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Nope but you can purchase these items with starting gold. Check the goods and services part of the core rulebook or the mundane gear portion of ultimate equipment. If using digital resources:
My advice is to not play an Eldritch Knight.
The archmage path essentially gives you full BAB for one path ability: Shapeshifting Mastery.
Because you can get the BAB so cheaply, I wouldn't spend levels on it.
Likewise, as noted above, avoiding arcane spell failure is very cheap because component freedom allows you to ignore somatic components.
Because you can get BAB and armor on the cheap, I would look for more attractive options for class levels. If you like class mashups, mythic arcane trickster is nasty.
I think one of the ways to do a Dragon AP is to break one of the central Golarion taboos and use half-dragons. Especially if you do it in a way that doesn't involve promiscuous dragons.
I would dig an AP where fiends use magic to make half-dragon and half-fiend monsters. Half-dragons get the central conceits: flight, breath weapons, mellee nastiness, etc, but are stunningly diverse.
Plus, qlippoth dragons would be awesome.
I think I would dig the following - an AP where the focus is less on saving the world from cataclysm (e.g. defeating the BBEG) and more on saving or rescuing a good guy from an undeserved poor fate.
In particular, a "save Jatembe from some terrible fate AP" would be fun. Especially if the aim was not to get Jatembe to fix a problem but to rescue a deserving soul.
Jatembe works as a focus because maybe, along the way, you save his 10 dudes or become his new set of dudes. Or have to establish some new dudes.
Plus getting to kill the Gorilla king would be cool and could definitely be squeezed in as a boss in book 4 or 5.
114 HP wont cut it. Most of WotR is over 11th level.
2 Mythic scorching rays kill it if they hit and eidolons dont usually have awesome touch AC. It will pretty much always die if hit by 2 augmented magic missiles. So basically any 12th level mage with 4 tiers and quicken (or a rod) can more or less instantly kill that eidolon. Moreover they can do it without a weird build or crazy resources... a common feat and augmenting very common spells.
By book 5 the enemies are going to commonly have caster levels of 20 plus. 20d10 of damage is straight to unconsciousness if the monster rolls well. 20d8 makes you a one hit kill.
So yeah, spells will eat you alive.
The rule is easily adjudicated. The rule limits the costs of acquiring information. The rule helps organize what is and is not allowed when multiple people sometimes GM. Not my feeling, but animus to 3pp is pretty common. Some of that animus is rational given the content that came out during the 3.0 days. It isn't unreasonable to decide getting burned is a good reason to stop buying 3pp stuff. Conversely, some people may just prefer paizo and the corporate and design philosophy they advance.
The latter half of Legacy of Fire is all about plane hopping.
Because the game is designed to be offense dominant because offense dominance induces the behavior the game necessarily wants you to engage in.
Defense dominance tends to encourage slow slogging combat or,and this is worse for the game, no combat.
Deterrence dominance similarly incentivizes doing nothing.
See, e.g. http://isanet.ccit.arizona.edu/noarchive/adams.html
No barbarians is kind of surprising. The lack of monks really isn't, the one in KM retired to swap to sorcerer and never looked back.
The most surprising is how infrequently someone played a skills-based class like rogue or alchemist even ranger. The three most played classes are all 2 skills per level and low int.
LoF: Cleric, Paladin, Wizard, Druid
Geraint's problem is that his new interpretation stretches credulity in light of his other comments. His complaint here followed another, similarly uncalled for dig in which he felt the need to castigate an intern by name. For example, "The first taste anyone has of an AP is written by an intern..." That is not, on a fair reading, a comment on Paizo's selection of authors. The post ALSO contained what could have otherwise been a fair request to assign certain authors, but that was not all it contained.
In general, I think an apology for a misunderstanding or for causing offense goes a long way. But when you give a non-apology apology and pretend you haven't said what demonstrably you have said, it doesn't go so far.
