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For Flavor, suggest maybe picking up the Tricks Steal. Allowing him to steal stuff in combat.
Feats Skill Focus Stealth and Hellcat Stealth. Gives him a chance to hide in combat.
This is a Goblin. You need fireworks and lots of them. They can provide distractions for your activities...if you're not distracted by the pretty fire flowers in the sky.
Wand of Mage Armor & Long Strider for the more serious, utility stuff.
I'm a fan of the Magus but with your limitations I'd suggest passing on it.
Need at least 3 levels in Magus to pick up the Wand Arcane. Using the Wand of True Strike combo with the Wand Arcana, Spell Strike, & your Greater Trip makes lots of Vicious Stomp happiness.
Otherwise with out that wand, the amount of times you're able to do this is limited.
Another reason to use a Wand for your Spell Combat is the lack of requiring to make a Defensive casting check. As is, you'll probably be failing this check at least 25% of the time starting out if you have to cast a spell in combat.
Question: Would your GM allow the Arcane Mark from the Magus cheese?
Trying to find out how to figure out the Hit Points on Weapons made of Adamantine & Mithral.
Mainly for a -
While I can find their Hardness, no idea on how to factor their Hit Points.
Where do Rangers get their divine spells from?
Rangers Spells are of the divine type. Can this mean they get their spells from a Deity?
Question is more from a mechanic prospective as there's certain game mechanics (both good & bad) if the question can be answered as a yes.
Last minute add -
If going with the Weapon of the Chosen/Vital Strike Feat line, I like using Oversized Weapons with a decent crit range. Think rolling 2D20 to hit with and the extra damage dice size more then make up for the -2 to hit penalty when using oversized weapon.
might face the problem of access to oversized weapons depending on the game your gm is running. So check on that before making a decision.
Couple feats (most have already been mentioned) -
Toughness (You'll need the health)
Opitional, strongly suggested
That's 8 Feats there that'll take you to 9th level warpriest, if you go this way.
This topic came up in a PFS meeting and PFS is by RAW.
Question just came up because of the number of ways PFS players used RAW to avoid or reduce the Fatigued condition when using Furious Finish and Rage cycling.
So we started parsing the RAW of everything and this is some of the stuff we came up with.
What happens, by RAW, when you use Furious Finish?
Question (going strictly by RAW) -
Here's what it looks to me to do
You now have two conditions of Fatigue. Do you become exhausted?
How long does it take to recover from Furious Finish Fatigued condition?
If this is all correct for Furious Finish (by RAW) it completely destroys Vital Strike/Furious Finish builds
Need a RAW check for Shield of Darkness and if I understand this spell correctly -
Shield of Darkness (from Book of Shadows)
From my reading of the RAW, this is correct. With the way the rules for light work, I'm not sure.
Again, my reading of the RAW, you'd stay in that magical darkness. Unless the light spell is directly casted on you.
How min/MAX are the Players?
Having one or two players with OP characters can ruin the play for others.
Players also need to get together and figure out what classes they'll play and why they'd be in the same party.
What resources will be allowed.
General Info -
Question: Is there a reason for the Spymaster to fight the party?
The spell Darkness and Darkvision can be a pain for the party. Fact is, depending on if they have darkvision or no way to dispel it, can shut down the effectiveness of a lot of the party.
Slow can be a extremely nasty spell for a Arcanist with them having the ability to bump the DC up by 2 with a arcanist point.
Here's something else you can try -
Human Warpriest (Arsenal Chaplain Archetype) of Pharasma
*Does face the problem of the build being MAD and require lots of support building up your stats.
At 6th level, armed with two +1 daggers, Divine Favor with the Fate's Favor Trait, Strength of 20, power attacking, and improved TWF - this is what I should be attacking at -
Static Damage -
There's a bunch of different damage shields.
Couple different spells but an example is the Wizard: Fire Shield -
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
There's also a couple monster abilities that deal damage when someone attacks and hits them in melee range.
Lots and lots of different type. All deal damage to whoever attacks and hits them in melee range.
Do Damage Shields effect the targeted CMD for Grapple checks?
I know if you hit with a attack when someone is trying to make a grapple check you get to add the damage you do to your CMD vs that grappler. Would the damage done by a damage shield also add to that CMD check?
Your biggest problem is the line in spell combat -
...while wielding a light or one handed weapon.
Course, if you can talk your GM into allowing something else...
...all I wanted was a place I could show it, in printed form, it was legal and counted towards your GM stars for re-running scenarios.
Clearest example I've found so far was about earning the 5th star.
