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Mergy's page

Pathfinder Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 6,031 posts (6,039 including aliases). 2 reviews. 2 lists. No wishlists. 11 Pathfinder Society characters. 1 alias.


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Dark Archive ****

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David Higaki wrote:
BigNorseWolf wrote:


Naked: We're going to need to see your social security number sir...
But I'm a vow of poverty monk!

Hey, if you want to have a vow of poverty, you had better own a copy of Ultimate Magic. No poverty without property.

Dark Archive

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A rod of extend turns most minute/level spells into buffs that last several combats. Casting divine favor before kicking down the door could be a waste, but that's why you carry pearls of power.

Dark Archive

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I disagree on the 20 stat aspect because it's so costly. In a 20 point buy you're spending 17 of your points on a single stat. If you're going to say options are a good thing, then don't reduce your options in this matter.

At most, I would suggest a 19 to start, because that lets you up it to 20 at level 4.

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Limitations sometimes make for really fun characters. I absolutely do not understand the huge level of outrage at the idea of a 10 point buy. Naturally you're going to have a less powerful character than if you had higher stats, but people are acting like it's unplayable.

It is a different thing if the GM is legitimately trying to discourage his players from enjoying Pathfinder, but I can absolutely imagine a game where I enjoy playing an average joe with middling or worse stats who eventually becomes mighty through force of will, and yes, luck. This is a dice game after all.

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Occultist arcanist would be very easy to do with a 10 point buy. You can get away with a 16 Int no problem, and since your biggest tool is summoning, you have no worries about your saving throw DCs.

I would suggest a spread like:

Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 8

Going with Spell Focus (conjuration) and Augment Summoning at level 1 means that all of your summoned spells (which last 10 rounds at first level) probably have a strength score as high as the fighter. Look at the dog, which with Augment Summoning has a 17 strength and bites at +4 for (1d4+4). Eagles with three attacks at +3 for (1d4+2). You can shred first level, and to be honest, a 5 point buy could do the same.

Dark Archive

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You could try having another deity approach the paladin?

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Do your players want to be challenged?

Dark Archive ****

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pauljathome wrote:
And, in my experience, most rumours one hears on the internet are mostly or completely false.

I don't believe you.

Dark Archive ****

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Mystic Lemur wrote:
David Bowles wrote:
But they aren't law breakers of any law the paladin would care about in the first place. That's my point. Any paladin should look askance at the outlawing of any good deity.
Who are you to decide what laws my paladin cares about? I think it depends on the padadin. A paladin of Sarenrae clearly sees the "big picture" but a paladin of Abadar would be a little more hard pressed to just flaunt the lawful authority of that town.

You're correct that your paladin could choose to observe the letter of those laws, but I hardly think that a paladin need fall for preserving life and liberty of religious refugees over turning them over to a possibly corrupt government (and there are murmurs of such a thing during the briefing if I recall).

Dark Archive

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I must say that party is screaming for a bard/skald, and I'd be far more worried about the two archery-focused hunters competing with each other than any lack of healing in that party.

Dark Archive

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Wizards can use infernal healing. Rangers and paladins (both of which are badass martial classes) have the ability to use a wand of cure light wounds from level 1 on.

A battle oracle is also a great mix between casting and fighting, and you're definitely able to throw some healing into the mix.

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What classes are in play exactly? A common practise for PFS players is spending the first two prestige points on a wand of cure light wounds, which tends to remove any difficulty in out of combat healing. In combat healing is generally not the best idea anyway, so it works out.

I would recommend every single character purchasing a wand of cure light wounds for themselves, as it means that everyone is responsible for their own healing resources, rather than draining one person's wealth.

Dark Archive

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Mounted and sharing teamwork feats is kind of ridonkulous really. I'm currently playing a hunter with a dog companion and I already feel too powerful.

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Is gravity even considered a legitimate authority? My paladins worship deities who are directly opposed to physics.

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Okay, but did the paladin fall?

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Davor wrote:
Damanta wrote:
Davor wrote:
Damanta wrote:

Would any other character shift alignment for cutting down a burglar?

If the answer to above is yes, then the paladin might fall.
If the answer to above is no, then the paladin will not fall.
Paladins have special rules regarding when they fall, which are separate from alignment shifting.

