Per the playtest document:
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook)
there ya go...
Did the general, brawler and investigator surveys. Have not taken a very detailed look at the others.
One comment that I did not put in the surveys is. While I am not fond of the alchemist class, I find that the combination of minimal alchemist abilities with the rogue abilities is "exactly" what I am looking forward to playing in our next AP (once we finish Serpent Skull).
Bill Webb wrote:
We want everyone to promise they will not open these until Christmas (ok, Hanukkah is ok too), and we want to hear who got what in the boxes.
I think that I'll have my son-in-law order me one as a Chanukah present. He is Jewish. Oh, did I forget to mention, but Chanukah starts tomorrow (Wednesday 11/27) evening!
Thanks. -- david
I never played an alchemist, and searching the FAQ doesn't answer this question.
Play test document wrote:
"An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use."
What if the alchemist / investigator pours the extract/potion down a comrades throat? Is it still good, or did it go inert? My assumption is that it goes inert, but the text could be read both ways. thanks,
Jim Groves wrote:
OH! Yeah.. I mentioned that I usually allow 20 points didn't I? That might be what you're asking about. Yes, I make them play 1st level with 15 points, and then at 2nd level I gave them 5 more points to distribute (not on a 1 for 1 basis, but to spend as per character generation). I received a lot of concerns about MAD and I was trying to be sympathetic. The idea was that they would build more balanced characters. I think it mostly worked, in that the characters are more balanced, but the encounters are still too easy. With James's strong advocacy of 15 point builds, I plan to stick to that next time. However I don't change the rules of a campaign in mid-stream. Instead I make the existing encounters harder. I want to diminish my need to do that because my free time is at a premium too.
Question for you. How do you handle the following?PFS game, so it is a 20 point build, but the stats are: Str 20, Dex 14, Con 16, Int 7, Wis 7, Cha 7 for a half-orc barbarian.
Even if you bring it down to a 15 point build the stats are: Str 18, Dex 15, Con 16, Int 7, Wis 7, Cha 7.
How I handle it:
20 point build. After racial adjustments, one score of 8 or greater, all other scores of 10 or greater. This "offsets" the higher point buy.
Lord Twig wrote:
Ah... I was thinking of Monk Flurry of Blows and didn't pay attention to the feats. Now I get it, thanks,
Dumb question time, but how do you get four attacks on brawler's fury? (sorry if I am being dense).
I have Advanced Bestiary, backed the Kickstart, and do NOT have Bestiary 4.
That said, I would rather have new templates, since I can get the Bestiary 4 stuff from the online PRD
edit: Although, mentioning the original templates would be helpful.
-1 to trapfinding and disable device.
My take on this class is a non-evil assassin type. He is out for the kill. Doesn't need the trapfinding, etc. But the sneak attack is just fine.
nate lange wrote:
Agreed with Toughness should not be there either.
I see Improving Defense as Dodge, Mobility, etc. feats since that helps Armor Class. Toughness does not "help defense" in that it DOES NOT make you more difficult to hit, it just makes you "tougher".
I can see the argument:
So is Iron Will, Improved Iron Will, and the other "saves" improvement feats considered "improving defense"?
Too much leeway, imo, and not enough definitive.
But, I do live the class !!! In was thinking of trying Champion of Irori (cleric/paladin/monk/coi) for the next AP, starting in March or so, but this looks more like the concept that I had in mind.
edit: Yea, what Victor Zajic said. Although, having yet another "sub-list" of feats would be annoying, it probably is the better option.
Regarding the Martial Maneuvers (Ex) class ability at 1st level. I foresee a whole lot of discussion and FAQ requests on what feats are or are not considered part of the subset of combat feats allowed. I would like to suggest that the wording be changed to combat feats (all) rather than an undefined subset.
I am a bit confused about Brawler's Flurry.
Is this supposed to be a Two-Weapon fighting "style" where you can use two weapons, or a weapons and unarmed strike, or two unarmed strikes?
Also, what is meant by "A brawler with natural weapons cannot use such weapons as part of brawler’s f lurry, nor can she make natural attacks in addition to her brawler’s flurry attacks." ?
Empyreal Lords is about 3/4 of the way down to the bottom.
Noob as in "never played Pathfinder; don't know the mythic ruleset; don't know anything; having trouble figuring out how many spells my Oracle gets at level 1". So being able to get help as needed.
Look HERE for step-by-step directions on how to create a character. For "character sheets" you can also add PCGen, a free java program, that has many of the Pathfinder books in it.
subscribers seem to be last class customers now.
Not to rub it in, but I got my "will ship by 8/23" notice the first Monday evening (8/12) and my stuff came last Wednesday (8/21) via UPS and I am a Charter Subscriber, so you statement is not true.
Bestiary II Pawns, Mythic Adventures and the AP #71.
edit: use my primary id so my subscriptions show.
Eben TheQuiet wrote:
Could be interesting. Shoot me a PM if you decide to do that. I may not be able to play, but I'd like to see how it goes in terms of the mechanics running on this medium.
Will do, although it will be at least September if not October before I start something up. Also, almost positive it will be on this site, and I will put [Numenera] in the subject line when I do.
Eben TheQuiet wrote:
Yea, me too. I hope that someone will create a DM "cheat sheet" on combat (especially) and skill checks to ease the pain of a similar but different system. If no one else does it, over the next few weeks I probably will.
Also, my home game probably would not like this. They are definitely the "kick in the door, kill the creature, take its stuff" lather, rinse, repeat, type of gamers. I will probably start up a PbP, either here or at rpol to run an adventure or two using this system.
I think he's asking for a party that fits thematically into Reign of Winter, can cover all the traditional roles a four-person party is "supposed" to cover, and that can survive while doing both those things assuming that the AP is not adjusted for a three-person group.
Yea, what Zimmerwald said. The DM is relatively new to DMing, good but new, and he would have a hard time "adjusting" it to three PCs, which is why he usually has me play a 2nd PC tank fighter. I want to concentrate on one character and not have to be concerned about a 2nd one, even though it is not much to do (attack, damage, next bad guy), and none of the other guys want to either.
Winter Witch, because the Players Guide (page 5) suggested it, and I like the thought of fighting cold with cold (so to speak). Crusader Cleric was the healer tank, even though not a full bab class he gets some weapon / armor feats as extras that a normal cleric has to take a regular feat for. Also, probably a Cleric of Iomedae or Torag for the weapon. The Urban Ranger doubles as a damage dealer (probably Treantmonk's Switch Hitter so he could do archery or melee) and picking up some critical Rogue skills (trap finding, disable device). Hmmm. Trapper Ranger gets both also. That could work, and would be just as easy to do, and with UMD (Dangerously Curious) could be a backup wand healer, thanks!
Is a Rogue *really* necessary? Should I not be concerned about the trap finding skill? I know in some campaigns, Kingmaker for example, it was not a big deal to have a Rogue-like character, but in some campaigns, a Rogue-like character was critical.
ps. Thanks for the help.
We seem to have trouble keeping a 4th player in our group, and the DM doesn't like to run a DMPC, although he has had me run a 4th character that is a pure fighter and I don't want to this time.
I have read the Players Guide, but I am looking for suggestions on how to "build" a three person party since I will be playing in it when we start in perhaps six months.
I was thinking perhaps:
How would this work?
Oh, and it is a 20 point build (no 7 ability score, and only 1 score under 10), max hp, max gold, generally we stick to Core and maybe APG.