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Melkiador's page

Organized Play Member. 5,467 posts (5,469 including aliases). No reviews. 1 list. 1 wishlist. 3 Organized Play characters. 1 alias.


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Human shaman FCB lets the shaman take the best spells from the cleric.

I use quick study at least once per day. Cast mage armor on myself and then quick study to replace that spell with something useful.

Size is pretty hard to abuse. In general it’s just an extra 1d6 to your damage, average 3.5. It’s nice but not that big of a deal.

It seems like the lifetime of these items should drop their cost and rarity. Magic items don’t really get worn out the way our technology does. Families could own them and just pass them down through the generations. Magic adventuring gear doesn’t age either, but a good chunk of it gets lost on various adventures, so the prices stay high.

Lady-J wrote:
you have over sized limbs you can use large weapons now of any and all degrees, this also means you have a -2 to hit when you use medium sized weapons because your limbs are now large size and not medium sized

Of course that would be a penalty. And the ability is "without penalty".

SlimGauge wrote:
If TOL said "you have over-sized limbs, allowing you to use weapons as if you were large without penalty", THEN I would agree with you.

Of course, then you’d have people expecting to count as large when tripping with their large sized weapons. It’s surprisingly hard to write rules, especially when word count and page fitting is a strong concern.

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Hmm. If your kineticist was significantly stronger than the other characters, then maybe you shouldn’t bother with that feat. That class has a fairly low ceiling. A pimped out summoner would be so much stronger.

Edit: I see you added this is for someone else. But instead, I have to warn that summoning needs prep-time and system mastery to not bog down the table.

SlimGauge wrote:
My reading of Tiefling Oversize Limbs is that it allows the tiefling to ignore the penalty, but not to do anything that can't otherwise be done.

That’s a reasonable reading, but it’s not the only one.

Let’s leave off the end part and imagine if it said this:
“You have over-sized limbs, allowing you to use Large weapons.”

Now that text seems Much clearer that it allows wielding all over sized weapons, but it doesn’t do anything to reduce the penalties for doing so. And so, they added the text “without penalty” to make it clear you don’t take a penalty when doing this either. It’s not uncommon for the books to take this short hand natural reading approach to the rules.

Magic chapter wrote:
Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name.

After that quote, they list all the ways it doesn’t work just like the spell. Feats aren’t mentioned, so the SLA works just like the spell with regards to feats.

What confuses people is that an SLA in general, is not a spell in general. So, having an SLA doesn’t count as being able to cast “spells” for prerequisites. But an SLA that casts a specific spell does count as being able to cast that specific spell for prerequisites that require a specific spell.

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But the tiefling would be allowed to wield them. Specific trumps general.

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You have over-sized limbs, allowing you to use Large weapons without penalty.

The “allowing” word means you can do something you can’t normally do. It’s weird to use that word if all it does is remove a penalty. Also it doesn’t specify which large weapons you can wield without penalty, implying you could wield any of them.

Qchaos wrote:
I am pretty sure the penalty mentionned there is the to-hit penalty, it does not grant you the ability to wield a large two-handed weapon like a medium two-handed weapon.

The text could easily be interpreted either way.

Some of the older gods take the form of their worshippers too. So, there could be a lizard version of Abadar, Desna or Gozreh.

From the summoner:

Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score.

From the magic chapter:

A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

So yeah. Eidolons can’t actually die.

I'd say that even in case 2, you didn't actually perform any other kind of movement. You attempted to do a movement and failed.

Empiricist is probably the investigator archetype that meshes mechanically best with an android, since you can use your intelligence for most of the good skills.

Yeah, people usually think of rakshasa as tigers, but they also come in crocodile, bird and ape flavors.

And we might be talking about different arcehtypes, I'm talking about these abilities from the hedge witch. They just feel weird if you get them at 4 and 8. By the time you get empathic healing, it's smarter to just cure that kind of thing.


Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell. This replaces the witch’s hex gained at 4th level.

Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch’s hex gained at 8th level.

It's a rakshasa(the hands are backwards), but I think you added some other good points.

The hedge witch is another notable case. Its abilities make much more sense if gained at level 1, because they are less and much less useful if gained at levels 4 and 8.

