Arc5: Metamagic Feat (Intensify Spell)
Now I can cast intensified burst of radiance as a 2nd-level spell at CL 8.
At 6th level, SpellSpec1 switches off of scorching ray (which will still have 2 rays) and onto fireball.
HD7: Empower Spell
Arc7: Potent Magic
At 8th, SpellSpec2 switches from burst of radiance (which is near its cap) to scorching ray (which now gets its 3rd ray).

....After that it gets a little fuzzy, but any thoughts on the basic idea?

Grand Lodge RPG Superstar 2012 Top 32

Whaddya think?

Silver Crusade

Ho there!

I'm a tiefling cleric of Iomedae, and at a recent local convention I hit 10th level in PFS. Having not had much time for shopping between slots, I now have just under 14,000gp to spend. I'm looking for suggestions on what to buy.

Here's a quick rundown of what's already going on with this character:

Stats (including enhancements from items):
STR 18
DEX 14
CON 14
INT 12
WIS 18
CHA 10

Traits:
River Rat, Focused Mind, Suicidal, Fate's Favored, Divine Warrior (If you're wondering why I have 5 traits, I started with the first two, then got Suicidal via an Extra Trait convention boon, then took the Additional Traits feat for the last two.)

Feats:
Armor of the Pit, Additional Traits, Toughness, Improved Initiative, Power Attack

Domains/Powers:
Glory (Heroism) - 7/day, add level to CHA-based skill check
Glory (Heroism) - Swift action, 30ft aura of heroism, round per day per level
Sun - Add level to channel damage against undead
Sun - Aura of daylight and auto-dispel darkness effects in 30ft, round per day per level

Combat Stats:
AC 32, Touch 16, FF 30
Fort +11, Ref +7, Will +13
HP 83
Melee +2 cold iron longsword: +17/+12 for 1d8+15 (includes divine favor cast on round 1 and heroism either pre-cast or as a swift-action aura)

Skills:
Don't remember exactly, but I'm strong in Knowledge (planes, religion) and Diplomacy.

Magic Items by Slot:
Armor: +3 mithral breastplate
Shield: +3 buckler
Weapon: None (I cast greater magic weapon on a mundane cold iron longsword.)
Head: Jingasa of the fortunate soldier
Headband: WIS +2
Eyes: None
Shoulders: Cloak of resistance +2
Neck: AoNA +1
Chest: None
Body: None
Wrists: None
Hands: None
Ring1: Protection +1
Ring2: Feather falling
Belt: STR +2
Feet: Feather step slippers
Wayfinder: None
Slotless: An ioun stone for +1 (insight) to AC, then a few situational scrolls/potions/wands, very minor ioun stones.

----------------------------------------------

So! There's lots of directions I could go with my ~13,800gp. Here are my ideas so far:

• Upgrade STR belt to +4. I get +1 to hit and damage, costs 12k.
• Upgrade WIS headband to +4. I get a bonus 5th-level spell, bonus 1st-level spell, and +1 to save DCs; costs 12k.
• Get +2 CON; either 6k by expanding my belt (but precluding ever increasing STR to +4) or 8k by using an ioun stone.
• Get +2 DEX; same options as CON.
• Get whatever that eyes slot item is for +5 Perception, something like 2.5k.
• Get a lesser Intensify metamagic rod for use with burst of radiance for a 10d4 typeless damage AoE with no save for half against evil creatures (there's a save against blindness, but that's irrelevant to Intensify). Costs 3k.
• Boost ring of protection to +2 for 6k.
• Same with amulet of natural armor.
• Boost cloak to +3 for 5k.
• Get the ioun stone that gives you +1 to hit.
• Get some other nifty wondrous item that I haven't thought of yet.

Ideas?

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