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Pathfinder Roleplaying Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 5,917 posts (5,925 including aliases). 2 reviews. 2 lists. No wishlists. 11 Pathfinder Society characters. 1 alias.


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Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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

Cheliax

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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.

Cheliax

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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?

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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Here's proof this is possible.

Cheliax

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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.

Cheliax

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

Cheliax

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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.

Cheliax

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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.

Cheliax

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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.

Cheliax

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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!"

Cheliax

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eggplantman wrote:
TarkXT wrote:

I really should have put down that this is in the interest of using optimization to work out how to make them effective.

Not in creating home brew rules.

Oh... I thought that was the whole point of your post. My bad.

There's lots of ways to make them effective. It's just harder to make them as effective at one thing as many other classes or make them the jack of all trades they are supposed to be and not be overshadowed by the bard/ranger/inquisitor/wizard every time. Sometimes this quest is even impossible some might say.

I have seen very effective rogues. The ones that do use all the resources at their disposal every time and play it smart (tough to do sometimes) by using their strengths and applying them well.

Some ground rules to remember to play your rogue well.
1. You are squishy. Remember this and always try to create and keep an advantage. Do not go in without a plan.
2. Sneak attack takes planning so have a plan. No plan = no sneak.
3. Skills are another strength. Learn all you can about getting the most out of them. Scrounge for every advantage.
4. Do not ignore use magic device as a skill. I have seen rogues dominate with careful application of this skill. Again, it takes a lot of planning and investment.
5. Mundane alchemical stuff can open up a lot of options for the clever rogue such as gaining concealment so you can stealth and tanglefoot bags and so on. Be creative.

You may notice from my above list that there is no "build" mentioned. The build is not as important as the approach to the class. The rogue has no innate magical ability nor does he have the hardcore martial training that other classes do so he has to work harder and play smarter than almost any other class. In the end, that is the challenge and reward of playing a rogue well IMHO.

Another thing I notice is that your ground rules don't really need to be applied to the rogue class; all of them are just different ways of saying 'plan ahead'. Doesn't that mean the alchemists, rogues, and bards who 'plan ahead' are still on top of the rogue?

Cheliax

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TarkXT wrote:
Helic wrote:
The Rogue should be the melee debuffer. If they do decent damage but inhibit the target, they fill a useful role in combat.
So how do we go about doing that?

Unarmed strike or the Bludgeoner feat combined with the Enforcer feat pulls off shaken. Add the cruel enhancement to the weapon and you've got shaken and sickened. Give the rogue Shatter Defences and you have synergy with your Sneak Attack. Add Crippling Strike and you can inflict a net -5 to attack rolls (-2 shaken, -2 sickened, -1 Strength damage), -3 on melee damage, and -4 on saving throws with two attacks, providing both hit.

Accuracy is trickier, and is best solved with enhancements that are easier to find from other classes. A rogue that can cast from scrolls of heroism, making use of a high Strength or Dexterity score, and using the menacing enhancement (hopefully combined with Outflank), can hit reliably.

However, the issue is that a fighter does all of this better. Before the people come out with the "But the rogue has more skills" argument, the ranger also does this better, and he's only two skill points behind.

In the end, I see the rogue as a convenient go-to for a number of feats rivaling the fighter, while filling up some important skills. That doesn't make it a good class though, and all the optimization in the world won't make me wonder why we couldn't have just gone Urban Ranger.

Cheliax

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Oops, you're right. Thanks for the correction.

I still think staves have their place in campaigns with a degree of downtime. I'll agree with you that more methods of recharging would be nice. I'd gladly spend a feat to double charge my staff.

Cheliax

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A rogue that doesn't rely on allies, eh?

The Flankless Halfling:
Str 10, Dex 19, Con 12, Int 14, Wis 12, Cha 9

Alternate Racial Traits [ARG]: Fleet of Foot (replaces Sure-Footed), Low Blow (replaces Keen Senses), Underfoot (replaces Halfling Luck)

Traits: Axe to Grind [UCa], Pragmatic Activator [UCa]

1 Dodge
2 Finesse Rogue [Weapon Finesse]
3 Mobility
4 Minor Magic [prestidigiation]
5 Arcane Strike
6 Combat Trick [Spring Attack]
7 Risky Striker [ARG]
8 Major Magic [liberating command [UCo]
9 Weapon Focus (rapier)
10 Familiar [UCo]
11 Improved Familiar
12 Feat [Improved Critical (rapier)]