As to Jessica, first, full stop is not an internet colloquialism, it is the British word for the period punctuation mark, http://en.wikipedia.org/wiki/Full_stop , that has been used to describe that mark since at least 1593. Second, you get some leeway in standing up for support staff when people treat them poorly AT WORK. While Paizo is fun and games for most of us, it is work for that intern. I would expect most employees to stand up for their support staff who get unfairly treated at work.
This is abusive. Even before the update from Daigle, you had no reason to link the specific items you take issue with to any particular person. Assuming that his work is poor (or not to your taste) because his is an intern is baseless.
First, taking these traits is not required. If none fit, cool, move along. You don't seem to like the basic purpose of campaign traits which is to define one life event which ties you to the campaign. Here, the campaign has 2 big aspects 1) you are part of a crusade which fights demons and has a long history and 2) you are mythic. Having campaign traits ignore one or the other would be a disservice.
Second, there are much more character defining traits than these. Traits which dictate significant life events are *not* new to this AP. Curse of the Crimson Throne traits are pretty similar in terms of story, each ties you to one crime boss in one city, one makes you framed for murder another can make you a drug addict. In the game world those are far more notable than you worship a deity or have cool parents or are an orphan. Likewise, Jade Regent traits all connect you to one of a few NPCs all of whom live in(or are linked to) the same city. One chooses your entire family for you.
Plus these traits are pretty standard adventure backgrounds:
Saved by a key NPC/mysterious figure; adventuring parents; exposed to badwrong energy (2x); orphan with cool parents; visited by the divine/some great power.
Third, even with your group which, to be fair, appears to have far more characters stomping on the same roles than would usually be the case, there is no reason to have the PCs all be forced into the same role/backstory:
Champion and Guardian for paladin1/barbarian, marshal paladin2, heirophant cleric, archmage or trickster bard is probably the most obvious set up, and each would have their own trait. That did not take a ton of mythic system mastery.
Adam Daigle wrote:
I guessed as much. It would be sad to see them cut. Plus, this really seems like a good adventure for them. I loved the peg-leg trait from Skull and Shackles and the similarly fun themed traits.
If you buy gear, I would have it avoid Big 6 items and go for utility and survivability. E.g. not bracers of armor or barding, but maybe a ring of energy resistance vs. its weakness. And not an amulet of mighty fists, but maybe a ring of freedom of movement.
I.e. dragons are already really tough for their CR when compared to comparable encounters (solo monsters). But there are annoying weaknesses to shore up and flavor to add.
I played one in Shattered Star from level 1 until level 17 or 18. It was a good time. I rarely channeled in combat because the healing was quite small and the negative effects quite weak. I loved the divinations though. For me the trade was worth it.
In my view, it was very well balanced vs. a vanilla cleric.
Black Moria wrote:
I may be incorrect, but I seem to recall Hakotep being identified as the Sky Pharaoh in the 2013-2014 catalog they passed out at PaizoCon.
I am excited about the Egyptian pantheon that re being introduced as the Old Gods of Osirion. I am tentatively hoping that Mummy's Mask pits old gods against the new.
Feats: Spell Focus (Evocation), GSF (Evocation), Elemental Focus (fire), GEF (Fire), Dazing Spell, Quicken Spell, Maximize Spell, Spell Perfection (Firesnake), Improved Init
With a 28 Charisma, which isn't much of a stretch at this level, you can toss out a DC 31(10 base + 5 spell + 8 feats +8 ability score) spell for damage and a Reflex save vs. a medium duration (5 round) debilitating condition. There are not a ton of top tier classes with decent reflex saves, and, more importantly, few that are tough against a the magus or bodyguard character.
Plus, as a druid you can rock a huge AC, tons of maneuverability, and a crazy will save. You also can cast heal, which is a great spell. Bsically, gib the party with daze, the summon to fill the battlefield with bodies.
So, I played one/am playing one in PFS. In my view you have a couple resource pools:
I took http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo---orac le-archetypes/seeker That let me use my skills to cover another party role beyond healer. "Healer" as role does not require any skills. I used my skills to diversify roles.
