What about just using a straight Seeker Oracle (from PFS: Field Guide)? They get trapfinding and as a primary divine caster they will be capable of keeping up with your healing needs. It's pretty easy to build one stealthy as well.
Also, it allows for you to focus more. As a battle oracle you would be more combat oriented, as a life oracle you could still have channel energy, etc.
At my game last night we are exploring the darklands on behalf of a huge dwarven metropolis. We had trouble remembering the name of the Dwarf town and half the time we just call it Dwarfopolis. So the idea popped into my head to call it Dwarfstantinople. Any way, that led to the song by They Might Be Giants. I reworked the lyrics and felt I should post them on here in the hopes that someone more musically inclined than I am could put together a nice Youtube parody video.
Elfstanbul was Dwarfstantinople
Now it's Elfstanbul, not Dwarfstantinople
Been a long time gone, Dwarfstantinople
Now it's Elvish delight on a moonlit night
Every gal in Dwarfstantinople
Even old New Orc was once New Halfling-Land
So take me back to Dwarfstantinople
Even old New Orc was once New Halfling-Land
Elfstanbul was Dwarfstantinople
So take me back to Dwarfstantinople
Yeah, I saw that. However, it doesn't doesn't completely help, since you still can't craft rods or rings. Not to mention you have to have a billion and one craft skills to get an versatility out of the feat. I was hoping I had found a method of bypassing a crummy feat tax, but I guess it's back to the drawing board.
You don't need a Billion and one craft skills to get versatility. Just base it off of Profession (Thief) or Profession (Burglar). Then you can craft anything that can be stolen. It's funny and flavorful.
Rogue: "Hey fighter, check out this awesome sword"
Fighter: "This is really nice. Did you craft it yourself?"
Rogue: "Craft? Um... Yeah... Yeah, I crafted it myself. But on an unrelated note, I don't think you should ever try to sell that sword in this town."
From the PRD:
Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.
It is found in the glossary
I have an archer right now that has used poisons his entire career and always tastes his poisons to be sure they're still potent. Since he acquired his ring of sustenance all he has eaten is his poison. One day he finally snapped, woke up and chugged a vial of his poison.
It turned out that after years and years of consuming the poison he had turned himself from a fighter into an alchemist. All of his extracts and mutagens are made from diluted poison. Let's just say that he's more than a little insane.
Thank you Jiggy. I was unaware.
Since it's a specific item you cannot enchant it later in pathfinder society. It will always be mundane and you can never change that.
I didn't mean to offend. Someone asked for a summary and I gave one.
On topic however, I do agree with LazarX's suggestion to look into something like E6.
But, since it seems you are just sharing what works for you and asking for advice about significant rules problems that may come about due to your houserule set and not asking for a similar system in which your game world could run, I'd say that what you have created would have no great impact on the way the game functions other than the mechanics you have pointed out.
Well, aside from the obvious changes to the (in)balance of the system (such as the cleric receiving less in the way of class features due to having the whole spell list at his disposal.) But, I'm pretty sure those changes were intentional.
It's actually a +20 initiative. +5 Dex +1 Diviner +4 Wildfire Heart +4 Improved Initiative +4 Familiar +2 Reactionary Trait.
The idea was that my paladin worships Nethys but gains his powers through his devotion and force of will and not directly from Nethys. It sucks that I have to change though.
The previous edition of the PFS:GtOP didn't list paladins as needing to worship a deity since a PRPG paladin doesn't get his powers directly from a god (until the most recent PFS:GtOP.) So officially my paladin followed the teachings and practices of Nethys and never received his powers from him.
Relevant new text:
Religion: Characters can elect to worship any deity listed in a table of gods in the Core Rulebook, The Inner Sea World Guide, Pathfinder Campaign Setting: Gods and Magic, or any other source listed as an official Additional Resource. Characters may elect to worship an evil god, but must always be within one alignment step of their chosen deity. For clerics, this is an especially important choice, since the deity’s alignment determines whether the cleric channels positive or negative energy, a decision with significant tactical implications for the cleric and her allies. 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 to the Pathfinder Society Organized Play campaign 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.
With this new set of restrictions does that mean my paladin can no longer worship Nethys? More specifically does the alignment to deity restriction only apply for evil deities as the text implies?
Barry Armstrong wrote:
I concur with this reading of the RAW. Also, Barry that sniper action you described is either the "ready" action or it's the "delay" non-action. Either way, it already exists.
With the weapon cord one you would only be wielding 1 weapon at a time but you would be TWF if you got the GM to say you can ignore the descending attack order. If you are going to go so far as to pull in 3.5 material, why not just ask for a house ruled repeating hand crossbow, then get a permanent abundant ammunition on the cartridge?
