Sean K Reynolds wrote:
As of right now, that would be my only suggestion for this class.
If another class has rage or rage like ability, the character receives the better of the morale bonuses, the more detrimental AC penalty, and he would gain Rage Powers (if any) from both sources with duplicate Rage Powers not stacking*.
*Or potentially adding an additional use per rage/day/round.
Would a barbarian gain Rage Powers from his own class features as well as the Skalds if he chooses to accept the Skald's Raging Song and activate his own Rage?
Edit: By the way, I love these classes so far. Thank you and the design team for the fantastic work so far.
I do however like that it automatically affects unconscious allies, so you can keep them alive with more CON.
This. Your buddy falls unconscious? Start your battle song and depending on his level and the severity he may by standing again.
I'm pretty sure that you can use Su and Ex abilities while raging, that would make a lot of class features still useable while the Skald sings his songs of violence and death...
As for the Str and Con bonus not staking with a Barbarians, that sucks but he still benefits. He gains all of the Rage Powers of the Skald which can potentially more than double his rage powers. That could give a Barbarian access to two separate Totem Rage Power lines, one from his own class feature and the other from the Skald.
I think one of the best parts of this class lies in the Rage Powers he can grant to his allies. Take Extra Rage Power for the rest of your feats (or a good portion of them) and not only can you give allies a +2 or higher to Str and Con, you give them a bunch of rage powers.
Want to take down spellcasters with your team? Take the Superstition line.
With complete focus on Rage Powers, you can provide your entire party (if they want) a huge number of buffs at the cost of a single standard action (or less at higher levels). That is all in addition to the extra HP, damage, and attack that you get from the standard song.
I love this class, just like I love most of the new classes.
Be whatever Magus you want that doesn't give up the your first arcana and use a whip and at 3rd level take the Wand Wielder arcana. Grab yourself a wand of true strike (only 2PP!) and Bam! Do whatever maneuver your little heart desires... just try not to provoke, you don't want to get yourself killed after all.
You get your BAB + Str Mod + Misc Bonuses + 20
I've seen it work extremely well.
I would say just build up a nice little stock of utility and specialty potions so you can use them as needed. I would use something like Bull's Strength, Enlarge Person, Fly, Haste, or Cure Serious Wounds.
Combine this extract with a couple of hollow pummel weapons and accelerated drinker and your action economy shouldn't hurt to much.
Round one: Drink Extract and move towards enemy while drawing the appropriate weapon with your desired potion stored inside.
Round two: As a move action drink your potion, spit it back as a free action, and proceed to attack the enemy.
Liz Courts wrote:
Just out of curiosity, do you know when these should start shipping to subscribers? I really can't wait to get my hands on the pdf and see all of the juicy content inside and I don't think checking my email every 30 min is helping... but of course I would never do that...
I like this idea, okay so we take Dimensional Agility at 9th level and spend 10 prestige to retrain 2 feats into Dimensional Assault and Dervish. We also need to take Endurance for access into Horizon Walker.
A non Human or Half Orc (Shaman's Apprentice) will have 3 feats to spend giving you Point-Blank Shot, Precise Shot, and Deadly Aim or Rapid Shot. If you are a Musket Master you get Rapid Reload for free and if you are a Human or Half Orc you can grab all four of the feats I listed.
Ninja 6/Horizon Walker 3
3 + Wis Mod/Day you can Dimension Door your way around the battlefield and make full attacks, never have to worry about tumbling or positioning again! Of course you have to wait until 11th level to flank with yourself with Dimensional Savant.
I was thinking you could be a Tiefling and you have yourself Nightcrawler for 9-18 games depending on what track you play.
I would love a Summoner/Alchemist combo that bonds to a suit of armor and or a weapon. Have those be customizable like an Eidolon but powered by the awesomeness of alchemy. Give them some extracts, throw anything like an alchemist, and a new SLA to summon things like a Summoner but more fitting to weapons and armor.
Are we talking about the Thassilonian specialist wizard here? It doesn't really matter, but since SRD got all crazy, I'm finding it hard to know what class/archetype some people are talking about.
