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Human

Mad Alchemist's page

Goblinworks Founder. RPG Superstar 2015 Star Voter. Pathfinder Battles Case Subscriber; Pathfinder Maps, Roleplaying Game Subscriber. FullStar Pathfinder Society GM. 347 posts. No reviews. No lists. No wishlists. 10 Pathfinder Society characters.


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96: "You gotta putty mouth DM"

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Grenadier Alchemist adds alchemical items to arrows so making those there is a big cost savings over the slow burn arrows. Any alchemist can take the explosive missle discovery which lets you add bombs. You may be able to stack both on a slow burn arrow depending on wording.

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Big game hunter is another feat that should prove worthwhile in this AP.

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Imbicatus wrote:
Bandw2 wrote:
Eben TheQuiet wrote:
Bandw2 wrote:
Eben TheQuiet wrote:
I thought Unchained options were unavailable in Core games. Am i incorrect?
it's up to the GM as always and it just alters core material. *shrug* not counting the summoner.
Not according to this post. Has there been a more recent ruling that overturned this one?
i stated earlier i didn't know if this was for PFS or not.
The title of the thread gave that away.

And the first sentence.

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To give some perspective on the advice consider the following.

Multiclassing is generally considered weaker than staying in a single class.

In Unchained three classes were redone making them closer to the rest of the classes power wise. One was reduced in power the other two were increased in power. Monk and Rogue were the ones that needed help.

Between the release of the core rulebook and unchained several items, and archetypes were released to help the Rouge and Monk. They still needed reworking. By playing core you don't even get access to these upgrades.

Overall play what you want. I have players that have enjoyed that combo. I have enjoyed that combo. You just have to manage your expectations.

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I was reading the latest update an two questions came up.

In the fast play rules there are bonues to capture a distracted or injured monster. Is that just to represent the change in spell DC and possibility of status effects like shaken and sicken in the full rules or were additional modifiers left out of the full rules?

I noticed that Giants and Ogres were not listed in the index for monsters not found here. Are their auras considered too complex even with no class levels. Is the general distinction monstrous humanoid with no class levels OK, humanoid regardless of class levels not OK?

Edit:
One additional question I assume the spells granted by the monster summoning trainer perk are available to cast regardless of active monsters. Is this correct?

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I would love if this was a lot more of a Factotum or Chameleon. The ability to switch personas and abilities in useful ways not duplicated by a skill check would give it a unique design space. If nothing else maybe we will get an archtype that will do this.

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I think talents could be improved more and still include an extra tslent feat just include appropriate vigilante level requirments on the tslents and put a limit on how often it could be taken such as 1 time for every 5 levels.

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What CR range does it cover?

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Adding Ki to increased movement makes me think of an unchained monk archetype or alternate class.

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Add my mad alchemical support to this idea.

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A combat patrol like ability would work.

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I think there is a trait that gives +1 to hit with spears for AoOs.

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I think on the main thread (page 1 or 2)it was clarified that warlock casting is arcane and does have ASF but they were considering adding a talent to ignore ASF in light armour.

Edit: it was in Mark's second post in the announcement blog.

Posting from phone no Linky.

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I would love to have an archetype that let you swap between specializations each day.

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another vote

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Is this the book that backers of Drop Dead Studios SoP and Skyborne kick starters get?

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Neal Litherland wrote:
I'm surprised no one mentioned the age-old "play a character with no Knowledge skills" comment.

And low sense motive.

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Nefreet wrote:
That would be counterproductive to consolidating the Guide, IMO, and it highlights why this isn't an easy thing to do. Prestige Points aren't just useful for getting free items, and they need an entire section to describe them. If you add a 4th bullet point concerning just Prestige Points, you're reprinting something that's already been covered elsewhere, and more pages accumulate.

Add the bullet point then reference to the table/chart just like points 1 and 2. That way when someone looks for a big heading on purchasing they can read these 4 or 5 points and know both the number of ways to get items and where to look for the full rules. The guide should be written for the player prepping for his or her first game or excited about her second one instead of those of us who have been here for the entire run.

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This is one of the first things I thought of when looking a the ACG.

Wolverene:Dwarf Abyssal Bloodrager (Spelleater, Untouchable Rager, Primalist?) 2+, Fighter (Unbreakable) 1

Favored bonus to Bloodrage rounds
Trait: Glory of Old,?
Feats: Raging Vitality, Fast Healer, Steel Soul, Power Attack, flavor to taste

A no need for CHA, clawed, invulnerable, regenerating Bloodrager with a ton of Bloodrage rounds.

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Misroi wrote:
elcaleeb wrote:


The party was also planning on sending Nurr ahead to scout, until he admitted he had no stealth skills either. Apparantly he spent all of his points in Knowledge skills.
This is fascinating to me. Who makes a ninja that has no ranks in Stealth?!?

The same ninja whose introduction includes "I'm a ninja".

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Say it. Say it.