Spells: There is only so much healing a party needs. With free healing spells known, you can do this without dedicating additional resources. Choose a focus and be good at it.
Feats: I will echo the advice above. Either grab selective channel and then focus on other things, or grab the whole channel line of feats and be dedicated to that. I chose enchantment spells and grabbed spell focus and greater spell focus, etc.
Revelations: Safe curing is a nice perk. Life link slowly reduces in utility and is never really a marquee ability. The quicken heal at lvl 7 is a nice touch and can come through in a pinch.
Race: Aasimars get an alternate favored class bonus that can crank up your channel ability.
A manxome creature has extended its life through the consideration of paradoxes, puzzling koans, and non-sense poetry. Its primal strangeness
Creating a Manxome creature
“Manxome” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A manxome creature retains the base creature's statistics and special abilities except as noted here.
Defensive Abilities The creature gains damage reduction 10/lawful.
Special Abilities: A manxome creature gains the following special abilities:
Ageless (Ex): A manxome creature does not age and is immune to any effect which causes a creature to age.
Bewildering Aura (Su): When a manxome creature is under the effects of any mind-affecting effect, a manxome creature may activate his aura of bewilderment as an immediate action. Every creature in a 30 foot radius must succeed on a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or be affected by the mind-affecting effect which triggered the aura. The aura ends whenever the triggering effect ends. A manxome creature can only have a single bewildering aura at a time.
Paradox Armor (Su): A manxome creature gains a +5 dodge bonus to AC. However, if a manxone creature has full concealment against an attacker, that attacker ignores the manxome's creature's dodge and natural armor bonuses.
Transcend Divination (Su): A manxome creature is immune to any divination effect. The creature targeting a manxome creature with any divination must succeed at a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or be affected by insanity.
Word of Puzzlement (Su): As a full round action, a manxome creature can utter a word of puzzlement. All creatures who hear this effect must succeed at a Will save (DC 10 + 1/2 manxome's creatures HD + manxome creature’s Cha modifier) or lose their ability to communicate in any language. This causes 50% spell-failure for spellcasters. This is a mind-affecting effect.
Skills: A manxome creature instantly fades from memory which grants it a +20 racial bonus to stealth and permits it to hide in plain sight.
That clearly isn't true for all items which replicate a feat:
Keen and Improved Critical have the same effect.
Just beat him down over time. He either stands and trades with your or he hops in and out. The latter is slower, but the end result is the same. If you mitigate his damage at all it is easy. For example, stoneskin and basically ignore most of his damage.
You can magic missile if your concern is hitting touch AC or saves.
The cleric/inquisitor can almost assuredly turn off the monk's AC with dispel magic. I.e. he has like 22 AC max before items (10 base +2 monk bonus + 5 wisdom +5 dex). The rest comes from gear and consumables. He probably lacks enough cash to kit himself out in permanent gear. So, some of his AC probably comes from consumables. Dispel that and knock his AC down considerably. When his AC becomes more manageable, say 25, the paladin and inquisitor will murder him.
Alice Margatroid wrote:
I feel the exact opposite way. I love when players want prophetic auguries and cryptic rhymes. I feel like divinations are the easiest way to let players into a story element that would otherwise be hard to convey.
Small: You are unusually small for your kind. Regardless of race, you are now a small creature and gain a +1 size bonus to your AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
This is a sweet boon.
Previous years seem to limit the special to 1-11. With the increased focus and availability of 12+ play, will the special at PaizoCon allow lvl 12+ characters to play, or should those of us with high level characters chill at 11.2?
Our local group doesn't want to run the retirement arc if doing so will cause us to get shut out of this year's metaplot. Especially if it means we
Season 4 potential spoiler/wild guess:
lose the chance to fight Krune.
There are a number of wind spells to use against archers. Fickle winds being the best option.
