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Cayden Cailean

Protoman's page

Goblin Squad Member. Pathfinder Society Member. 622 posts (624 including aliases). No reviews. No lists. No wishlists. 5 Pathfinder Society characters.


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mplindustries wrote:

I have to say, as much as I didn't like the Pyro defense because, well, I'd obviously rather not be hit, I'm kind of feeling jealous now. See, I'm sitting here at level 4 with the best AC in the party (I'm 3 over the gnome cleric and at least 5 over all the melee), my Fort/Ref are the best in the party (my Will is third out of 5, behind the Cleric and Magus) and the only reason I don't have the most HP is because the GM gave us all max HP and there's a Barbarian in the party (which bumps her base advantage from 2 per level to 4). So, yeah, I feel like I'm kind of wasting my resilience sitting in the back blasting. Without Weapon Finesse, it's pointless for me to take Kinetic Blade, so, I'm just kind of "stuck" being the toughest backliner ever.

However, if I had Searing Flesh, I could run up to melee range and provoke a lot. Yeah, I wasn't interested in Pyro at all before, but now, I'm thinking a Pyro Blade/Whip specialist might be really fun, to take advantage of the crazy toughness we end up with.

That's a great point, mpl. My pyro just hit level 3 picking up weapon finesse and for the first time in his PFS career I'm looking forward to bait enemies into melee to take advantage of kinetic blade + searing flesh (2 burn for 2d6 Fire damage) + high hit points.


The heck with the other elements! Fire needs some lovin'! Pyros can use the help too :D

In all seriousness, that is excellent news about handling resistance.


I, on the other hand, think the kineticist will be tier 1-2 on having fun like a badass. Pyro will be blasting and slicing everything non-fire resistant come July. Until then I'll simply blast and slice most things at lesser damage and skill utility while making Wang Fire puns in PFS, my SECOND GREATEST asset for that character.


I personally vote no. It's like asking if one can punch with the specific hand that's holding a sword, a potion, a book, a wand, a bow, a rock, etc. Hand isn't free/empty anymore. The cestus acts like an armed glove/better gauntlet, doesn't change give one anymore options than that.


I vote using something like implanted ioun stones rules for bonding with a rune which would be required for spellcasters to do magic.


Let the guy play something he's comfortable with first. Doesn't matter how optimized something is if the player's gotta look up 3 rulebooks during his turn because someone helped him with his build and he's hasn't gotten the hang of it yet. Think of someone who always gets someone else to help make their characters. Normal course of action, plays fine. Monkey wrench gets thrown at them with something they're unused to, or ask them for rules to back up abilities, and generally it can be a scramble of, "Hey guy, how did I get this bonus?"

People are always gonna learn more if they go through all the steps of learning/playing the game: build a character from ground up, play it, learn from it, and apply lessons in future.

As a GM maybe keep a plot-hook in mind to introduce a new character IF he does want to bring a new build/character in and if a simple retrain/rebuild doesn't work.


RexAliquid wrote:
Thanks for the reference, Protoman.

/Whistles theme song and teleports away.


mplindustries wrote:
RexAliquid wrote:
I'm reading it more as a burn bank. You deposit some burn into it in the morning, then later you can withdraw that burn and use it to supercharge a blast. Useful if you can't take the move action to gather energy, or you want to add infusions that would put you over your Burn-accepted-at-one-time cap. And it looks like you can recharge the bank with burn if you want to keep it topped off.

But, it's not actually useful for that. There is no limit to burn accepted at once, only to total burn accepted across the whole day (Con+3). Unless this is changing, of course.

Occult Adventures Playtest, Page 4:

A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter.


YEA! Thanks a lot Mark!

It's still sad that I can't apply the skill point + Acrobatics point to PFS right now, but that and everything else brings a load off my mind that this class is gonna be awesome in August.


I assumed all the contestants in Fate/Stay series were summoners and their eidolons were the servants. Life link works well for that.


If it's a continuous effect, how do you change the appearance the hat of disguise is granting?


Level 4 onwards, their attack and damage is almost as anyone else's thanks to studied combat. Throw in buffs from extracts and maybe a mutagen, can sometimes be better than others.


Maybe you should share what qualities you think the Edge of Tomorrow characters possess that you're wanting to replicate somehow in Pathfinder.