We all know that a rogue can do decent damage when flanking — maybe not fighter or barbarian level, but good enough to contribute. That's why this build strives to maximize damage while not flanking. It uses the same Spring Attack chassis as the Mobile Halfling, but grabs the Magic rogue talents so that it qualifies for Arcane Strike, and also picks up Risky Striker. Getting the Improved Familiar gives this rogue a dedicated partner who can support him in a variety of other ways (one example: grease an enemy's square so that the halfling can ready an action to attack when the enemy moves through it, triggering sneak attack). The Axe to Grind trait gives him +1 to his damage when he's the only one threatening an opponent, because that will happen a LOT in PFS. Alternate Racial Traits are picked towards attacking things bigger than you (that will also happen a lot in PFS).

Attacking a large or larger opponent: +2 agile rapier +21/+16 (1d4+19/15-20)
Extra insanity: drink a potion of reduce person to increase your attack and AC* by 2 and allow Risky Striker to work even on medium creatures!

*AC boost only applies if you're wearing armour with a very high Max Dex. I recommend eventually trading that mithral chain shirt for a haramaki, or even mage armour.

If the familiar isn't for you, you can get rid of Major Magic onwards to get Bleeding Attack, Trap Spotter, and Improved Evasion; alternatively, keep Major Magic to grab Dispelling Attack. This build definitely does not need to be carried.

Cheliax ****

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I would say sell at the price you paid it or pay the difference, although I'm sure someone would be willing to point out why I'm incorrect. :)

Cheliax

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Purchase a mule for 8 gp, and a pack saddle plus rope for 16 gp. Put one of your many skill ranks into Handle Animal. Give the mule everything that is campsite-related, and only carry the essentials and the valuables on your own person.

Also, save up for a mithral chain shirt and a handy haversack. At that point, you'll no longer have encumbrance issues.

Cheliax ****

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PFS leadership are aware of the FAQ, and are considering it, so says John in this thread.

Cheliax ****

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1) The owner has no real business blaming you for turning away players from a full table. GM recruitment is a difficult process, and the owner should be contributing there before giving you flak about it.

2) You could consider modules. While they are much longer, they tend to be more relaxed because you typically have three sessions to get through the adventure. Otherwise, get used to skipping optional encounters. I know I have! :)

3) New players are just experienced players waiting to happen. Beginner scenarios like First Steps I, The Frostfur Captives, and Citadel of Flame are a great introduction to the game. You should have some veterans in no time if you are patient with them.

4) I think you may have solved the problem of having too many players. If someone is not willing to follow the rules of organized play, then they have no place in it.

To answer your final question, of course it's not necessary to run PFS. However, PFS is a great way of growing a gaming community, and I think it's worth the effort. That said, if you've found a good group of people, a long-term campaign can be amazing.

Cheliax ****

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Luckily, there are plenty of awesome things left in the ARG, even with a few removed.

Personally, I'm not at all a fan of the aasimar/elf oracle favoured class bonus. I think it invites far too much abuse in an organized play setting when the GM has very few ways of responding.

If we're going to name attitudes that we hate in PFS, I'll mention the "well it's technically legal so you can't stop me" attitude as my least favourite.

Cheliax

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Is there a story here? Your posts don't give any context, and so it is a difficult thing to respond to your questions.

Many classes could conceivably deal out that much damage in a round as they pass level 10, although some builds will be more consistent than others in doing so. As for your second question, a lot of encounters are solved quite quickly if you inject enough damage into them.

Vaarsuvius wrote:
As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero.

Cheliax ****

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Please, go ahead! Things that are shown to be overpowered on the forums tend to be adjudicated far sooner. If you are doing this as a theoretical build to show developers where errata may be necessary, I'm all for it. If, on the other hand, you are simply trying to beat a scenario solely using an animal companion, I would advise you to reassess your priorities.

I'm sure there are many who would agree with me that those feats do not stack. Fair warning to someone who may play at my table: don't try it.

Cheliax

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Thanks Stephen! I plan to use your forum clarification tonight, so it was great seeing it on here so quickly.

Cheliax ****

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Eric has the right of it as far as low level scenarios go.

As for meeting someone who pings evil because they have more than five hit dice, being evil is not a crime. If someone even has evil intent, they can ping evil. If a paladin is using detect evil as his or her sole justification for murder, give the PFS-standard evil action warning.

Cheliax ****

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I'm all for planetouched being retired. Blood of Fiends and Blood of Angels has made them a far more powerful choice than any other core race. Add to that their ability to fast-track into casting prestige classes, and I would be thrilled to see a retirement and grandfathering date set.