I am talking about the Thassilonian Specialist. Also, that would be real nifty if they would maintain their bonus spells while taking prestige classes, it would make a Sin Mage/Bloatmage a fairly versatile combination.
Would a Sin Mage gain the additional 2 spell slots per level even if casting is progressed through a prestige class? Would a Sin Mage Wizard 5/Bloatmage X still gain the 2 additional spell slots for his 4th, 5th, ect level spells?
I ask because this clarification about their school powers seems to imply the archetype modifies spell casting rather than schools. So it seems to me that the prestige class would indeed grant those bonus spell slots. However, I could be wrong, so I figured I would ask.
What I really want... I want a cleric/wizard, a sorcerer/oracle, or something along those lines. I know there is already a prestige class but I want something that is nice and pretty, wrapped up in the from of a new hybrid class!
Give 6th level casting in both arcane and divine spells, poor BAB, poor saves, and some neato new features... I would be the happiest camper ever!
Duh, on my part. That will teach me to think before I math.
I'm a little rusty on my stats but it should be 120 assuming you can have a two bonuses to a physical or mental stat, which you normally you don't see. If you keep it to one +2 for physical and one +2 for mental with a floating -2 then you should only have 36 options.
Math for the first one: (6 choose 1)*(5 choose 1)*(4 choose 1) = 120
Like I said my stats are a bit rusty so I apologize if I'm incorrect.
Looks for Kobolds of Golarion and finds nothing.
*Sigh* Nothing from Kobold's of Golarion *Sigh*
I was really hoping that the Kobold Style feat chain would be allowed... so many options and possibilities... and you don't even have to be a kobold to join in all the fun!
Thanks, except I cheated and used a program to do the heavy lifting. I just set the parameters and took the credit...
I won't be able to confirm anything until monday but everything looks fine from a quick look over except Max ability score modifier should be 5 not 7, I think you forgot to change that one.
Yeah, I wasn't trying to change the hearts and minds of the masses. It started while I was trying to build a stat array for a PFS character (GM baby) that has a boon allowing an additional point to be spent like at 4th level. Then I thought, how can I get him to be strong but well rounded in terms of having bonuses in all my ability scores.
I mean, looking at it 14, 14, 14, 13, 12, 10 pre racial in 20 point buy is not bad. Races with +2/+2/-2 can end up with two 16s and a 14. Thats not terrible, especially for support and buff characters, even switch hitters wouldn't do terrible with that array. While this isn't a new revelation, actually seeing those numbers pop up as not only a well rounded outcome but a decently strong array made me stop and think.
I'll throw in "Have to have a 17 pre racial? Best you can aspire to:" as a suggestion. It's a pretty common one, in order to get the attribute gains from level up at an even number for level 20 (or for most games, 12)
Yeah, I can throw that one up on monday.
So I had a bit of free time on my hands and I wanted to figure out the highest (and lowest) total ability score modifiers you can get under several conditions (via some nifty problem solving software curtesy of my employer).
Total ability score modifiers will be defined as the sum of all ability scores for a given stat array, ignoring any racial modifiers. Racial modifiers play no real part in this analysis though, as the standard array and human array both simply add 1 to the totals that will be given. Note that this is not a guide to maxing out your character, just the best (or worst) way to have the most bonuses on your character. Again, this is pre racial bonuses and I'll add in a sample array.
Max ability score modifiers: 10
ex. 14, 14, 14, 14, 13, 12
Min ability score modifiers: 3
Have to have a 18 pre racial? Best you can aspire to: 8
Have to have a 16 pre racial? Best you can aspire to: 9
Max ability score modifiers: 8
ex. 14, 14, 13, 13, 12, 12
Min ability score modifiers: 1
Have to have a 18 pre racial? Best you can aspire to: 5
Have to have a 16 pre racial? Best you can aspire to: 8
Max ability score modifiers: 7
ex. 14, 12, 12, 12, 12, 12
Min ability score modifiers: 0
Have to have a 18 pre racial? Best you can aspire to: 3
Have to have a 16 pre racial? Best you can aspire to: 5
These should be correct barring and oversight I made when setting the parameters of the solver, if you would like me to add another scenario just let me know and I'll run it monday. Also note, the examples are just one way to arrive at the max (or min) ability score modifiers, which is made evident in the 20 point buy scenario.