A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description in Spell Lists), as appropriate.

Let's see: Paladin cuts down burglar who's approaching him talking in a harsh strange language and attempts to touch him.

Nothing there spells willfully commiting an evil act.

Now, as for code of conduct, I must have missed that bit in the conversation, but I don't think there is any deity that has paladins that has in their code of conduct that they must be nice to burglars.

That leaves ceasing to be lawful good, which makes me return to my question.

So if someone walks up to you shouting obscenities and tries to put a hand on your shoulder, you should be totally justified, in fact, found in the RIGHT, by MURDERING HIM?!

So that's not what happened. Let's say that someone wakes you up having broken into your room. That someone looks like a demon, and you typically kill demons on sight because that's sort of your job. The demon approaches you shouting obscenities in a language you don't understand and then tries to put a claw on your shoulder. In Pathfinder, absolutely you are justified in slaying that demon.

Dark Archive

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It didn't look like a bugbear. The GM said that it looked 'demonlike'.

So an unarmed non-aggressive demon speaking a harsh-sounding language and approaching to touch the paladin.

Super evil action to take that attack of opportunity you guys.

Dark Archive

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voska66 wrote:
The Paladin should fall in this case.

Let's take a look at the paladin code! What conditions cause a paladin to fall?

1. Paladin ceases to be Lawful Good
2. Paladin willingly commits an evil act
3. Violates code of conduct
a) be Lawful Good
b) respect legitimate authority
c) act with honour (no lying, no cheating, no poison)
d) help those in need
e) punish those that harm or threaten innocents

Now let's see what happened using the code as our guide.

voska66 wrote:
The Paladin attacked a being that was not attacking him.

The paladin did not violate 1 to be certain. Is attacking someone before they attack you an evil act? I'd hardly call it a good act, but I could see many situations where striking first is not evil.

So we're left with a possible code of conduct violation. The paladin is fine for a) and b), and d) and e) aren't going to come up in this situation. Did the paladin act with honour? I would say so, as he was defending himself from what he identified as a threat who had invaded his room.

That said, it's not even a question of him striking first. It's a question of an attack of opportunity!

voska66 wrote:
The being even though a illusion was offering a their hand.

Not exactly. We have a gibbering creature who has invaded the room now approaching and attempting to TOUCH the paladin. The GM insists that it's a touch and not an attack, but I would point out that most debilitating spells require only a touch. We have a gibbering monster trying to touch you, and that's not threatening?

voska66 wrote:
The Paladin had the tools to detect evil, did he not use this? Why not?

Two reasons I can think of. First of all, there was really no time. If something is coming at you with a possible spell, you're not going to avoid taking an attack on them so that you can spend a move action next round.

Secondly, there are so many ways to fool detect evil from level 3 on that I would not ever call not using it a fall. A 20th level lich sorcerer has disguise self and misdirection up, and guess what? Not evil! A level 4 fighter who has just finished murdering his way through an orphanage doesn't detect as evil either. Should the paladin let him go?

Looking again at our code: The paladin is Lawful Good. He defended himself from an identified threat that for all he knew was trying to attack him. If it was this easy to make a paladin fall, then necromancers the world over would just start disguising and dominating puppies and ducklings and sending them into battle.

Dark Archive

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I would like to see a little less bloat from transmutation, and a few more beneficial enchantment spells. If you move haste down to 2nd level and add heroism and greater heroism, that would go a long way.

Dark Archive

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Outperforming a fighter at level 1 is not a difficult thing. I'm assuming you're taking into account the fact that spending points from your transmutation implement will cause you to eventually lose your resonant +1, right?

In any case, this doesn't outperform a same-level barbarian, and I think you might be looking at this class the wrong way. Why not start with a falchion and make it keen with your transmutation resonant power? Nothing has a 15-20 crit range at level 1.

EDIT: Based on the wording of the ability, I don't think you can even give your weapon straight bonuses. You need to pick an ability that is a +1 equivalent.

Actually, a barbarian/occultist with a furious weapon at level 2 sounds nasty...

Dark Archive ****

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Yeah, there's nothing in the paladin code about not being able to aid lawbreakers. Please don't auto fall your paladins for committing the act of protecting unarmed fugitives.