Whoa that effortless lace sounds incredible. I hope it'll be PFS legal as that would open up a bunch of finesse-build options.


I got two Liberty's Edge characters with the last name Benedict who claim to be distant relatives of Alysande Benedict.

One character is taking up the mantle of Thestil Shadowtongue (see 4-07: Severing Ties) whenever there's interactions with Aspis agents or just needing an alias in general.


Nope.


Mark Seifter wrote:


If this is PFS (which I intuited it might be due to the use of PP and boons), PFS seems like it's surely going to stick to the actual playtest document and not to the teasers I give (not least of which because the teasers won't include the specific new wording for everything).

Aww PFS is gonna stick with 2 skill points per level? Gonna have to buy some magic items to up my PFS pyro's basic out-of-combat versatility.


Yea Weapon Focus (blast) should work with both it as a blast and a blade/whip. A form infusion doesn't change the blast that it doesn't count as a blast anymore. No more than extended range for distant shots or kinetic blade for melee.


Kinetic blade forms a melee weapon so you use your melee attack bonus. Str modifier + BAB.
If you have Weapon Finesse feat and make it form a light weapon, you can use your Dex modifier + BAB.

So, Option 2 with Weapon Finesse (I assume the Weapon Focus is a typo).

Whether it attacks normal AC or touch AC depends on the your kinetic blast that you're making into a blade/whip. Ones like Fire Blast, Cold Blast, Electric Blast, Force Blast, and Blue Flame Blast would attack touch AC, even as a kinetic blade/whip. All the other blasts that attack normal AC would attack normal AC as a kinetic blade/whip.


GM'ed this last night. I appreciated the use of map packs as I actually bought the Ship's Cabins pack for Skull and Shackles that never ended up getting very far so I was happy to bring those cards back in play. Made prepping so much easier without having to draw a map beforehand or during the game.

Party was consisted of:

  • Level 4 Half-Elf Barbarian. Liberty's Edge. Greataxe. Skills are noteworthy because he has Skill Focus (perception) and ranks in Heal, Intimidate, and Profession (brewer). Rather well-rounded.
  • Level 3 Human Battle Oracle. Grand Lodge. Of the old-school thinking where he has packed away ALL the adventuring gear: has a ten-foot pole and a mirror to look under doors for example.
  • Level 3 Halfling Ninja. Liberty's Edge. Rare case of a halfling rogue/ninja character going strength-based with a katana held two-handed.
  • Level 2 Human Bloodrager. Exchange. Classic earthbreaker user. Had to convince him not to act out his Profession (slaver) in game to avoid Liberty's Edge characters from losing out on boon at the end of the session.

    I started the session asking the party to introduce and describe themselves: specifically getting height, weight and equipment.

    Between the skills layout of this party, the diplomacy and intimidate on Mahjub Mahdi, they had no problems with the investigation part of the scenario, didn't even need to bribe or spend money on information.

    Combat Encounters:

    Because there's only 4 of them (APL 3), they were playing sub-tier 1-2. Not exactly a challenge especially with the level 4 barbarian. I was happy that the bloodrager charged and critted on a grate, failed the Reflex save and falling into the hold. The combined encounter was the only thing that made the combat somewhat challenging. Individually each encounter would have been a cake walk with three Strength 18-19 two-handed weapon martials and a ninja with 2d6 sneak attack and plenty of flanking opportunities. The gnolls and cutpurses never even got a hit off, dying before their turns ever came up. Mezuk and Curtzog only living as long as they did due to positioning prevening getting swarmed at first. The young trollhound and an area of grease were actually strong nuisances when the party got split up in the hold and on the deck. The battle oracle had create water so I didn't have to worry the fire spreading too far. Only combat I was iffy on was the Chattel shop as it was pretty cramped. In the end against Mezuk in a corner next to the table, I suggested the bloodrager to jump on the table and the halfling ninja to tumble under the table, worked out well.

    Social Encounters:

    The party grumbled about having to each report to Lady Darchana, trying to get away with "he said all the important stuff already" but I stuck with it and they all in turn each added something that someone else left out. I warned them that bunch of the names sound similar and the scenario was littered with alliteration, and that they should take some notes.