Edit: or use the Endless Ammunition Weapon Property from UE. But I'm unsure if that enchantment removes the reload time. It implies it, but doesn't state it.
Weapon Cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a swift action, and it never moves any further away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
They are in the APG. Quick draw only supports the drawing part of that quote, not the sheathing part. I really like the idea and concept of this build and think it would be awesome to see functioning. It just stinks that it requires house ruling (even if the house ruling seems reasonable).
Barry Armstrong wrote:
Quick draw doesn't let you change the action of retrieving a weapon on a weapon cord or picking up a dropped weapon, so that attack pattern you detailed doesn't work that way. Sheathing a weapon or picking one up is a move action either way. There might be a feat or something that lets you pick up or sheathe weapons faster, but without that, you are restricted to having only 1 weapon in hand at a time.
Edit: also, that attack pattern is ignoring the restriction that you must make your attacks from highest to lowest. So if your attack pattern is +20/+15/+10 (MH) and +20/+15 (OH) then you must attack +20/+20/+15/+15/+10. You can choose to make those attacks MH/OH/MH/OH/MH, OH/MH/MH/OH/MH, MH/OH/OH/MH/MH, or OH/MH/OH/MH/MH, but you cannot make a pattern like OH/OH/MH/MH/MH or MH/MH/MH/OH/OH by RAW.
My previous post was under the assumption that you were talking about a game where you could negotiate with the GM, not PFS.
I'm not sure of what sort of actions you can take during a full attack action, but assuming you can take swift actions during a full attack action (and I don't see anything that says you can't, but am willing to be shown otherwise), You could have it set up so that both crossbows are on weapon cords.
You start the turn with your off hand dangling and you main hand equipped, you begin the full attack and make all the attacks with the main hand, you then drop the main hand as a free action, use your swift to grab the off hand, then finish your full attack. Next turn you start with the off hand, and end on the main hand.
The full attack action says you may begin your attack pattern with either weapon, but because you must make all attacks in descending order, I'm pretty sure this doesn't work by RAW. But it is as close as I can get to figuring this out. And I feel that this isn't going to be game breaking, it would just require a little more bookkeeping on your part due to the irregular attack pattern and being aware of which weapon is equipped at any given time. This is especially important if you are making AOO's with these weapons.
The RAW is found in the game mastering section of the CRB.
A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1.
Sorry that it's not favorable to you. :(
My question is, when does DD check to see if the place you are teleporting is a valid location?
1) If it checks before the spell is cast then you are able to teleport anywhere that is not your current location.
2) If it checks after you cast then you would blink to where you wanted to be and if that location is incorrect then you are suddenly put back where you cast the spell from.
3) If it checks while the spell is cast, then you are in more than one location at a time when casting a teleportation spell.
I believe #1 is the correct answer. Otherwise I could summon a sword inside my enemies small intestines; in this example following #2 the sword would appear, shred their intestines (assuming medium or small size creature) and then go back where it was and following #3 the sword would stay where it is currently at and appear inside the small intestines of my opponent before deciding that it can't be inside my opponent.
So, again, when does a spell check if the target is a legal target?
They already have a link to this amazing Google Doc somewhere on their website. I've downloaded it and use it all the time myself. It allows you to sort monsters by anything you want basically.
I haven't seen it mentioned but this is a 3.x thread from GitPG that has all of these nicely formatted. It includes most pathfinder stuff so if nothing else you can steal the appropriate things from it.
I hope this is helpful even though it hasn't been updated since April.
I disagree Karkon, The rules say that "A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it."
Since as the caster of the spell I am not being brought into existence or transported to my location (since I am always at my own location and cannot be transported to it) those restrictions do not apply to me when I cast DD.
It may be a different type of attack action, but full attack still has the proper wording to be AN attack action. It is not THE attack action. Vital strike calls for THE attack action. Sunder calls for AN attack action. It's the same idea that a square is a rectangle, but a rectangle is not always a square.
What about the fact that one of the full round action options is listed as a "full-attack action? Is that not the required wording for sunder? I can live with not sundering on an aoo, but it is within the rules to sunder with a full-attack action.
I just posted this in the thread that this question came up in but for completeness I'll re-post it here.
I believe that the ruling from Jason Bulmahn doesn't apply to sunder on the basis that Vital Strike says, "when you use the attack action..." and Sunder says, "as part of an attack action." The difference being that Vital strike references the attack action (the standard action) and sunder references any type of attack action (such as full attack, AoO's, and the standard attack action.)
Vital strike says that "when you take the attack action..." and sunder says "as part of an attack action." The difference being that Vital strike references the attack action (the standard action) and sunder references any type of attack action (such as full attack, AoO's, and the standard attack action.)
