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Was wondering what the exact ruling was for it as some of those threads mentioned are confusing.
I have a knifefighter rogue which used Feat: Arcane Strike with Minor Magic - grandfathered in before the SLA change.
I converted this Knifefighter Rogue over to a Unchained Knifefighter Rogue when the Unchained and the Unchained PFS rules came out.
Problem: I kept the Minor Magic and the Feat: Arcane Strike in the free unchained rebuild but kept the Minor Magic and Arcane Strike in.
Is this still legal with the Grandfather in rules for SLA?
Don't you need 5 levels in the Unchained Rogue to get access to (1) Skill Unlock feat?
Think PFS is limiting Skill Unlocks to just the Rogue's Edge ability.
(Could be talking about different stuff)
Feat: Arcane Strike - Since your rogue levels now count as caster levels. This will give you a stackable magical enhancement on your weapons, giving you a bonus to hit (very important) and damage
Thanks for the catch, goofed about the +plus to hit, ment make weapon magical.
My unchained rogue isn't that high up in levels yet but I carry around masterwork daggers made of materials, adamantine, Mithral, Cold Iron, for when I need to go through DR. With Arcane Strike providing magic enhancement on them, I can get through just about all DR.
My opinion -
Bonded Item is better for the extra +1 Spell over the Familiar bonuses.
Familiar is better over the Bonded item...if you burn some feats. Namely you need to grab the Feat: Improved Familiar. A Improved Familiar just opens up way to many options available to the wizard. The biggest is allowing the wizard more actions.
Any allies for the Wizard?
Don't care how powerful you are or what's prepped, if you're a solo boss you'll almost always fail due to "action economy". Needs at least one or two good body guards/
Think Black Tentacles have a major flaw in that Freedom of Movement (almost a must have in those high levels) make them almost worthless.
Not sure how (or if it will) well this will work, needs to be looked up -
One of the Arcanist Archetypes I believe can grant you a 'limited' access to a bloodline. This needs double checking and to see if it 'works' for you.
I'm a big fan of the Minor Magic trick. Lots of good 0 levels spells to choose from.
Then grab the Feat: Arcane Strike - Since your rogue levels now count as caster levels. This will give you a stackable magical enhancement on your weapons, giving you a bonus to hit (very important) and damage.
A Warpriest can pass as a healer. While you will want to pick battle spells, you can convert them to cure type spells. If you go with the Healing Blessing, those cure spells can be upgraded as if you used the Empowered feat.
My opinion -
Kensai-Magus. Good saves (Fort and Will), good AC (get's both DEX & INT modifier), very fast initiative modifier, access to some very good spells - can purchase scrolls and wands), grab a easy to hide light weapon.
One item people keep missing -
The Queen is afraid it wont be a 'Lawful' trial. At least that's the reason she's giving.
Then there's also the question of "Why did the Prince send assassins after the Queen?" Since the Prince is not 'evil'.
Since the Paladin 'knows' the Prince is not evil. Figuring out the reasons behind his 'evil' actions is a must. Who knows, there might be some evil mastermind pulling strings behind the scenes. Might even have started putting strings on the Queen, with her asking the Paladin to carry out a 'evil' act giving a 'reasonable' reason why it should happen.
If you're set on it -
Some sneaky type class with trap spotting and dark vision.
If you're stealthy, play smart, and the dice roll with you. You can avoid a lot of the nasty stuff for the first 3 levels. Problem is, one bad dice roll can bring trouble (death) down on your head.
Think this is one of those reasons you're always seeing Wizard Guilds spread out over multiple countries.
Those wizards know they're going to be a prime target for assassination if and when war breaks out. So they have a 'neutral clause' built into their charters. This is for two reasons (1) it helps keep those wizards alive (from those assassins) and (2) the wizards know how destructive their powers can be.
Thing is, a catapult is better at dealing structural damage then a Fireball.
Then there's all those Protection from Energy type spells, not to mention the archetype classes that are good at dis-spelling.
They're both weapons with their own pluses and negatives and it's usually wiser to have both if you can afford them.
Is there a list somewhere for spells with the shadow description?