Dark Archive

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Let's go crazy and assume Mark is going to say yes to every one of our suggestions. I would like to see each kineticist receive a free elemental movement and elemental resistance that gets better as time goes. From first level they should be able to manipulate their element, and that should get more powerful as they grow stronger.

For movement we could see:

Aether: Swift action five-foot steps like a wizard's shift ability from level 1. Levitate at will at level 5 but with the ability to shift five feet laterally with a swift action while levitating. No attack penalties and the ability to move 20 feet any direction instead of just up and down at level 10, and immunity to gravity at level 15 (so just pick a direction and move that way at your base movement speed).
Air: Feather Fall at will from level 1. Fly for minutes/level at level 5, unlimited flight at level 10, and 120 feet fly speed at level 15.
Earth: Dwarvenesque stability bonus and Climb speed equal half land speed from level 1. Climb speed equal to land speed at level 5, and tremorsense and earthglide at level 10, with blindsight to anything touching the ground at level 15.
Fire: Scaling increased movement speed starting from level 1. 10 feet faster movement at level 1, increasing to 20 feet faster at level 5, 30 feet faster at level 10, and 120 feet land speed at level 15.
Water: Increased CMD against grapples and Swim speed equal to half land speed from level 1. Swim speed equal to land speed at level 5 and the ability to breathe water, ice walking (as air walk) at level 10, with doubled speed while ice walking at level 15 (ice surfing!)

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Dragon78 wrote:
The ability for kineticist to control creatures with same elemental subtype (or just elementals specifically) of there element would be cool. So would Aether kineticist get incorporeal creatures instead or creatures from the ethereal, or astral planes, or something else?

Maybe Aether could get limited control over allies and function more as a battle-field supporter. If you could push your allies into flanking position or pull an enemy out of cover, then you would be helping your party surround and smash.

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Skaldi the Tallest wrote:

I like the idea of playing a Fire Bende... Pyrokineticist / Pyromancer. I've had a concept stewing for a while that I want to break out that's all about fire. Sorcerer didn't feel right and then we were gifted with the pyrokineticist.

Here is my concern:

I walk in as a level 7 Kineticist to a PFS table. The briefing consists of something like "Aram Zey has been kidnapped by demons. Go save him." I look at the GM and players, "I might be able to magic missile them with this wand? Hmm... I'm gonna get a snack."

I understand, from an optimization standpoint, that I can just take Earth or Air or something at level 7. But what if I want to play Liz Sherman or Jaya Ballard or Ignus (from Planescape: Torment) or Wheeler (I don't want to play Wheeler)?

I want that demon to laugh at me drawing in fire and then cry because know he knows what "It burns!" really means.

I want him to run and ask all the other demons how you treat burn wounds, which is something they've never had to worry about.

I want fires so hot that a magma elemental second guesses attacking me.

I know I might be alone in this, but I don't really want bludgeoning damage either. It's fine if they get it. But Fire should burn. And the ultimate burninator should burn better than anyone else.

*Any of the above could be lightning or acid or cold, but fire is currently gimped.

I'm hopefully going to playtest the Pyrokineticist this weekend. I just hope the scenario doesn't have demons, because then I'm just a cheerleader. Maybe I'll opt for a wand of Magic Missile and hope I don't flub my roll.

I fully think that Pyrokintcists, Keraunokintcists, Cryokintcists and Caustokintcists (?) should be awesome at what they do and shouldn't need to dip into another element to survive.

Edit: I'm pretty sure "I want" over and over again probably makes me sound petulant. I really hope I'm wrong there. I just really like the idea of a specialist thriving. Yes, there are risks in specializing, but running with a theme is awesome.

To this end, I think composite blasts of the same element (fire/fire, cold/cold, electricity/electricity, and acid/acid if Mark decides to add it) should be taking a look at mythic fireball.

Composite blasts cost 2 burn, but maybe for an additional point of burn I can halve a creature's resistance or turn immunity into resist 20. For 2 points of burn, maybe I can make fire so hot, or acid so caustic that it ignores resistance and immunity.

The other post regarding whether a kineticist should run from elementals or laugh in their face speaks of the need for a pyrokineticist to be able to tear the fire out of a fire elemental. Give the kineticist an ability to energize himself with elementals. Let him do damage to those creatures, and if they're not summoned, let him remove burn points at the same time. He should be excited when he sees a large fire elemental, because that's food.