Age 24, play a home game and PFS, and I do have one tiefling character.

Cheliax

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Cheapy wrote:
Are you sure that's confusion?

Yup. 25% chance of my hurting myself whenever I see it. 25% chance that I just babble unintelligibly.

Cheliax

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It's not the same resource investment though. The halfling has to take an alternate racial trait just to reload as a free action, which means he can't take Fleet of Foot. In return he does less damage at a shorter range and with a lower critical multiplier.

A human has to spend two feats just to get the same benefits. What does the sling offer in return? The ability to use it as a melee weapon, but without any of your Weapon Focus feats attached. A-MAYZ-ing.

Cheliax

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I don't see how a will save or confused per bomb is useless, but I'm just going to be happy that the broken discovery has been fixed. :)

Cheliax

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At what level does a human slinger stop being good? At second level.

Cheliax

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Here's something to consider. When only looking at the Core Rulebook, the sling is absolutely horrible. Only with an alternate racial trait or two feats from a splatbook can a character reload a sling as a free action. That feat that ciretose keeps citing for using a sling in melee came out in Ultimate Combat.

What that means is that the sling as written is broken. I think it is a major problem when a book comes out with weapons that don't work, and both the sling and the sling staff are like that in the CRB. Paizo has released some material that makes the sling slightly better, but nothing has changed the sling staff from being essentially a waste of a feat.

Does anyone else think it's a problem? If a character needed a feat from the APG to make a full attack with a greatsword, that would be an issue, right? Or would people say "pfft, you should just use greataxes!"

I really must state that the ability to use it in melee does not make up for the inability to full attack. A longbowman can pick up Improved Unarmed Strike and be many times more effective than someone who has wasted a feat on Exotic Weapon Proficiency: sling staff.

Cheliax

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And in that case, whether a longbow requires Martial proficiency should also has no bearing on its usefulness. In which case the 'simple must be worse than martial argument' is patently ridiculous.

Cheliax

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Those abilities aren't comparable ciretose. Not to mention the fact that you can now use a bow as a quarterstaff.

Why exactly is the sling staff an exotic weapon when it is so much worse than a composite longbow? Sure you can use it as a club, but without that ranged full attack, it is an absolutely awful weapon when compared to the alternatives.

You know, if the reason the sling is worse than the longbow is because of the simple/martial thing, why is the longbow immune to the martial/exotic thing?

Cheliax

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Pathfinder Roleplaying Game Subscriber

I dunno, walking down the street and having everyone fawn over you is pretty cool. :)

Others in this thread have highlighted the two main options: caster-focused with an animal companion and melee-focused. Melee-focused is straightforward, and due to stat-requirements, I would recommend eschewing an animal companion; however, if you get one, you have a flanking buddy.

If you are going melee-focused, it would be ideal to acquire a bite attack in some way, as this would allow you to take Weapon Focus, and to prebuff with greater magic fang without being shifted. Being Adopted by half-orcs is probably the simplest method, but it may be distasteful to some players. Another option is the ring of rat fangs from Ultimate Equipment for 5000 gp.

Regarding the arm problem, grabbing the Toad domain would give you a toad familiar, which would qualify for Improved Familiar, allowing you a companion with opposable thumbs.

Since you will be able to buff your natural attacks by level 5, purchase other special abilities for an amulet of mighty fists, like menacing and ghost touch; the former is especially good if you're grabbing an animal companion.

Regarding the level 9 upgrade, if charming gaze does not appeal to you, I would recommend the swim speed or the natural armour increase. The poison is unfortunately quite weak, and the tail sting will weaken your bite. The defensive upgrades are also probably not necessary for a high Fort/Will class.

All this said, I think this archetype functions better as a caster. You get a lot of good arcane spells from this deal, and combined with the druid list there is a great potential to be an incredible blasting or control caster, who by the way also has a full HD animal companion. Buffing a large constrictor with the typical stuff (bull's strength, animal growth) while you air walk around with greater invisibility up is nice, and it's even nicer if you're also throwing the odd dazing magic missile or fireball. This version does function great with charming gaze, as the melee characters that get up in your face have to either blind themselves or always risk being besties with you.

Whether you are caster focused or melee focused, grab Quicken Spell at level 9 or 11. The benefits of quickened divine favour (for you or your companion) are too good to pass up; make sure that you're also budgeting for Natural Spell so that you're not destroying your casting ability with naga form.

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