I've done some searching and can't find anything and hoping I won't have to go through every spell and make my own.
this all assumes the person being strip searched has his hands free and able to move. IE He's the person removing the clothing. If shackled, add a penalty to the DC, anything from +5 to +20 DC depending.
A lot depends on the size and shape of the weapon and the type of search.
Needle +0 DC - Can be hid in between fingers, toes, even hair.
Small throwing knife +5 DC - Can be, mostly, hid in between fingers, toes, even hair.
Throwing Stars +10 DC - While doable, need to have a very good slight of hand check.
Dagger +20 DC - going take some very good bluff (distraction) and very good Slight of hand checks to succeed.
Then there's the people conducting the search and how paranoid they are. They'll also know about places you could hide stuff and can check those spots, increasing the DC (or give them a bonus to their perception/sense motive check) to spot what's going on.
These DC numbers are all GM call. Stuff I just tossed out as something I'd use but others might disagree with.
If a arcanist takes the School Understanding Exploit, does the arcanist get access to that's school spells?
Even if those spells are not on the wizards spell list?
At moment, I'm saying no but double checking here.
Example: Void school gets access to the cleric's can trip - Guidance. Guidance is not on the wizards spell list
Spell Storing Enchant is great for both Armor and Weapon -
Armor - Toss in a Frigid Touch spell in the Spell Storing Armor and you have a decent damage spell which applies the stagger condition. Useful against creatures with multiple attacks or can apply grapple condition.
Weapon - What ever you like, lots of spells will work.
- Cheap Alchemy stuff you should always have: Antiplague & AntiToxin
Potion of Lesser Restoration
Pearl of Power and more Pearls of Power.
Environmental effects during the encounter can also make things more difficult.
Encounter at night during a major storm -
Most of these won't have much effect on the party but they can take a party member out of action by requiring they do something on their turn to help out the ship.
Just not sure what type of encounter would be good with a major storm at sea.
Outsiders, specially Demons can be very nasty.
This would work well with a Warship or two with a high level Summoner on the warship. Party would be at range and no LOS on the Summoner.
Start off with a chase scene at very long range. Then go into a long range ballistae dual. Long range spells, Short Range, then a boarding action.
Armor - Spell Storing, put frigid touch in it. Just make sure both you and GM agree on how spell storing armor works. Has been errata, but I think its still confusing.
Frigid Touch in your armor can save your character a world of hurt.
Here's what I usually do -
1). Figure out the DC for what the players want to try doing.
2). Then I ask which skill they want to use or make my own suggestion.
A lot of this is judgment calls and I do tell my players where and how I'm getting my numbers, allow feedback which really helps if I have no idea what I'm doing.
Example: Skinning direbats.
Using survival DC 20 to skin them. Having a craft skill that helps drops the DC to 15. Someone wants to use Knowledge Nature to skin has a DC 25 check.
For every 5 you beat the DC you increase how good of a job you did.
Getting a value on a item - just try to find something that's comparable or can be made from that item and then figure 10-25% of that cost. For a quick rule.
One thing I always get worried about is -
It always seems like all the big beefy tanks charge up in in front of the party. There's never anyone covering the rear where either some creatures with good stealth skills or fast movement can show up and tear up those squishes.
People/creatures skilled in stealth should have about equal or better stealth skills then the Ranger. Setting up a ambush should always give the ambushers a bonus to stealth checks and you as a GM are the one that can determines what that bonus is.
I've always found the spell Obscuring Mist works really well to shut down people with reach & ranged attacks that do lots of damage.
Tanglefoot bags also can play havoc as they still suffer the stat penalty even if they make the save vs being rooted.
About using his pet as a mount. Don't be afraid to go after it. In fact, warn him that if his pet does take a active part in combat, it will become a target. I still get surprised by people demanding to know why I'm targeting their pet even after that pet takes part in combat.
How what weapon are you planning on using in your off hand?
For your Slayer talent, I suggest either taking a Ranger Style or the trap finding trick.
6 is doable but I suggest you put a time limit on how long people can take their turns. Nothing slows the table down as some one who can't figure out what to do. With 6 characters, that can bog a game down.