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Mark Seifter wrote:
Odraude wrote:
Well if you don't want to remove the options, at least streamline them? Make it simpler to choose, or combine them into categories for ease. Like narrow things down to six ability score categories, with some different options for the alignments in each one? Would make it less daunting than HERO and you'd still have 54 options. Right now, I've read through it at least 5 times and I still have no idea what the medium actually does.
A very good point Odraude. One easy thing you'll be able to do for a simple selection is grab all your spirits from the same ability score or alignment. I also intend to include archetypes that make selection easier (how cool would an archetype be that literally draws randomly from the Harrow deck and gets something extra for the uncertainty?)

It sounds really cool, and a lot of home games would probably enjoy it. I can see it also slowing down play as a player figures out what their abilities do each day. Ideally this class should take no longer to run than a summoner. :P

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A lot of people are commenting on the lack of out of combat options that this class has. The truth is it has some out of combat tricks, but there is very little room for someone who wants to remain competitive with damage to take them.

I would propose providing far more talents, and splitting them into blast talents and wild talents. Blast would cover offence, and wild would cover utility. Then just give the kineticist kinetic blade at first level along with a wild talent, and then a blast talent every even level and a wild talent every odd level. More options means that it won't feel like a waste to take something like Light Touch, which is a really cool power, but is pretty low as far as offensive priorities go.

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If I were writing it now, I'd probably only let you target one ally as a third level spell, and then add mass haste as a seventh level. Compare it to fly.

Of course, the counterargument is that having haste makes martial characters better, and they need all the help they can get.

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Mark Seifter wrote:
JoelF847 wrote:
I'm just getting to the actual spirits, and when I saw that the final book will have 54, I'm immediately concerned about having too many options for players at the table. 54 to choose from if you had set spirits would be fine, or upon leveling up, but being able to swap spirits in and out from trance mid play seems like a way to really slow the game down when a player looks for just the right combo.
You won't have 54 to trance into. You pick starting Cha modifierand add 1 for every 2 levels.

While this may be true, you're still giving anyone looking into making a medium a very hefty read before making a character. Having to plan out which of the 54 I'm going to start with means reading all 54 before playing a single game.

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Rather than insulting the GM or the house rules, why don't we help with the question?

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I'll point out again that all of these builds show strength and charisma at 7. There are no rewards for a kineticist having a strength or charisma score that hasn't been dumped into the ground, especially because UMD is such an easy skill to run off Intelligence instead.

If you give kinetic blade automatically and allow strength to impact its damage, we may see some bruiser kineticists come out to play.

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So the sidebar says that this is only 18 of the 54 possible spirits that will be available. I'm a little worried that the direction of this class will end up with a huge number of options that make it nearly impossible for most players to have any level of system mastery with it. Granted, there are a lot of different sorcerer bloodlines, but I don't think there are close to 54 of them, and even if there are, they were released gradually.

Looking at and parsing 18 different spirits is enough to make my head swim a bit, so I can barely imagine 54.

Dark Archive

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Pseudo-full BAB is a needlessly complicated class feature. Just make it so that either the touch attacks do less damage or that the non-touch attacks have other advantages to them.

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Insain Dragoon wrote:

About having 2 blasts per Element.

I think that's a great idea! If someone goes Mono-element they should have access to two basic blasts. One for Physical Damage vs AC and one for elemental damage bs touch AC.

For Fire Focus the VS AC blast can be a small explosion that deals bludgeoning damage.

Aether can get a "force punch" or crush, or something similar.

I'm a fan of the crush idea. People have a lot of wobbly parts inside, and it only takes a little tug to pull something where it probably shouldn't be.

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Wishlist:
1. 4 skills/level, and Knowledge (planes) and Survival always available as class skills
2. Make the non-touch blasts more accurate, or give them something extra to do. Making them more accurate might be possible by...
3. Make Feel the Burn more potent so that I'm tempted to bring myself to the edge of death
4. Give Expanded Element automatically at 7th and 15th. The wonky Wild Talent progression is there obviously so that everyone can take it, and it's such a no-brainer to grab more blast options that I can't see anyone not taking it anyway

Biggest worry is still the attack boost. I just can't seem to make it work without seriously dumping non-vital stats, and I can't see myself enjoying playing such a character.