I'll move to the other thread so this will be the last I post on the topic in this thread unless it is more relevant to rage cycling.
You can sunder with any melee attack. The PRD rules for combat maneuvers even mention making them as part of an AOO. Here is the relevant text:
The PRD wrote:
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action.
Sunder falls into the category of can be performed as part of a full-attack action since full-attack is still an attack action. You could even sunder an opponents weapon when he provokes from you by standing up.
Could you please provide links to the discussion and rules you are citing?
I disagree with r-Kelleg on the second question.
A special property (such as flaming or keen) added to an item is not an enhancement bonus. It doesn't help you bypass DR and it doesn't add to the hardness and hit points of a weapon. I've copied and pasted the relevant rules from the PRD's magical weapons section.
A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5.
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10.
Hardness and Hit Points: Each +1 of a magic weapon's enhancement bonus adds +2 to its hardness and +10 to its hit points.
considering that regardless of character level, sunder - using an attack action (standard action) - is normally 1/round...
the PRD wrote:
Just to be clear, Sunder is done in place of a normal melee attack, so if I was a level 16 fighter I could take 4 sunder attacks on my turn if I performed a full attack action with a melee weapon.
That is incorrect. Could you please point out in this ability where it states that the SA damage can only be applied once per round per target? I've even provided a link to the 3.5 rogue in the srd.
I'm against the barbarian on the grounds that your number of rounds of rage/day will be really small with only three levels of barbarian and no con score.
I say inquisitor with the Spell Killer inquisition. It fits the flavor and actually pays off fairly well with your reach and immunity to magic. The idea being that as you are trying to search for other sentient constructs and claim godhood, you also seek to punish the arcane casters that enslave your race. Just make sure you pick up a headband of wisdom.
I'm a huge fan of the Symbol series of spells. I would describe the BBEG as wearing full plate carved with all sorts of intricate designs and etchings.
In reality all the etchings on his armor are multiple copies of your favorite symbol spells with the trigger of touch. The rules for Symbol of death specifically prevents the BBEG from forcing them to trigger by touching the rune to a party member, but if the party member voluntarily strikes the BBEG the runes trigger. The BBEG is kept safe from the runes by attuning with them upon creation.
Following from Patty Alchemy's suggestion, if you have the BBEG in a personal demiplane and have the party forced to stay out of it, then he can get double initiative. This is difficult because a smart party would just dispel the gate to the demiplane and ignore the BBEG inside of it.
It's a great build until the GM decides to up the difficulty curve to challenge this one player and ends up killing the rest of the group. My two cents, do not do this build unless everyone else in the group is going to be doing roughly the same level of Power.
That's one of those reasons I would never go full tilt on this build. I come complete with my own disclaimers :P
Also, isn't that just a really terrible way for a GM to handle a situation like this?
Rogue 6/Horizon Walker 10/Whatever 4
Level 1 take endurance, Every rogue talent should be terrain mastery, every feat from level 3+ should be extra rogue talent(terrain mastery). Your first two Terrain Dominance's should be aquatic and urban (all humanoids).
That's only if you want to decimate nearly every relevant skill and have massive damage output from level 9+. Before level 9 it will be pretty rough with the exception of the favored terrain skills being ridiculous.
This build works anytime you know the exact environment that your campaign will be taking place in. It is a really cheesy build and I would never actually play it 100% as written. Though if you did take it as written you would definitely negate most of the rogue's hitting problems.
If you go 10 rogue/10 walker, at level 20 against creatures that are from your highest favored terrain bonus you have +44 to hit/damage, +44 Bluff, Knowledge, Perception, Sense Motive, and Survival. While within your highest favored terrain you get +44 on Initiative, Knowledge (geography), Perception, Stealth, and Survival. Boots of Friendly Terrain will increase these bonuses by another +2 as well. These are also untyped bonuses, so that's nice.
Here is a fun link to a built Oterisk did close to a year ago. It's the Greatest Sailor in the World. Basically you have an obscene profession sailing, perception, initiative, and stealth while you're on the water.
Since the golem is falling intentionally it has a 65% chance to make the dc 15 acrobatics check to reduce the fall damage by 2d6 (since he ignores the non-lethal damage as well). So the golem has a 65% chance to not take damage and even if he fails that, the average falling damage for that jump is 14. The golem's DR is 15. On average the golem will not take damage from that fall, and when it does, the damage will be minimal.
Interesting not about repulsion that I didn't think about until just now: if you put the center of the repulsion effect above the arena floor, then it will take a will save to stand up from prone since that would put you closer to the center. Kind of brutal.