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Usual Suspect wrote:
Kalindlara wrote:
Manwolf wrote:
Kalindlara wrote:
GreenDragon1133 wrote:
But aren't the best kisses extended actions?
It depends what she's kissing, I suspect. ^_^

...

Or, to rephrase: it depends where she's kissing.

Where she is kissing does not make me want it to happen any faster. In point of fact, I'm all for said kissing to take a long long time.

Sometime the spirit is willing but the flesh is spongy and bruised so it may need to be a quick kiss

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Any other details or tidbits on the Monster Tactician? How does it compare to Rite publishing's Celestial Commander?

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Back in the early months of 3.0 I had a character with 20 dex and improved ininative. For almost 4 whole levels (5-8 3/4) he went on 10. It became a running joke that I or or evenualy others would announce that I go on double digits because I can't go on singles anymore. At this point I think ties to init were settled by Wisdom mods so when the multiple characters with +1 to +3 init mods went on 10 I went after them.

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When are you expecting to release the next update to the PDF?

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Covert Operator wrote:
Threeshades wrote:

Barbarian: Quit college and went on to become a top athlete

More like "Football scholarship but failing all the academic courses."

I expected people to take a shot at engineering, like "Barbarian = engineer :)"

I believe AMBARBARIAN is an engineer.

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Cavall wrote:
Gosh they didn't make that confusing enough. Point taken. I'd get that closer to 5th, by then you'll have some buff spells worth sharing.

I know right. I had to check the website 3 times during my post just to ensure myself I had them listed right.

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Cavall wrote:
That's level 10 though. A long way to go and then you'll either have to pay to retrain, or take it at 11. But yes still an option.

Different feats the 10th level feat

Improved share spells is in the APG and not a teamwork feat.

Improved spell sharing does not have a level requirment is in the ACG and is a teamwork feat.

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TGMaxMaxer wrote:

If you can deal without Share Spells, give the Companion the Bodyguard archetype (have to make sure you are willing to give up personal spells on the AC) and Combat Reflexes and Bodyguard, so it can give you +4 AC as an AoO. At 3rd level, it always acts in surprise round, so lookout always procs for a full round action.

You can use the improved spell sharing teamwork feat to cover a lot of the loss of share spells.

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Look at Mystical Kingdom of Monsters. It is focused on monster capturing. It has a base class, archetypes, feats, a large bestiary and the beginnings of a setting to use it all.

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Lord Snow wrote:
BigNorseWolf wrote:


I know both black tentacles AND grease...

Horrificly enough, there actually is a spellcaster in my game with those two spells and they have been mentioned in this context.

The world if filled with terrible people, it would seem.

Our hedonismbot master summoner added mad monkeys, mount, and summoned feindish weasels as nipple clamps to that line up.

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I put on my robe and wizard hat.

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This has happened enough times in the Memphis area there is a community program encoraging parents to leave a teddy bear in their front seat whenever they have a child in the back seat so there is a visual clue.

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Owen KC Stephens wrote:

So we already have the following official paizo hybrid classes:

Arcanist: Sorcerer/Wizard
Bloodrager: Barbarian/Sorcerer
Brawler: Fighter/Monk
Hunter: Druid/Ranger
Investigator: Alchemist/Rogue
Magus: Fighter/Wizard
Shaman: Oracle/Witch
Shifter: Druid/Fighter (shifter with real bite -edited to add from suggestions on Facebook)
Skald: Bard/Barbarian
Slayer: Fighter/Rogue
Swashbuckler: Fighter/Gunsligner
Warpriest: Cleric/Fighter

And RGG has these classes, which are basically already hybrid classes:
Hellion: Fighter/Witch (Genius Guide to the Hellion) – Due to be expanded
http://paizo.com/products/btpy8wti?The-Genius-Guide-to-the-Hellion
Justicar: Fighter/Inquisitor (Advanced Options: Inquisitor's Judgments) –Due to be revised
http://paizo.com/products/btpy8i2y?Advanced-Options-Inquisitors-Judgments
Magister: Oracle/Sorcerer (Genius Guide to the Magister) –Due to be revised (again)
http://paizo.com/products/btpy8dmc?The-Genius-Guide-to-the-Magister
Vanguard: Fighter/Sorcerer (Genius Guide to the Vanguard)
http://paizo.com/products/btpy8gcp?The-Genius-Guide-to-the-Vanguard

And I have notes for all of these. Which one interests you the most?
AND, separate question, what hybrid would you like to see that isn’t here?
Breaker: Barbarian/Monk
Dacoit: Gunslinger/Rogue
Madcap: Alchemist/Bard
Mountebank: Rogue/Sorcerer
Mouser: Ranger/Rogue
Natural Philosopher: Alchemist/Druid
Ovate: Bard/Druid
Retch: Alchemist/Barbarian
Scaramouche: Bard/Fighter
Thuggee: Cleric/Rogue
Tribal Champion: Barbarian/Cavalier
Warlord: Barbarian/Fighter
Wise One: Alchemist/Witch

Any update or teasers?