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We could really mess with things and make Intelligence used to govern ranged attacks. That would also solve the skill issue.

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Perhaps siphoning energy from a fire elemental could reduce a pyrokineticists burn?

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I would push for two blast options for each type of kineticist. Right now taking Expanded Element in Earth or Aether while already being of the same means you're shorted a blast option.

Acid is the only element not making an appearance with this class, so that could pretty easily move to Earth. For Aether, possibly something that involves warping an enemy's insides? That would give every element a ranged touch and ranged option.

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It's just so... combat only. I haven't played PFS for about a year, but is this what everyone makes nowadays?

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There's a very good guide here for something called the Blockbuster Wizard. I think it's what you're looking for, and it's absolutely viable for PFS.

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Depending on the adventure path, having a few crafting feats means that you can make sure that the specialized equipment you or your party needs is covered. Ask your GM in advance how effective crafting is likely to be though, because some adventure paths don't give much time to craft at all.

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Neo2151 wrote:

Can someone build me a quick item list for a level 13 character who is, "prepared for everything" the way people seem to insist players at that level must be?

Follow WBL please. (I'm not holding my breath, fyi. :P )

WBL for a level 13 character is 140,000 gp. So let's be INSANE and budget 6,000 gp for consumables. Crrrrazy. We're also going to assume that the "prepared for everything" fighter already has a handy haversack.

Alchemical Remedies: 1,150 gp:
alchemical grease (5)x3 = 15
alchemist's kindness (1)x5 = 5
antiplague (50)x2 = 100
antitoxin (50)x4 = 200
bladeguard (40)
fire ward gel (150)
frost ward gel (150)
meditation tea (30)
padzahr (80)
smelling salts (25)
soul stimulant (300)
troll oil (45)
vermin repellent (5)x2 = 10
wismuth salix (30)

Alchemical Tools: 350 gp:
alchemical glue (20)
alchemical glue accelerant (25)
alchemical solvent (20)
impact foam (25)x2 = 50
smokestick (20)x2 = 40
sunrod (2)x5 = 10
tindertwig (1)x10 = 10
water purification sponge (25)x2 = 50
weapon blanch (adamantine) 100
weapon blanch (cold iron) 20
weapon blanch (silver) 5

Alchemical Weapons: 500:
acid (10)x5 = 50
alchemist's fire (20)x5 = 100
alkili flask (15)x2 = 30
holy water (25)x2 = 50
liquid blade (40)
skyrocket firework (50)
tanglefoot bag (50)x3 = 150
thunderstone (30)

Oils, potions, and wands: 3,754 gp:
oil of infernal healing (50)
potion of air bubble in potion sponge (52)
potion of fly (750)
potion of gaseous form (750)
potion of lesser restoration (300)x2 = 600
potion of magic circle against evil (750)
potion of touch of the sea in potion sponge (52)
wand of cure light wounds (750)

Total spent: 5,754 gp

Add to that a cloak of resistance +4 and the handy haversack for 18,000 gp total, and you've spent 23,754 gp of your 140,000 gp. So you have a lot of cash left.

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Sundering Strike doesn't seem that useful. You're better off just going in for the sunder and relying on Greater Sunder for your damage. An enemy with no weapon can be considered pretty handily neutralized.

Whirlwind Attack sunder is probably the most horrifying thing imaginable, especially enlarged with Lunge and a reach weapon.

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Here's proof this is possible.

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A new feat in the ACG gives a character with the aberrant bloodline the ability to gain a tumor familiar, as the alchemist discovery. Bloodragers can get said bloodline, and it even ends up being one of the best in my opinion. So start with a bloodrager with the Aberrant Tumor feat for a tumor familiar. Familiars get the BAB of their master (so full BAB), and half their hit points. Bloodrage explicitly does not give temporary hit points, so expect your tumor's health to fluctuate up and down as your character bloodrages.