    There's decent amount of RP if party's willing. I had the venture captain warn them that slavery is legal in Absalom and they shouldn't simply go all murderhobo for people doing legal practices and simply not being cooperative with people they have no reason to be cooperative with. I had plenty of fun RP'ing Mahjub as treating slaves well but sees them as property and can be disposed as such if needed; extremely sleazy/friendly offering to sell information special price for special friends and after the intimidation check VIP price for VIP special friends (free); and getting real chummy with the Liberty's Edge characters for saving him from the thugs. The Chelish solicitor Solvius Salbus assumed the halfling ninja as a slave (as a Chelish would lol) and asked what his price was. Majordomo Milana treated Atlag firmly and not-kindly as she still sees her as a potential spy in their midst that she can't simply dismiss out of service.
    I think the scenario depicts the slavery situation well for the party, especially Liberty's Edge characters. They had to grit their teeth when legal yet sometimes distateful slavery practices were bandied out in front of them. The only thing that can get away with was attacking slavers on the open waters, much like the Grey Corsairs, as social change wasn't coming to Absalom anytime soon.

    All in all I thought this was a great scenario. Good opportunities for RP if party members had Liberty's Edge or Sovereign Court PCs. From what I saw, Sovereign Court PCs have to go through a decebt amount of subterfuge and politicking to earn favors. This was the first Libetty's Edge scenario I've seen so far (I didn't get a chance to play it last week due to table/player reshuffling but look forward to it in the future) and was happy that it involved actual slave rescue as there wasn't that much of that in previous seasons for the Andoran missions. Investigative DCs weren't too high which I liked, I remember Destiny of the Sands Part 1 having rather high DCs for subtier 1-2. Combat at the very least had the real chance of getting significantly difficult when one can very easily fall through a grate on the ship, a humorous godsend for GMs wanting well optimized characters to have a challenge, in when playing down tiers.


  • Mark Seifter wrote:


    My goal is to make you have interest in kineticists of all types!

    Oh my, how tempting it might be with this potential additional line on burning infusion! "All fire kinetic blasts gain a +2 to DCs and on attack rolls and caster level checks to overcome SR against a creature that is on fire from this infusion."

    As great as that addition to burning infusion is, I'm still not sure how butning infusion is supposed to be used and would like it clarified in the final version.

    So far my understanding goes like this:
    If pyro burning infusion fire blasts target. Target takes the normal blast damage.
    If target fails saving throw (currently DC 15 = 10 + 1/2 kineticist level + Con mod), target catches on fire.
    As per the PRD's Catching on Fire rules, in each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
    However, I don't know what action it is for the burning infusion's fire to be put out. Your kinetic blast ignites your foes. Whenever an infused blast deals fire damage to a foe, that foe catches on fire. Foes that are on fire take 1d6 points of fire damage each round until they put out the flames. No action stated on putting it fire.

    If I'm wrong or missing something, could someone please share? I'm still hoping to play my pyrokineticist in PFS and I want to stick as close to RAW/RAI as I can despite my confusion.


    Hmm after thinking about it, I'm pretty sure I messed burning infusion up.

    Until someone corrects me I think I'll go with this order of events and questions.

    Scenario #1: Target Avoids Catching on Fire

    • On Wang Fire's turn he burning infusion fire blasts target. Target takes the normal blast damage (currently 1d6+3 fire damage).
    • Target passes saving throw (currently DC 15 = 10 + 1/2 kineticist level + Con mod). Avoids/negates catching on fire.
    • Wang Fire whines about lack of fire.
    • Combat resumes as normal.

    Scenario #2: Target Catches on Fire. "The Winning Scenario"

    • On Wang Fire's turn he burning infusion fire blasts target. Target takes the normal blast damage (currently 1d6+3 fire damage).
    • Target fails saving throw (currently DC 15 = 10 + 1/2 kineticist level + Con mod). Catches on fire.
    • As per the PRD's Catching on Fire rules, in each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
    • However, I don't know what action it is for the burning infusion's fire to be put out. Your kinetic blast ignites your foes. Whenever an infused blast deals fire damage to a foe, that foe catches on fire. Foes that are on fire take 1d6 points of fire damage each round until they put out the flames.

    As of now burning infusion isn't as clear as I'd like. I'll probably switch it out at level 6 for Fire Sculptor as that one's tad more clear on how to use it.


    For the ranged touch attack blasts, such as electric, cold, or fire blasts, would the Mage's Crossbow be any useful for the kineticist?