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Lathiira wrote:
Shadowborn wrote:
Dr. Jan Jansen III, Turnip King wrote:
Now I'm pondering the new options now available with Succubus Unchained...
Unless of course the succubus prefers the chains (and she probably does.)
She just might. The question is does she enjoy the receiving or the giving of said chains. I'd ask, but she's not answering for some strange reason....

Ball gag probably a ball gag

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I would also like a copy. Thanks.

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You knew I was an alchemist.

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I just checked Onyx's website and the only listing of Scarred Lands in their upcoming line up was listed as [redacted]. I really hope they don't let this settingslip away.

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I just got Mystical Kingdom of Monsters and it looks pretty good. The one thing I am wondering about is their capture monster ability is a cantrip with a will save that that the target gets a bonus on if over 25% health.The class has one built in upgrade to the DC of 2 in the mid to upper lvls (9-11?).

With this limited scaling higher lvl capturing should become pretty dificult. I was curious if it was intended to be this way or if it was meant to scale like a SU ability?

If stuck with cantrip saves maybe heighten/persistent metamagic combined with an intimidate/cruel weapon build would allow high level capturing.

Or you could use a lot of capturing lower creatures to be upgraded as you level depending on how you use the growth system.

Has anyone had any experience with this or any other suggestions/comments?

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ZAM can spare some feats.

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I use intimidating glare then follow with the dirty trick for intimidate. I usually yell something about charging my death attack while glaring then full tilt swing for the head. I figure they duck and began to run.

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galahad2112 wrote:
This more-than-Venerable Human Barbarian has the body of a man in the prime of his life. He kills only VERY special foes using his Vorpal Katana. When he does, the effect is usually accompanied by a Shocking Burst, often in an AoE form.

Highlander

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TOZ wrote:
...apparently because necromancy works just fine.

I was ninjaed by a necromancy post.

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Malwing wrote:
quite a scary pants pooping thing.

The ogres want you to know they appreciate the foreplay.

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Torger Miltenberger wrote:
Issac Daneil wrote:
For anyone interested in calculating relative attractiveness, I do the average of your Constitution scores, and your Charisma scores, to generate a rating.

While I understand your logic, by this system elves are statistically uglier than humans.

Just putting that out there.

- Torger

Elves are statistically uglier than Dwarves with this setup.

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I have adapted RotR AP to Scarn. I have it set in the human lands of Termanna. I made the Runelords the Termanna equivalent to the Penumbral Lords for the Slaraceins. The Scarred Lands is the setting my group always want me to run in.

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Definitely a player problem. If we have a scout I give them invis and message if they want them. Since I have a perfect flying mount with wheeling charge I haven't encountered a blocked charge lane. In fact my first rd spell is almost always haste. If you accept that you won't always get a charge and have some way to contribute outside of combat a charger of any stripe can be fun.

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Akari Sayuri "Tiger Lily" wrote:
Mad Alchemist wrote:
Wanderlust Halfling Summoner and an ATE (All Terrain Eidolon). I dipped dragoon Ftr for the feats took Wheeling Charge and never looked back.

Yeah, that's something like my -1. Funny thing about summoners - as long as you're willing to stick with only casting buffs and summons, you don't actually need high mental stats - you can start with a 12 Cha and still be able to cast your highest level spells your entire career. You can also tank your Int, since the actual summoner gets so few skill points as to not matter, you just need 1 point a level for Ride, you just use the Eidolon for skills. Hence, you can sink as many skill points into physical ability scores as a front liner.

Summoner gets almost no weapons, so you need to either dip (Dragoon Fighter is awesome for this, perfect feats), or use Heirloom for your lance proficiency. I'm going with the latter - the Eidolon kind of hurts for HP, especially early, and I wanted to get its HD up as quickly as possible.

This starts to get especially fun when you hit level 6 and can take perfect flight. You no longer care about rough terrain, you just fly right over it. If you're outdoors, you can nearly ignore charge lanes, especially once you get wheeling charge and can effectively charge in an arc over any obstructions. You have reach with the Lance, so give the Eidolon reach with one of its attacks, and you're getting a 2 for 1 on all your AOOs. Especially nasty against casters, since they can't 5' step away from you, and the damage from both attacks increases the concentration DC.

Note: Please use this knowledge responsibly. Summoners are OP enough already without pulling some of this shenanigans into it to be able to use even more of the class features. For my -1, for example, I am limiting myself to keeping the Eidolon looking like a 100% natural grey wolf when at rest. And I still did more damage than any other member of the party in the last couple of sessions. And I remembered at the end of the last session that I...

Mine looks like a St Bernard with an acordian neck (reach bite).

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Wanderlust Halfling Summoner and an ATE (All Terrain Eidolon). I dipped dragoon Ftr for the feats took Wheeling Charge and never looked back.

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