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That's only if the Quick Study talent gets updated/still exists.
I don't really see the issue with what they're doing within your specifications of your game to draw in-game ire to begin with.
But to address your topic, giving them random fights would just be rewarding them with potential XP and probably fun encounters for them since they probably built for combat. Or gives more social characters in party an opportunity to shine to calm randomly-grumpy NPC down.
Prices shouldn't be higher for them. That's rather arbitrarily silly/petty and they can just get party member to help buy them stuff.
But yea, more social encounters. Though if they pick up traits or feats to use something other than Charisma modifier for social skills, good for them.
Muleback Cords affect your carrying capacity, so you get a much higher light, medium, and heavy load.
From the carrying capacity rules:
An acrobatic swashbuckler paladin is NEVER out of the question.
Wish I saw this post before my first reply.
With just the shield as a weapon puts you in the Captain America/Andoran build territory, which is among my favorites/
Str 16 Dex 14 Con 12 Int 10 Wis 8 Cha 14
Just having Acrobatics as class skill and maxed out will allow you to jump and balance decently even in heavy armor.
But if you want to be more acrobatic, go more Dex based.
While 15-point buy is standard for APs, I think most DM's use the PFS standard of 20.
Ability Scores: Definitely need to up your Con. Melee with 10 Con might as well turn in their character sheet.
Suggestions (these are all post racial bonus of +2 to Strength)
Feats: Power Attack. And two-hand something like longsword/greataxe/greatsword/morningstar. Whatever. If do wanna stick with shield, only do it for first level. That shield is gonna mess up lay on hands (at 2nd level) and casting spells (at 4th level) in the future. For second feat, I'd suggest Weapon Focus. If you got an Wis 8, maybe pick up Iron Will if you're worried will saves are too low.
Traits: What traits did you pick for yourself? Who's your deity? Do you worship Iomedae? Check out Chosen of Iomedae. Masterwork longsword! Or Rich Parents could get that too I suppose. Outfit yourself in decent stuff.
Equipment: I assume you have standard starting cash of 175 gp for paladins? Skip the chainshirt. That's for rogues. You got a lousy Dex mod with that 15-point buy, work around that. You might not like the speed penalty, but you can buy mithral in the future. Check out the PRD for armor. Get scale mail. If your GM allows some eastern armor (some GMs are whiners about Eastern stuff in a "western game"), consider kikko or four-mirror armor depending on how much money you got. If you're insisting on using shield, sure longsword. If you picked up some medium armor that would allow your AC to be as good as with a shield to begin with, go bigger weapon with power attack (example: greatsword or nodachi or falchion) and lay a hurting on monsters. Current decent weapon choices for paladins often recommend 18-20/x2 or x3 or x4 crit weapons, as paladins can multiply their smite damage on crits.
Skils: DEFINITELY have social skill or two. Preferably Diplomacy if you're comfortable with it. Carrion Crown has quite a bit of social interactions and Diplomacy would make your life easier. Especially when you got a decent Cha. Knowledge (religion) is also good if your GM is good about giving out monster knowledge/lore (in this case: undead).
Do you plan on having a mount at level 5? I'm not sure I'd recommend it, as the AP doesn't afford a lot of space or decent terrain to use it all the time I think.
Kitsune race. Realistic Likeness feat turn into anyone (probably human specific? I dunno).
Bard's good. If you're willing to level dip, 3 levels in Charlatan Rogue can get you the Rumormonger advanced rogue talent that could basically let you con whole COMMUNITIES if you got a week of downtime to lie to folks.
If crafting price, I second Imbicatus' vote for Bracers of Falcon's Aim.
If purchase price, I vote Feather Step Slippers. Regular move and 5-foot step in difficult terrain. So if you're standing in bushes or rocky terrain and people come up to melee, you can 5-foot step and they can't (normally) and they'd waste a move action and full-attack-potential getting back to melee with you.
You mentioned a bunch of characters in Inner Sea Combat. You included Grask Uldeth, which made the Orc in me very happy. You mentioned various gods which represent various types of combat and guilds. But while you mentioned mercenary companies and such, you forgot probably THE god of soldiers and mercenaries, GORUM! How could you paizo? How could you casually ignore the guy that makes other gods take pause and say 'If I do this, will Gorum punch me in the face?' and they realize if they have to ask at all then they probably shouldn't do it.
I'm pretty sure when Sarenrae went head to head vs Rovagug while deities were dying left and right and all of creation/Golarion was at stake, she didn't wonder if Gorum would approve or not. Mostly because he most likely didn't exist yet. And also because she'd have most likely said, "Shut up and sit down, fool, as I'll handle this."
I got a related question to this that I haven't found specifically mentioned (I could have missed it in the mass of shield master and shield bashing threads, though):
Brawler's Flurry (from the Advanced Class Guide playtest) is basically two-weapon fighting/flurry and allows weapons from the close fighter weapon group, which light/heavy shields, to be flurried. Would the Shield Master allow a brawler to flurry shield bashing with no flurry penalties since they're basically two-weapon fighting (granted, with 1 weapon) penalties?
Whether androids sleep or not is something I'm interested in. Or needing to rest from forced march for that matter, such as if they're still stuck taking non-lethal damage from forced march (which I personally hope not) while being immune to fatigue. It's a cool visual for a character that relentlessly moves after its quarry.
An arm blaster/gun would be a cool implant (crossing fingers for something like that in upcoming Tech Guide). Want to build a Megaman/Protoman character.