Convoluted Character wrote:
No, here is the entire quote from the additional resources page, note the bolding is already in the original text as Belafon pointed out.
Additional Resources wrote:
Note the line Only legal goblin PCs are allowed to choose anything from this book. If you do not have a boon that allows you to play a goblin then nothing in this book is considered a legal option to you.
Chris Mortika wrote:
Last weekend, I ran a game where the party faced a redcap. Which critted on its first attack: that's 8d4 + 40, against a flat-footed 4th-level inquisitor.
It was something like this if I remember correctly...
Redcap to the Monk: "Hello, I have to go kill people..." redcap walks past the monk up the stairs.
It was a really fun scenario though and as others have said death happens, you have to accept it and move on unfortunately. I mean death happens so often to that inquisitor that he died in Bonekeep the night before and would die in the scenario after his run in with the redcap. Thats right, he died in three consecutive scenarios lol!
What I would suggest is be a Gnome with Spell Focus Illusion and at 6th level go into Veiled Illusionist so that you can get a whole host of Illusion spells. With that I would recommend the Blackened Curse for fire spells. That way you are a full divine caster with a focus on Illusion spells and a decent backup of fire spells.
Alexander Augunas wrote:
Haunted's biggest drawback is that it makes you take longer to draw goods. However, the jury is out on whether or not the Quick Draw feat can override that limitation.
The jury got back in a couple of weeks ago and Haunted curse has no effect on drawing weapons unless they where stored in your backpack or something...
Would it a bad choice to pick up Extra Revelation at level one though? It seemed worth the feat.
IMO, Extra Revelation is really nice at the early level and then later you look back and say, "well I wish I would have taken x." Illusion based Oracles are always fun, just go to Veiled Illusionist and you have a really good spell diversity. To do that you have to have Spell Focus (Illusion) and probably want Effortless Trickery, which means Racial Heritage (Gnome), which also means you need all the feats you can afford... leaving little room for Extra Revelation...
Just stick with it, Misfortune will make save or suck spells your bread and butter because characters essentially have to save twice against the spell. Once you get to fourth level, pick up a pick axe (doesn't matter that your not proficient) and the spell hold person Hold Person.
Round One: Hold Person as a standard, move to enemy.
Also, you should stay away from Extra Revelation from now on. Mysteries are good but you will get a lot more as a Dual Cursed Oracle, if you front load now your choice latter will be meh. Pick things like Abundant Revelation so you can use Erase from Time more often.
One last thing, your human FCB will be nice once you get to 4th level. That way you can start picking up spells that you really wanted but you needed to grab a more useful one, look in to situational and utility spells because if you use it correctly you will have pretty good versatility with your casting.
Alternatively, at 6th level you can go into Veiled Illusionist since you have the Haunted Curse. Pick up Spell Focus Illusion at 3rd, Racial Heritage (Gnome) at 5th, and Effortless Trickery at 7th. You will be a full divine caster with a nice list of illusion spells, for which you can concentrate on as a swift or move action, and enemies that disbelieve can be made to re roll their saves...
Edit: Also, regardless of what you do pick up some Breastplate and a Buckler... you need some more AC my friend!
Roll With It wrote:
If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square.
For the prone issue: You are only prone if you hit something and the goblins get to choose which direction they go flying, so make them choose an open direction.
For the staggered issue: Staggered is a lame condition, limiting you to a move or a standard action. However, you can make use of this and charge! What I mean is that you should charge your opponents because you can charge while staggered.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
And lastly, to improve your charging ability give all those cuddly goblins Improved Unarmed Strike and Dragon Style so they can charge through allies and difficult terrain with a little extra oomph from their tiny little fists. It will make your life so much easier and your pcs will hate you for it.
I have only ever seen two Inquisitors played and one is my own. I also feel like they fill in a lot of gaps with their ability to be so versatile, picking up melee/ranged/tanking/healing with their judgments if you build them right. While they won't outshine anyone at any of the above tasks, they do a damn good job of staying relevant and picking up any slack in the party.
GM Arkwright wrote:
My understanding was that the ONLY way to take a race-specific class was to take the Racial heritage feat, requiring you to be human.