    Quote:

    This +2 light crossbow is made of silver that never needs to be polished.

    A mage's crossbow is especially effective against creatures with spell resistance. Against such creatures, the weapon's effective enhancement bonus increases to +3, and it deals an additional 1d6 points of damage. Whenever the wielder casts a spell that requires him to make a ranged touch attack (such as a ray) while he has the crossbow in hand, he gains a bonus on his ranged attack roll equal to the crossbow's enhancement bonus against the target creature. If the spell hits, the caster also applies this bonus to the caster level check to overcome the target's spell resistance (if any) and on the spell's damage roll (if any).

    Does casting a spell-like ability, such as a fire blast, count for the "whenever the wielder casts a spell that requires him to make a ranged touch attack" requirement of the weapon to benefit the attack roll bonus and caster level check against spell resistance?


    I vote finesse with +1 inspired rapier.

    Human with adopted parentage (tengu) and get weapon focus (rapier) at level 1.

    1) Weapon Finesse, Weapon Focus*
    3) Fencing Grace + Mutagen discovery
    5) Extra investigator talent


    How much money does your investigator have to spend?


    Is this for PFS or home game?


    Tels wrote:
    I would imagine that he also gains the ability to sense spirits and, eventually, outsides and extraplanar creatures, similar to a constant Detect Evil.

    Oh you should check out the Druid Menhir Savant archetype from Ultimate Magic. They get spirit sense which would be perfect for that:

    PRD wrote:

    Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.


    I'm gonna guess he means if an aerokinetic's air blast affect fog/cloud spells like gust of wind or something.


    justaworm wrote:
    Protoman wrote:

    Well the blog does refer to the Design Team making that decision, so I think it's applicable to the Core Rules as a rules clarification.

    Quote:


    How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
    When a creature with hardness sustains damage, subtract its hardness from the damage dealt. The rules for halving damage, doubling damage, dealing damage with ineffective tools, immunities, and the like only apply to damaging inanimate objects.
    (This is apparently a question the Design Team has received a few times during the development of Iron Gods, so they were ready to go with an answer!)

    The robot in question is not an inanimate object, and so this rule clarification doesn't apply in this situation. The robot has a reflex save, as where an inanimate object generally doesn't.

    So I would think the previous Save, Hardness, Resistance, Vulnerability is the right way to go.

    ...Not sure what to say to this.

    Yes you are correct. That's EXACTLY what the rules posting I quoted stated.


    Well the blog does refer to the Design Team making that decision, so I think it's applicable to the Core Rules as a rules clarification.

    Quote:


    How does hardness work for creatures? Does energy damage such as cold deal half damage to creatures with hardness (Pathfinder RPG Core Rulebook 173-174) even before applying the flat numerical reduction?
    When a creature with hardness sustains damage, subtract its hardness from the damage dealt. The rules for halving damage, doubling damage, dealing damage with ineffective tools, immunities, and the like only apply to damaging inanimate objects.
    (This is apparently a question the Design Team has received a few times during the development of Iron Gods, so they were ready to go with an answer!)


    Correct.


    Ravingdork wrote:
    doc the grey wrote:
    Remember though you DON'T halve the electricity damage when you use hardness for a creature.
    Oh? And where is that spells out in the rules?

    Here.


    HSalgo wrote:

    Interesting. I never really looked very closely at those rules. However, it does say, "Druids, oracles, and rangers are the exception to this rule." Would you not expect hunters, which are hybrids of druids and rangers, to also be exempt from this rule, despite the "divine spellcasters of any future classes" clause?

    When hunter can multiclass freely between druid or ranger, I'm just gonna continue seeing it as its own class and simply sharing the class spell list of druids and rangers, so I'd say that those "future divine classes need deity" caluse in the PFS Guide applies to hunters. For PFS anyways.


    Is this for PFS?

    If so hunter should work, as per the Guide to Organized Play:

    Page 10 wrote:


    Clerics, inquisitors, paladins, cavaliers of the order of the star, and samurai of the order of the star must choose a deity as all classes in Golarion that receive spells and abilities from a specific divine source receive their powers from a deity. Druids, oracles, and rangers are the exception to this rule. The list is not exhaustive, and divine spellcasters of any future classes whose sources are
    added as additional resources will be required to choose
    a deity unless otherwise specified
    . Otherwise, characters
    who do not receive powers from a divine source may
    choose to be atheists or to have no deity at all.