Get an Improved Familiar (level 11 without Magical Knack, level 9 with), preferably with the highest strength possible while remaining tiny sized. With a cursory glance, the Nycar has the highest, with a Cacodaemon and Cythnigot coming in at a close second. A tiny familiar when polymorphed to something small or larger gets an automatic +4 to strength and –2 to dexterity before the polymorph affect is added, so that Nycar has an effective strength of 17 before any buffs. Not bad for two feats and a spell! You can even start as a human for the Eye for Talent alternate race trait to give him another +2 to his strength.

Implementing this to fight as a team: Make your familiar a valet archetype from the Animal Archive so that he shares your teamwork feats. From that point you're able to take the Improved Spell Sharing teamwork feat, along with maybe Outflank. I'm sure you can see where I'm going with this.

Buff yourself and familiar with beast shape I, bull's strength if you've got time, and enjoy your full BAB flank buddy!

Any thoughts on how to make this better? I'm seeing a medium cat familiar with 21 strength (25 with bull's strength) available at level 10. So a class feature that can bite/claw/claw at +17/+17/+17 for (1d6+7).

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Atarlost wrote:

It's not -1 AC. It follows the Power Attack pattern so at level 6 it's -2 AC and at level 11 it's -3. When you have light armor, no shield, no illusion based defenses, and d8 hit dice that's not good.

I'd consider it for a halfling fighter if it weren't for the fact that bosses are frequently classed or undead templated medium humanoids in order to avoid ruining the game for maneuver builds.

The last thing an already weak race (the second weakest after kobold IMO) running a weak class (the weakest PC class and in combat arguably weaker than warrior and adept) is for your primary damage source to evaporate when you need it, and often the nastiest things you'll meet are the carefully crafted high level NPCs with PC class levels...

While it's possible that the writers meant to make the AC penalty scale, the damage is the only part of it that scales currently. It's also pretty easy to bring some potions of reduce person along for those medium-sized boss fights. While it has its downsides, more damage without attack penalties is just what we need.

If you're going to be taking Weapon Finesse and making use of an agile weapon, halfling is an incredibly strong race. Not as strong as goblin, but most goblins aren't allowed in places where halflings are allowed.

Assuming a finesse build, what makes a halfling so weak? Is +1 to AC and +1 to hit not something you want? What about higher saves, or Adaptable Luck if you like? I am legitimately confused as to what problem you have with halflings.

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Grab the Pragmatic Activator trait and use UMD with the other side of your brain.

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I take a bit of issue with how little charisma the arcanist needs, despite being based partially on the sorcerer. I would propose the arcanist requiring both the requisite Intellect and Charisma scores to cast their spells, and then allow them to take the higher stat for the purposes of spells per day and DCs.

That would mean that an arcanist that wanted to cast level 4 spells would need at least an Int and Cha of 14, and if one of those two stats were higher, they would be able to use that stat for DCs.

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It's a good enough weapon, but it's unfortunately worse than several simple options. It's not bad, it just loses in the comparison.

I would love to ask the same question for the sling staff, especially considering recent FAQs.

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wraithstrike wrote:
Lord_Malkov wrote:
CWheezy wrote:
Sir Thugsalot wrote:
It's not JUST the race; it's the synergy with the class.

You have a -20 penalty to stealth when sniping

-9 is < + whatever for the fighter.

Halfling Trait Swift as Shadows makes that a -10

Rogue talent Stealthy Sniper makes that a -0
Good luck finding a halfling sniper.

Pick up a level of Shadowdancer for Hide in Plain Sight, and this is really obnoxious. Stealth is actually harder to get past than invisibility. Give the halfling some sniper goggles and he can sneak attack from any range. Take a headband of Ninjitsu and they can sneak attack you even if you have concealment or total concealment.

Seriously, if you want to annoy a PC group to death, ambush them in some dark woods with a few Halfling Sling snipers

See this is the type of writing that is needed instead of assuming the fighter fails a 1/day fort save or doing something that can be done by a bard or inquisitor. :)

To be fair, an archaeologist bard can do this also. If he casts ventriloquism it's even sillier.

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It's just a silly argument in a circle.

If we reference other skilled classes that have better abilities, then people bring up Trapfinding. If we show up with archetypes that have Trapfinding, then people say it's not a big deal, and that rogues bring way more than that to the table. Then we show up with a build without Trapfinding and they go "Aha! You fell for my trap! I bet you wish you had Trapfinding!"

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