I'm sorry for any confusion but I'm only interested in race specific feats. I'm aware of the FAQ for subtypes and archetypes, for which you are correct, I'm just not sure if that extends to feats as well.
Note: This is for PFS, so there is no asking a GM for permission...
I had a quick question, is there anyway to gain the orc subtype besides the Orc Bloodline or Racial Heritage (Orc)?
I ask because I'm looking into being a Dwarf Fighter (Viking or Lore Warden) and taking advantage of Goblin Cleaver Feat, Accelerated Drink Trait, and lots of potions of Enlarge Person. Then I noticed Surprise Follow Through for Orcs/Half-Orcs and thought that would make a good mechanical addition to my build as well as a funny fluff thing (aka I have killed so many filthy Orcs in my time that there blood has contaminated my pure Dwarven blood!).
The only thing is I plan on dumping my Cha and I would like to avoid burning two feats to be able to pick up a third. Also, a level dip would be somewhat of a drag considering the crappy Cha score and not being able to use my spells and what not. Eventually I would like to do something a bit more exciting than fighter with him as well, maybe branch out into Inquisitor but thats another story.
So are there any ways to pick up the Orc subtype other than the two above methods?
Bonus Question: Is there a way to get the Dwarven subtype besides besides Racial Heritage? Would a Half-Orc with Racial Heritage (Dwarf) be a viable option in PFS (is it legal I mean)? Because I might be able to work that Idea out.
Also, I was thinking an Aasimar or Human (with the adopted trait and Enlightened Warrior) Barbarian with levels of Unarmed Fighter or Monk. That way I can get Panther Claw pretty early as well as a nice bonus to speed (+10 from Monk at third, +10 from Barbarian at first).
So I came across the feat Roll With It and I really want to use it with a new character. Creation guidelines are anything Paizo with a 20pt build and I would like to avoid being a summoner but I have no qualms with using Racial Heritage (Goblin) to gain access to the feat. I don't know what level I will be starting at but any help with the build would be appreciated.
I was a bit put off by the staggered bit of the feat until I realized that I can still charge while staggered which is really nice. Then I realized that if I managed to get pounce somehow I would be making full attacks while staggered which is even better. So I think the best build to use in conjunction with Roll With It is a build that can do some cool stuff (or decent damage output) on a charge with no mount. I'm open to any other suggestions though, so please hit me with your best shot...
Also, for those that don't want to click the link above:
Roll With It wrote:
he's not using a ring of continuation, he's making a custom magic item that allows deadly juggernaut to be a continuous effect.
You would be correct, I was tired and read the title as Ring of Continuation, Deadly Juggernaut... Nothing to see here move along *starts to whistle and walks away*
Unfortunately it will not work as Deadly Juggernaut has a duration of only 1/min level, and a spell needs to have a duration of 10 min/level to work in a Ring of Continuation.
The FAQ that Time Forgot wrote:
No, a Mutagen/Cognatogen is not a potion. Therefore you can not extend them with the Extend Potion discovery.
Extend Potion wrote:
This is incorrect, please see the FAQ below. However, I do a agree that it is a human only feat so you will be unable to take the feat unless you are a human.
Edit: Ninja'd by the OP...
As long as they are divine spells there is no arcane spell failure chance and Ranger casts divine spells so there is no problem. The only issue that I can see is that you would need to take a feat to gain proficiency with tower shields otherwise you will have a massive penalty to hit. You may be better off with just a heavy steel shield, but I say that because I'm not a fan of tower shields to begin with.
Well, if you have Malicious Eye, Bolster Jinx, Iron Will, and Sluggish Jinx your Evil Eye will be potent. You can get all of those feats by 7th level and a failed Will save will give the enemy one of the following. First you can go with -5 Will Saves, -3 Fort and Ref Saves, and -1 Attack/Initiative. Or you could go -3 Will Saves/Attack and -1 Fort/Ref/Initiative Saves.
With the first option I would say just skip the Misfortune Hex if an enemy fails their save and hit them with Slumber, then they are out and a Coup de Grais should finish them off. But basically Evil Eye, Misfortune, and Slumber are your go to Hexes and anything after that is what you feel best fists your character.