Large tables like that, I usually get some one else to track initiative and warn people who's up next.
Don't allow evil characters.
Warn the players if what they're doing is a evil act and why.
After 3 evil acts that character becomes a NPC.
Any 'Divine' characters should have some type of code of conduct written up for both you and the player.
Take the time and have the players go over how they expect their character to work. Some combos of feats and abilities is open for debate on how they work.
Your players will figure out a way to completely side step your laid out plots.
Players will completely miss clues you've laid out for them. Some times giving the players a summary of stuff before they have to make a important decision is helpful and needed.
I wouldn't go with either Toughness or Power Attack at first level. Reasoning is -
Here's what I'd do -
You might also want to take a look at some of the shield feats if you plan on going Axe & Shield. Some of those combos can be very nasty and if you decide on any of them, I'd probably drop the feats Furious Focus & Lunge for them. No idea what feats those are or how they work but have seen them used before.
Sense motive can be a hard skill to handle and is supposedly under the GMs control. Here's how I usually do it -
Players can then do a 'specialized' sense motive check to something the characters see or hear that might worry them. A nice example is when the Vegepygmy guards were keeping their spears pointing at the players.
Just remember, there will be times the dice gods are just not kind to the characters and they will fail every sense motive / knowledge check they can make to figure out the bad guys are lieing to them. Play it through as when this happens it usually makes some of the most memorable adventures.
That 9 CON is going to be a killer, put that point into your CON. That's extra health and the biggy, another +1 on Fort saves.
Multi-classing - how generous is your gm on loot?
It also has the advantages of bigger hit dice and better BAB progression.
Emergency healing - If your gm allows this.
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, and also negates a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
What I'm interested in is this line - Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
What exactly can you do when under the effect of a Calm Emotion spell?
Know this is all subjective but looking for some guide lines as we just found out how powerful and abusive the spell can be.
Example: Big nasty boss with a couple guards. Calm Emotions dropped on guards, fail Will saves.
Can the party then ignore the guards (as they can't take a violent action (although they can defend themselves) or do anything destructive) and just work on the Big Boss?
Not sure if this suggestion helps or not.
Have you taken a look at the Shaman class in the ACG?
There's a number of different ways they can be played and the class can work with your back story.
Some of the negative trade offs -
are examples of what the minor 'trade-offs' can be. As stated above, very little in-game negative effects for the bonuses you can get.
If you're going to play a Magus in PFS, expect some different GM ruling on certain Magus abilities. Some of those GM rulings will be wrong and others open to interpretation.
One of those interpretations (suggested in this thread) is on - Arcane Deed: Precise Strike. If you can find a thread in these forums arguing about how something works, expect GMs to support one side or the other till there's a FAQ on it.
Then you'll have GMs that are not familiar with the Magus class and will tell you that your Magus can not do certain things that you are doing. This brings up two choices. (1) Just go with the GM for now and then try to change his mind after the game. (2) Try and change the GM mind quickly, during play. Requires you have support materials book marked and copy already showing what you're doing is legal.
The Magus can be a very complicated class to play. More due to it having a number of class abilities and arcana that can come in conflict with the general rules.
Clear spindle ioun stone with a wayfinder (gives protection from mental control and possession, as Protection from Evil)
In a room off the path they must take. A super tough monster that is guarding a item or 3 that's on your parties wish list.
Party now must decide if they want to face a very serious risk of dead (or nasty curses) or bypass the room.
Mummy Rot Curse or Level Drains are all nasty. Specially if you give the creature using them the advance templates.
- If the items would unbalance your game, have them be only of limited use or a high powered illusion. Just be sure to include some type of treasure so the event won't be too painful if the party successfully beats the encounter.
Here's another problem -
Can not report walk-up to a PFS game till they come to the boards and create a account. This is really bad for conventions as these walk-up might make up over half the table. Plus, these walk-ups might never come to the website and create a account.
This can cause the table not being reported at all as then there's not enough "offical" players to report. Denying both the 'official' players and the GM credit for playing/running that table.