Thanks all for the replies.
This was one of those things I was sure on till someone new to GM was under the impression it did not work that way. So I wanted to make sure this wasn't something I was assuming and there was a clear ruling one way or another that I could show them.
Just read through the guide and this is what I found -
The stars are visible on your Pathfinder Society ID card. You can earn
it's the only thing I can find saying anything about getting credit for running the same scenario more then once.
Thanks, that's what I thought. Just had some folks that assumed it did not work that way and I wanted to double check before telling them that you still got star credit.
I've only multi-run a few scenarios. Plus, you run a couple ADP for pathfinder credit and you can earn stars fast.
Do you get GMing credit for running the same scenario multiple times?
I know you can only apply GM credit to 1 character but if you run the same scenario multiple times, do those extra times count towards your GM stars?
Did do a quick read through but couldn't find a answer in the guide.
Obscuring Mist: Used mainly as a sort of leveling field for -
These are not 1st level but can be very useful -
You sure on it only increasing by (1) if I complete (4) missions on the year 8?
As it does state it scales by the based number of goals completed. By reading that, I would then assume my (7) missions completed from year 7 would stack with the newly completed (4) missions from year 8.
The example giving, isn't that clear on this.
Question: I have a year 7 and a year 8 Silver Crusade Faction card. On the year 7 I have completed (7) faction missions. On the year 8 I've completed (2) faction missions.
I'm a little confused on how I figure out the 2nd tier reward for the Silver Crusade.
(4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
Both years have the same faction reward but confused if I only count it as (7) faction missions completed as I haven't meet the reward for year 8 yet, or as (9) faction missions completed as they stack.
I built myself a Strength based Magus with the Improved & Greater Trip feats. Picked up a Wand of True Strike and used with a the Wand Arcana he was able to trip almost everything (BAB + 20[true strike] + 4 [trip feats] + Weapon bonuses - 2 [spell combat]).
For defense, use shield, mirror image, and blur.
Gives you a hard to be attacked target while doing the same thing the monk is doing.
Another nasty trick was wearing Spell Storing Armor and having Frigid Touch stored in it. Get hit, Frigid Touch goes off and the attacker takes 4D6 Cold damage and is staggered. No more attacks that round.
Lots and lots of nasty things you can do with a magus. Worse comes to worse, Magus casts Gaseous Form and runs away.
Was going to suggest you re-train your Ninja levels to Unchained Rogue. With 4 levels in Unchained rogue you get a lot of good stuff. Problem with this is that it doesn't work too well with the Trident for a weapon.
Grab the Furious enchantment for your weapon.
Do Swashbuckler's special abilities work while you're raging?
Just some random thoughts -
Will saves: There is a Ioun Stone, that once socketed into a Wayfinder, gives a effect similar to Protection from Evil. Believe found in the *Chamber of Secrets* book.
You can also pick up a couple levels of fighter and with those extra feats grab Iron Will and Improved Iron Will.
Gear question - Quick Runner Shirt: I thought that was made illegal in PFS.
I do like your Swashbuckler idea, just not sure how it would work out. You do need some way to get DEX to damage.
Going the trip route -
Just have one problem with them porting into jail -
How will the King know they're porting back to the palace with a Troll?
If this is a home game, I usually have places of importance (like palaces) warded to prevent teleportation. Prevents those assassins from porting in, killing, then porting out.
Think a lot depends on what type of spells and the role you're planning on playing. This is vastly over simplified but is my rule of thumb -
I like Arcanist for save or suck spells.
Sorceress for lots of blasting spells.
Wizards for Utility / Control.
A lot depends on the people you're running the adventure for.
People I usually game with keep trying to push the boundaries of what's doable and what the DC would be for doing stuff. This can be fun but also frustrating at times as it can bog the game down.
Prep what you're going to run. This can take anywhere from 2 hours up to 6 hours. Depending on what you end up running. Then expect the Players to do something completely different leaving you wondering what the heck to do.
Start out running low levels. Allows you to get experience on all the different stuff monsters can do. I still get nervous when I'm running a high level caster as a NPC against players....so much stuff...
Here's a Human Warpriest/Arsenal Chaplain Archetype of Pharasma I've been working on -
1) Class-Weapon Focus Daggers, Feat: Fey Foundling, Feat: TWF
Weapon: 2x Daggers
Only problem with this build is that it's stat's expensive.
For dual wielding it is. You give up on the bigger weapon die for weapon training +1/+1 - Hit/Damage. It off-sets the TWF to hit penalty nicely.