There are several traits that can help.
Humble Beginnings (Region trait) seems to be the simplest. Let's you act as if you have Catch Off-Guard with the frying pan. Not the best though imo.
Rough and Ready (Equipment trait) allows you to attack with a frying pan without the -4 improvised weapon penalty (without needing the Catch Off-Guard feat) AND gives a +1 trait bonus to attack rolls, but will require you to have profession (cook) or something like that. Whatever profession you can think of that uses a frying pan.
Surprise Weapon (Combat trait) gives a +2 trait bonus to attack rolls with improvised weapons. This is pretty sweet if you did pick up the Catch Off-Guard feat.
Stylistically, Improvised Defense (Combat trait) would be pretty cool. But only useful when you aren't attacking.
First, just to alleviate my confusion: Is there a special chronicle sheet allowing noqual items?
Second: Does noqual also affect spellcasting that doesn't have somatic components? Arcane spell failure chance only affects arcane spells with somatic components. The rules of noqual state that, "The [noqual] armor’s spell failure chance increases by 20% and applies to all magic cast while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer." Does the "all magic cast" part means it's a specific vs general ruling here or does the somatic component general rule still apply for spell failure chance?
Third: The FAQ was pretty clear that as written, alchemist's extracts isn't spellcasting. If noqual doesn't affect magic item use such as potions or wands, then it shouldn't affect extracts.
Remy Balster wrote:
Or look at half-elf. They count as elf for favored class benefit too, and the half-elf or human's favored class benefit of extra spell known is also pretty sweet for spontaneous casters.
You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, BUT ONLY TO CHANNEL POSITIVE ENERGY.
A paladin doesn't get channel positive energy til level 4. One needs to be the appropriate level to obtain the class feature before it counts as qualifying for a prerequisite. Like a rogue needs to be level 5 to qualify for something that needs 3d6 sneak attack.
Channel positive energy lets the paladin consumes two uses of her lay on hands ability for one channel energy use. The Special line explains that Extra Channel feat for a paladin just adds on 4 extra lay on hands ONLY for 2 extra channels per day, not that they can use thos lay on hands normally. The Benefit line doesn't directly apply to them, but as an effect of the Special line.
Most of those once-per-rage powers are specific full/standard/move/swift/immediate actions anyways, right? Shouldn't come up too much.
However, I think if a barbarian activates rage, deactivates rage, and activates rage for second time in ONE round; then that barbarian expended TWO rounds of rage in one round.
For the young thing, I feel it has more to do with his
his replacement heart being half of a celestial pearl/heart of a wish-granting dragon granting renewed vitality he received in Master of Devils. And his hair color has been gradually darkening to as it was in his youth. In later books, it's noted by Radovan that he suspected Varian is dying his hair when he's not looking.
I agree with TimrehIX's thinking it was the monk training that made him feel more youthful and fit. The sword allowed him to fully utilize his swordsmanship, maybe even enhancing it (with the Speed quality).
If the "heart" was statted up, I'd definitely put in age resistance and death ward to explain how he's immune to vampires' energy drain attacks.
I agree true-seeing should be continuous/when wielded, I only included the at-will ability for alternative pricing in case anyone's actually trying to think of ways to price it for their own character/game's loot without going overboard.
I only included the transformative simply because it's the easiest way to ensure Varian (or anyone wanting such a sword) is proficient in it. D20 stats-wise, it can get tricky when dealing with monk proficiencies compared to other warrior classes or whatever it is Varian has class levels in/proficient with.
Cast Lesser Create Demiplane for the actual demiplane. Your choice on permanency.
Cast Greater Create Demiplane twice (but some scrolls or something) for the Gate effect. Pick the army's original location and destination as the Gate points into demiplane. It's instaneous so it lasts as long the demiplane does; should be long enough to move whole armies.
Sure that's doable. Important thing is to figure out how the got 30,000 gp for CL 10 first. Luckily did that a while ago on another thread:Caster level 10 x 5th levels spell x 2000 gp use-activated x 1/5 once per day x 1.5 modifier for sticking extra effect on an existing magic item = +30,000 gp for 5d8+10.
So for level 15:
And for level 20:
So if your GM is cool with it, just pay the difference in pricing when updating armor.
The swashbuckler's daring-do deed does specifically state signature deed can't be applied to it, suggesting a swashbuckler could pick that "gunslinger level 11" feat eventually for a different deed.
I'm hoping though that panache gets some wording later that states it counts as grit for feat or ability pre-requisites.
I don't think I've seen anyone mention this yet. But why does Precise Strike not have wording to keep the Signature Deed feat from applying to it yet? Spend one panache as a swift action to double the precise strike damage on your next attack, or take a feat at 3rd to instantly make it a swift action to double your damage as long as you still have panache.
Well Signature Deed does require a gunslinger, or in this case swashbuckler, of 11th level. From what most people are saying about the ineffectiveness of just precise strike without Dex-to-damage, the Signature Deed feat just might be necessary to keep the damage relevant at that level and onwards.
The main problem is that it feels dexy but without finagling it a bit its better off strength based. If all you need Dex for is AC... don't use dex. there are a hundred very cheap items that all add another 1-2 points to ac.
Well a swashbuckler would benefit from Dex for all the parrying and riposting with Combat Reflexes.
Lord Twitchiopolis wrote:
If that's how it actually works, that would be pretty awesome.