Derklord wrote:
Indeed, there are archetype abilities that are apparently granted at first level without that being stated - look at the Butterfly Blade Slayer, for instance. Butterfly’s Kiss replaces Sneak Attack (which you'd gain at 3rd level), but says "A butterfly blade can deal nonlethal damage with butterfly swords (...) without taking a penalty on attack rolls. At 3rd level, a butterfly blade gets a +1 bonus on attack rolls with butterfly swords (...)". From this wording, the nonlethal aspect must be gained before 3rd level.

That's a good find. I think we haven't seen a FAQ about this, because of cases like this. There simply isn't an easy yes or no answer to this question. If the design team goes one way they break stuff and if they go the other they break other stuff. So, they just let the DMs decide for themselves, so they don't have to make a decision.

Lay on hands is pretty big, but may compete with the swift actions of deeds.

The thing I like about alchemy is how flexible it is by default. You can leave extracts empty and it only takes a minute to make one. This isn’t so hot for combat but is amazing out of combat.

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I do recommend using half the wealth by level for replacement characters, especially if you have a party size greater than 4, where the wealth gets more watered down.

Probably not intended to be able to advance multiple bloodlines. If you wanted an excuse out you could play up this line, "If the arcanist already has a bloodline (or gains one later)".

"If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline."

The focused weapon advanced weapon training is pretty great if you are going fighter.

Slyme wrote:
Melkiador wrote:
If you’re doing the ranger or slayer, you should be aware of the dwarven war shield.

They seem interesting, but not really worth it if you aren't using them in pairs. Especially since they are an exotic weapon. A simple spiked heavy shield does almost everything they can do.

If you’re going the ranger or slayer route, then you would probably be dual wielding. And you may have missed they are light weapons, which is good for dual wielding. And being able to choose between piercing and slashing can come in useful fairly often. So it’s a fairly decent option for a shield guy. It’s also a definitive way to fight with two shields as some DMs might normally deny that ability as falsely being unrealistic.

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If you’re doing the ranger or slayer, you should be aware of the dwarven war shield.

Slim Jim wrote:
Paladin probably starts with 12-14 con and 14-16 Cha...

My paladins are usually Cha20 with headband by 4th CL, and I can't fathom why any player in their right mind would settle for less if they had a choice.

...I'm going to have to dust off my old halfling rogue/paladin one of these days and rebuild him with all the new stuff. Evasion and +7 to all saves (before cloak) was pretty slick.

Show me your 20 point buy for your paladin then. When the paladin also needs strength for attack and constitution for tanking, then they don't exactly have a ton of points left over for their charisma.

But why would it be so much easier to know that the baby dragon is a dragon and not some other kind of red lizard, and so much harder to know the old dragon is a dragon and not some other kind of red lizard? You should either know or not know what a dragon is. But somehow the more powerful the dragon gets, the less sure you can be that it's a dragon.

I never said the cleric made the best life tank. But they can certainly do it too, and they even have a few advantages over my favorite choice, which would be the double life spirit guide oracle. The cleric has the freedom of prepared divine spell casting, meaning he is still super versatile and useful outside of combat, where the oracle option is very limited in what spells he can know, while also pulling off the life tank role. The cleric also has some nice domain choices for this, and a better fort save than the other full casting options. But it does suffer a bit from not being as SAD, needing both wisdom and charisma, and it doesn't have the ridiculous number of channels the spirit guide can eventually get, but it really shouldn't ever need that many either. And while it'd be nice to have life link, that's mostly just a quality of life thing.

And combat channeling is better than usually theory-crafted, but in cases where things get tight, there is quick channel and reactive healing.

People don't play clerics like this, because it's not very fun for most people. People like to do damage. The life tank doesn't care about dealing damage. People like to feel danger. The life tank removes the danger from most encounters. And then there's just the fact that most people don't even consider doing things like this. They have a mindset that a healer needs to be protected, so it's counter-intuitive to take the healing and use it as tanking.

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Unless you are playing with an outrageous stat system, the paladin's saves aren't incredibly higher than the cleric. The cleric will even likely have a higher will save than the paladin, as the cleric will be pushing wisdom while the paladin ignores it.

And I never said the cleric tank shouldn't have a backup healer. He should be assumed to have the same access to support that the paladin does.