Then with Divine Favor, Weapon Training, Gloves of the duelist, ect. You have some nice static damage numbers while being accurate.
Now, loosing one of your blessings and being only limited to the War Blessings is kind of a pain but War is still a nice Blessing.
Loosing your Scared Armor *PBBBLLLTTT!*, Who really misses that?
Bars are usually in a civilized town/city. This usually means -
Usually as soon as a weapon get's pulled (or spell casted), I'd figure 1D4+6 rounds for the city guards to show up. +/- a couple rounds depending on the location of the bar.
Some bars might not even let people in wearing / carrying armor and weapons. As those might be seen as trouble magnets.
Location and cliental of the bar can play a big part of what happens in a bar fight.
Parties reputation can have a big effect on the aftermath of a Bar Fight.
Most high level character shouldn't get into that many bar fights. If they do, those same characters should easily win it in a round or two but then have to deal with the aftermath.
I've been seeing a fair number of Kineticist popping up recently, each with a different type of build. No idea how to play one but Kineticist seem to be pretty flexible on how they play. Those playing them seem to be happy with the class.
I'don't take a strong look at Clustered Shot. At your level you should start encountering more creatures with DR. Clustered Shot helps you to punch through that DR.
Here's a completely different suggestion -
Have a GM race boon sheet added to the GM Resources page.
How it would work -
Reasoning behind this -
What type of character are you looking for? As is, it's looking like you want another martial/melee character with you suggesting a possible Armor Master Ftr 5/Hellknight 6 build.
Have you tried a Swashbuckler build yet?
*Cheese* might have been to strong a word. Crafting magical items, while done in a reasonable manor, is not *cheese*. It's when players start trying to OP it that it becomes *cheese*. Usually, sooner or later, someone sits at the table and then demands "Why can't I build that?" Was easier to just say no at the start then having to deal with it.
Which is a completely different topic then this thread.
Sorry about the high jacking of it.
While you are all figuring out your pricing for the +Shield AC bonus, you've forgotten to include the price for being immune to Magic Missiles.
This also sounds like a Hand Slot item.
...Have never messed with magic creation effects as it's always been seen as *Cheese*.
Reason for Shield Other - I'm the main healer. Plus it's cheaper and easier self healing with Fey Foundling.
Party was kind of in the spot of needing both a tank and healer. Originally I planned on going with the Oracle/Paladin build but having party members of "questionable" alignment nixed that idea. So I jumped to the next best thing - warpriest.
At the moment, this is for a Warpriest @ level 7. I have [sort of] a open feat slot and was trying to figure out a way to get more health. As my character has Fey Foundling and I like using the 2nd level spell Shield Other.
Came very close to death once due to both my Shield Other and my character failing a Reflex save vs a fireball at the same time. Just want a bit more of a health cushion for the future.
Is there a Amulet of False Life in PFS?
Using a Amulet of Natural Armor at moment and while I might trade it out for more health, not sure that's the item for it.
PS. Not Human and don't meet the INT requirements for fast learning.
Looking for a Feat/Item to get more health. Already have Toughness. Feat/Item can not be race specific. I'm hoping there's something out there I've missed while looking.
I'm hoping that there's another Feat besides Toughness or some magical item that's not +CON (already have the +CON bonus) that would increase my health.
Agree with the No. Reasoning -
More work for you as the GM. You have to "balance" stuff around his character. There's been a number of threads on this forum about trying to balance a encounter to be challenging to a OP character without wiping the rest of the party.
Is it fair to the other players? Even if the other players do agree to it now, would they agree to it as they level up?
Might want to ask for a leveling progressing sheet on how your players see their character (feats, powers, & classes) as they level up. Main reason for this is that I've seen some seriously overpowered combos on characters that can wreck the enjoyment for everyone but the player playing them. Gives you a chance to decide if you want to allow these combos and the player a chance to explain why he should have these combos.
How set are you to being a Arcanist?
I was going to build one till I spotted the Exploit Wizard. this Wizard archetype gives you access to Arcane Points like the Arcanist and the Arcanists exploits every 4 levels.
You do have to give up your favor schools and the Arcane Bond/Familiar that a normal wizard gets.
So at 11th level you'd have -
While having all the basic normal 11th level wizard stuff.
Mummies Mask, Half Dead City is pretty much a Dungeon Crawl that is very tough and challenging. I would never try running this for people new to pfs or a non-optimized party. Just too many fights that have the potential for nasty things to happen.
Since you mentioned this was a OP party, Half Dead City should challenge them and you wouldn't need to hold back on some of the nastiness that might happen.