    And that doesn't necessarily apply for all cases. For example, in Inner Sea Gods, the deities grant classes additional spells for their class spell list. Erastil gives rangers goodberry as a 2nd level spell. Cayden Cailean provides bards a limited version of knock as a 1st level spell. Gorum gives druids rage and iron body. Gozreh provides druids with whispering wind and waterwalk, oracles with whispering wind, rangers with whispering wind, create water, and purify food and water. Pharasma gives adepts and bards, sorcerers, and wizards augery, death knell, speak with dead; and oracles false life, clairaudience/clairvoyance and moment of prescience.

    Gozreh and Pharasma are the best example that a worshipper of a non-deity specific class can still be granted spells by that deity. Oracle fluff, really any divine class fluff, can be described as getting granted spells by a deity as per player or GM's choice.


    Do...you want it to be one?


    Plenty of other useful stuff in there for future lower level characters wanting to deal with swarms too.


    Whisperknives wrote:
    Protoman wrote:

    Investigator? Empiricist Investigator? All the talents look pretty fun.

    I don't know if you guys get traits or not, but student of philosophy would go well with your stats if you're investing in bluff and diplomacy.

    I looked at Empiricst, and like the flair of it.

    I will edit in the traits but yes I have:

    Student of Philosophy and Clever Word Play, to cover my horribly charisma.

    Hmm usually you can't take those two traits as they're both social traits. But if you guys houseruled away that restriction, cool.

    Your character sounds like Dexter. Maybe be "tortured" that you feel compelled to wipe these stains of unfulfilled vengeance (the targets) and their actual stains (the crime scenes). While you know you're doing what you need to, you also know that you're acting as judge, jury, executioner, and CSI clean up crew and what you do isn't sanctioned by any legal/moral authority.


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    The purple worm's assault on the train knocks over several crates full of cabbages in the stowage car. The owner of the cabbages is screaming and in a tantrum is throwing cabbages at anyone nearby.
    Diplomacy 19 to try to get past the cabbage owner peacefully.
    Reflex 17 to avoid the cabbages as you move past.


    A beholder that's been stuck in a pipe for a few months.


    Investigator? Empiricist Investigator? All the talents look pretty fun.
    I don't know if you guys get traits or not, but student of philosophy would go well with your stats if you're investing in bluff and diplomacy.


    Slime grenades and Artokus's fire?


    Nefreet wrote:
    _Ozy_ wrote:

    Fixed your link for you

    So looks like no, that's an elixir created with craft wondrous items, not brew potion. Potions can only be made from spells with specific targets, area of effect spells like fire breath, color spray, and fireball wouldn't work.

    Okay, cool. Thanks.

    Darn. Even that's single target. I was looking for a cheaper way to handle swarms, but something more effective than just Alchemist Fire.

    Well elixir of dragon breath would work and only costs tad bit more than the elixir of fire breath.


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    That's why I use gamescience precision dice!
    Dice roller app would be more randomized, but too slow for actual play use in my opinion.


    I'd definitely warn players about the scenario's theme and say what kinda skill-set would be useful. Gives them an opportunity to change up or make something different from their usual characters.
    Kinda like a GM warning players that Bonekeep is more lethal than most scenarios they've played before.
    Players should get a chance to know what might be needed of their characters and it'll be their responsibility to bring something appropriate to the game. Once decisions are made and game starts...well sometimes the only way to learn is the hard way.


    maouse wrote:
    Protoman wrote:


    PRD. Magic Item Creation. Creating Potions.

    The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

    TYVM. Also straightened out the whole "cost" thing. All potions cost full cost even if crafted. Good to know. (unless there is a feat which reduces the cost somewhere).

    No, crafting costs is still half the base price.

    Quote:
    Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

    Not that crafting costs matter in PFS as there's no magic item crafting available for any players.


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    maouse wrote:

    Where in the world did you pull the "personal range" thing from?

    "It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects."

    page 477 of the CR... if it affects one target, doesn't "you personally" qualify? 5th edition of the rule book doesn't say what the old 3.5 used to say... on the line you quoted.

    Example: Potion of True Strike = exist don't they? Overland flight? Plant Shape? Read Magic? See Invisible? Alter Self? Blink?

    None of those have ever been in potion form? Seems like I have seen at least SOME of them as potions before...