As to being charged, that sounds like a party formation problem. Keep in the middle and keep some space between PCs and it makes charging tough.
The teleport thing doesn't sound so bad because you should only be eating one or two attacks per round. It is usually a standard action. So on your turn, eat the AoO and get out of mellee range. If it comes after you again, repeat. Basically, avoid taking a full attack action and you should fare better.
I would think about equipment options to remedy the low hp issue and maybe look at fireshield, cloak of dreams, or similar magic to make hitting you less attractive.
Purple Fluffy CatBunnyGnome wrote:
I was actually asking to see if I should run that over another mod. The interesting boons in season are a big part of the fun so far. Mostly as the group considers the moral quandaries and wonders what effects their choices will have down the line.
I would be wary of splitting it at the +1 level mostly because the +1 mw enhancement bonus to hit gets absorbed in a magic weapon.
Thus the +2/+0 would have exactly that, a +1/+1 player gets that, but the one you describe as +0/+2 actually gets +1/+2. Because 1/+2 is strictly better than +1/+1, you are getting something for nothing.
At higher levels you have to start making DR decisions- how do you determine if it overcomes silver/cold iron/alignment DR? is it the max of the two, the minimum, or the average.
Also, how does a spell like magic weapon interact with the spell?
I don't oppose the idea, but you do have to answer some questions if you go forward with that.
Bitter Thorn wrote:
To an extent, you have the ability to use any primary score to help the group. But if you want to be King (or queen or whatever) Charisma is the way to go.
But more generally, if you want to be king, think about the kind of kingdom you want and go from there:
My group had a haven for fey, forest creatures, and chelaxian slave runaways. But if you wanted a darker feel, you could be a bones oracle or necromancer and make it a place for undead, etc.
KIngmaker is a sandbox, so really the themes you bring to the table really make the game.
PFS is a great place to try things out and people can get overly worked up. If you want to play a bruiser bard, do it, and ignore those who complain about your build.
Also, frankly, bards have tons of ways to do their skills and some good skill options are not dex or wis based like knowledge and social skills which, to me, are the central bard skill strength (or can be).
The dawn dervish is a solid build, albeit pretty terrible at 1-2. At 3 it starts getting good pretty quickly.
If played as part of a normal campaign, can one apply the chronicle sheet to an existing non-level-one PFS character?
Double thread necro. Check the prd. http://paizo.com/pathfinderRPG/prd/
Paladins no longer get double smite damage on every attack against evil undead, dragons etc. Just on the first attack:
If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses.
Druids are solid at every level but, in my view, never the best DPR at any level. At low level, animal companions are very strong. At mid levels wildshape is very powerful and some animal companions are very good. At high level, they are full casters.
That said, a number of builds have very strong damage across every level - 2hand paladins, archery fighters, 2hand barbarians, etc.
The beauty of the druid is really flexibility. Their spell list covers many bases. They have good skills and plenty of skill points. They are extraordinarily mobile. They have good mellee options.
That said, money is tough for low and mid level druids. Amulets of mighty fists are expensive. Wild is expensive. By mid level you really want both. A wild shield, armor, and +2 amulet of mighty fists costs 32 is more gear than a 9th level character gets.
For the less money, a barbarian gets +4 str, +4 armor and a +3 weapon. That's a net of 2 more to hit and 4 more to damage.
Druids also have a much worse time with DR. They have fewer ways to beat it; and compared to a 2hander, they have more attacks for less damage which is unfavorable.
They also, frequently cannot take their best forms because it doesn't fit in the room/hallway. The same applies to some animal companions.
Sean K Reynolds wrote:
Each new job is an exercise in making Word do as I wish. Setting defaults to a certain kind of dash. Now, making WestlawNext citations conform to source formating.
The only thing I cannot get to work is keeping footnotes on one page. The new Word sucks at this. No combination will keep my header, keep my footer, keep the line numbers, keep paragraphs together, and not spread footnotes over three pages. I have begun to add carriage returns manually. Grr.