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But Golarion is a world that actually has fantasy zoologists. They are called Pathfinders, and they write tons of books. That's actually the whole point of the Pathfinder Society.

The channel cleric doesn't care as much about the silence spell, and has condition removal for when enemies target the saves. But you can't expect the average intelligent enemy to have any of those options available to them.

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If most people can tell a swordfish from a shark, I think we could expect the average adventurer to know the difference between a red dragon and some other large red lizard.

And again, some 1200+ year old dragon should be much more well known than some whelp that just hatched.

Matthew Downie wrote:
Melkiador wrote:
I feel like the cleric would generate more "aggro" than the paladin. Intelligent enemies will want to get rid of the healer first, as otherwise, they are just hitting a wall of unending hit points.
That kind of overstates the amount of healing the average cleric puts out.

The average cleric, sure. But I assumed we were min-maxing here. Honestly, I prefer the spirit guide double life oracle for this, but the cleric can serve about as well. You need Fey Foundling, Selective Channel and Quick Channel. Extra Channel and Reactive Healing are also nice additions.

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I feel like the cleric would generate more "aggro" than the paladin. Intelligent enemies will want to get rid of the healer first, as otherwise, they are just hitting a wall of unending hit points. Life tanking is when you maximize your healing and defense abilties, so that it's pointless to attack anyone other than the healer. The cleric also has the shield other spell, so that even when he isn't being attacked, he can protect his allies from most attacks.

I too find basing the knowledge DC on anything other than the obscurity of the creature to be silly. For instance, most of us know a ton of information about sharks, elephants and lions, but next to nothing about skinks.

And I'd actually find it more likely that you'd know info on a very high level individual than a very low level individual. Everyone would have heard some stuff about the great hero Hercules, but almost no one in the world knows about quiet Bob who works down at the foundry.

I don't think the alignment restrictions of familiars would still apply, but you are limited by what spells you can cast as a cleric. So, summoning something with a lawful descriptor would be a lawful spell. And herald caller limits your options a little further.

There is only a small list of options that make really strong guardian spirits. One of the more powerful options is a small aether elemental. It's invisible and its attack should scale from being a guardian spirit. Most of its abilities benefit from being a guardian spirit actually.

I feel like you should average about 1 character death about every 5 levels. More often and it feels like death is too certain. Less often and it feels like death isn't a concern.

The swashbuckler will probably just put on some muleback cords if you start enforcing carrying capacity. That'd drop his saves a bit, but not a big deal.

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Even if you could create a tenuous connection to what you want, it's obviously not the intent and your connection would be far too tenuous to overcome that. This is a battle that just can't be won.

ekibus wrote:
I really wanted to like the herald caller but honestly I found him a bit lacking. Should have given it longer summons and maybe a standard cast.

Yeah. Adding one or the other would have been good. You can speed up the casting with sacred summons, but that only works for a very small number of your summon options. And you can eventually increase the duration with summon guardian spirit, but that only works for one specific creature and isn't PFS legal. Those two options can play well together though, as you can choose your guardian spirit to fulfill your sacred summons requirements.

I strongly recommend getting that charisma up with the occultist. Past very low levels, their pool gets used up very fast and you will need to consume X often to keep it topped up. It’s probably not a good idea to mix that archetype with save based spells either. If you want to do that, you’d be better served to go with spell specialist and not worry about the summoning overhead.

Herald Caller is good, but a really slow starter. You probably won’t even summon anything in the first few levels.

It’s also unclear if it’s an infinite duration ability. So one standard action to activate it and then you have a move speed forever after?

Spell specialist into dragon disciple can bootstrap itself into the draconic sorcerer bloodline, with the bloodline development exploit. You can also stack spell specialist with brownfur, but that will leave you pretty exploit starved.

You’ll either have to just click them separately or get really good at macros. Here’s a link to the type of macro you want to write, but it would be a doozy and unique to your character sheet. So others couldn’t help.


I guess this kind of thing should be in the third party forum.

It’s pretty easy to do multiple attacks of the same type. You just use the iteratives section and adjust the attack penalties to 0.

But I don’t think there’s an easy way to do it all with one attack button. It’d be a macro that’d need to reference the other attacks on your sheet.

In this case, just a single attack. So one bite or one tentacle.

What limitations are you working under? PFS? Third party?

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