    PRD. Magic Item Creation. Creating Potions.

    The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.

    All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)

    The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

    The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.

    Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.) Brewing a potion requires 1 day.

    Item Creation Feat Required: Brew Potion.

    Skill Used in Creation: Spellcraft or Craft (alchemy)


    Bronnwynn wrote:
    Orkfighta wrote:

    Here's a post by James Jacobs that states alchemist's (and by extension investigators) can take item creation feats

    http://paizo.com/threads/rzs2mz2b?How-does-the-alchemist-use-discoveries-th at#4

    He's going against every RAW and most of the fluff. Alchemists don't have a caster level and are minimally magical - they use extracts by infusing them with a small bit of magic - but the implication is that they don't have enough for actual casting.

    If you want to allow it, sure, but JJ isn't part of the crunch side of the PDT, and that isn't an FAQ. You're still going against RAW and probably the dev's RAI.

    Definitely against RAW and FAQ as stated here.


    Alchemical Allocation can't be in potion format because it's a personal range spell.

    PRD. Magic Item Creation. Creating Potions wrote:


    Spells with a range of personal cannot be made into potions.

    If you ever get one in a chronicle sheet, then it's available to you. I doubt such a sheet exists though.


    I had very good success with a mobile strength-based charisma-to-AC lore oracle. I played him out to be like the Doctor from a certain BBC tv show so being able to run was a big deal for me. I knew grace spell to get past AoO's and reach, liberating command to help out with grapples (party wizard kept extolling the virtues of black tentacles that I knew I'd never wanna get stuck in it), wore feather-step slippers to run past through difficult terrain: steep stairse, bushes, the aftereffects of stone call, etc. This was a few years ago so there wasn't yet that many options for a character like mine to do that much damage, even when I was Strength based, compared to my optimized party members. However I proved essential with my tactics. When I get to paralyzed party members, I'd use the drag maneuver to pull them away to relative safetly; knowing breath of life is great and all, but have to get to a party member in ONE move action in order to benefit, so I and the freshly-dead-party-member can't afford for me to be slowed down by difficult terrain, armor/encumbrance, and enemies in the way.

    Granted, clerics require different tactics. Especially with the whole prepared spells versus spontaneous spells being an issue. Helped build out a cleric of Cayden before once. Dex based (get Reckless trait for Acrobatics) with the travel domain for +10 ft movement and all the mobility powers that come with it ensures your cleric gets from point A to point B to really affect the tide of battle. With new Fencing Grace feat available, it's even easier to build a proper Cayden cleric wielding a rapier and contribute to damage. To get Fencing Grace ASAP without multiclassing, I'd suggest being a Human cleric with Adopted Parentage (tengu) in order to get Weapon Focus (rapier) at level 1. Can afford Fencing Grace by level 3. Or as someone would undoubtedly suggest, level dip as inspired blade swashbuckler at level 1.

    All the well-built mobile finessing clerics/oracles/healers I've played personally or seen stuck with melee. Ranged feats are too harsh to get around with average BAB and require too many right at the beginning in order for the character to be any use. Plus as I've always argued, if at range sniping at bad guys with for example at a 1d8+2 Str composite bow and whatever enhancements it may have, how is the sniping cleric really helping out the party? Some spells like bless have great range, but a lot of buffs are touch-based and almost all the healing is; and frankly average BAB ranged attacks are not that accurate at higher levels. More opportunities to do whatever is needed or whatever you'd want with your character magic or combat-wise when in melee with the party, or at very least, short-range sniping (within move action range away from party).

    This isn't even for heal-bot play. I'd never advocate that unless you'd want it. But for versatility in action, mobility is important. If doing the High AC build with heavy armor, travel domain would still allow you to move as fast as light armor rogue, and the stated previous tactics with spells and actions can still benefit the tanky-cleric. A cleric can be a monster when fully prepped to full-attack (haste, righteous might, etc) so it pays off to worry about mobility for flanking and whatnot with options to do so (spells and domains) that even the regular full-attacking party members have access to.


    Also, while the playtest forums remain unlocked (for who knows how long) just wanna say thanks for your playtest reports. You've posted several reports that I've found real useful when comparing with my pyrokineticist (I'm still pretty happy with my accuracy even if I do suck against fire resistance when I run into it). Happy gaming!

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