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Hmm. Hideous laughter specifically states that it doesn't work on creatures with 2 or less Int, but I wonder if metamagic such as Coaxing Spell and Threnodic Spell bypass that restriction. If this is a home game, check with your GM on that, because you can greatly expand the creature types you can affect. You could also go cross-blooded with the Impossible bloodline to affect constructs as well.
Zilfrel Findadur wrote:
With only the lightest of armor, and a single small blade for a weapon, that still puts me well under the 23 lb. light load.
And... learning to use magic is exactly how wizards and magi get their spells. That's why they use Int.
Bumping this, because I'm getting ready to play her for the first time at GenCon. I still don't mnow what feat to take at level 7 (and I'd like to get it nailed down in case she levels up in the middle of the Con). But I think for her second arcana, I'll take Wand Wielder, and use a wand of vanish, which I can use to boost either offense or defense, depending on whether I use it before or after my attack. Thoughts?
1) Sounds good. Or they'll have pregenerated characters you can use.
2) That works, but you might look for a session of "The Confirmation" instead, which is specifically written as an intro to the Society.
3) Good idea...
4) You get a "chronicle sheet" after the game that tells you how much gold you get, plus XP (usually 1 XP, and every 3 levels you up), and Prestige Points (you can read about those in the Guide to Organized Play). The chronicle sheet also gives you access to items that were found in the scenario, which you can buy at the normal price without worrying about the Fame limit (which you'll read about in the Guide). It may also contain certain "boons" which give your character other benefits (or even penalties) based on the events of the scenario.
5) You don't reset your character, but you don't automatically keep whatever you found lying around. You get gold and Prestige Points which you can spend to buy gear, etc. Also, you can't replay scenarios outside of a few exceptions (certain level 1 adventures can be replayed, but never on the same character).
6) Yes. Keep the chronicle sheet, because you need that to legally play your character.
Found a Elemental Gem in a game resently - and used it to great effect in the final encounter. Turned a very hard fight (likely TPK) into a... tough fight.
Yeah, I did that too. Apparently, it was a defective elemental gem, because it mysteriouly ended after only 3 rounds... *cough, cough*
Or wait, did you mean you found it as a player?
The Draconic bloodline will give you +1 damage per die on damaging spells matching your energy type, so that's a good choice if you want to go for damage. On the other hand, if you want to invest in the Orcs of Golarion book, you can get the Orc bloodline which gives you +1 damage per die on ALL damaging spells.
Make sure you have 13 Int, so you can take the Spell Specialization feat on your best blasting spell to boost the caster level (you can even swap it to new spells as you level up).
Take the Magical Lineage trait so you can start adding metamagic to your favorite spell (probably fireball) at a discounted rate.
A dedicated bomber alchemist is going to find it much harder to step into a melee role than vice verse. A melee alchemist can always bring out moderate bomb damage against touch AC when he needs it (if nothing else, it's a good "I win" button against swarms), but a bomber alchemist will need a LOT more to be worth anything in melee past the first few levels.
I'm not totally committed, but the Transmution school gets me a couple of things:
1) That +1 enhancement bonus keeps my Con high enough to get decent HP
2) There are some solid transmutation spells to prep in that bonus slot (like haste). Less so for divination, especially when it comes to combat buffs.
Just make him an Urban Barbarian with Dervish Dance and a clear spindle ioun stone, and watch him go!
Jason Hanlon wrote:
Question to all: How have you built strong characters who could hold their own, without having them dominate encounters?
I think it mostly comes down to picking sub-optimal concepts, then optimizing them. If you push a second-rate concept to its limits, it will usually end up somewhere in the "strong, but not overpowering" range. If it's still too powerful, sacrifice a little bit of specialization for another trick (for instance, shave a point off of your primary stat to bump Int, and specialize in some utility skill like Linguistics).
Be aware that according to comments in the preview blog, the final version of the Warpriest will not be using Cha for anything (Fervor will be based on Wis). Unfortunately, it's unclear whether you'll be allowed to change your stats as part of the rebuild.
So what exactly is the purpose of the Inquisitor level? Why not just stick with Warpriest?
Kelly Youngblood wrote:
And since your gloves slot is taken up, consider spellguard bracers instead of gloves of elvenkind. +2 to concentration, and 3/day roll twice and take the better, for those times when you absolutely, positively, have to cast that spell successfully!
Psh. I played through The Confirmation with a 18 Strength sorcerer, who cast shocking grasp for 5d6+5. That was enough to incinerate a zombie, but only made the minotaur mad...
I finished my Hugo Awards reading today (and by "finished," I mean I gave up on two of the novel samples, and I'm not even touching The Wheel of Time).
Parasite by Mira Grant was the most readable of the three samples, and I was surprised with how quickly I got through the 100 pages I had. That being said, it's a zombie novel, but 100 pages in and there hasn't been so much as a nibble! It gets my number 2 spot, since it didn't bore me like Ancillary Justice or Neptune's Brood, but I'm not going to bother buying the full novel.
Now I can finally start on the new Monster Hunter book. So much glorious violence...
Vrog Skyreaver wrote:
...or as Jesus put it "do unto others as you'd have done to you".
I don't think Jesus is the right person to look to for table etiquette. He has a history of flipping tables over when he gets upset.
Kyle Baird wrote:
But how many Aasimar and Tiefling NPCs are there in scenarios? I like your second suggestion better, to offer something related to the PC build. How about access to that race's favored class bonuses?
Of course, if cycling is the norm now, you could hang on to it for a few years until the Tien races are taken away again.
Qinggong is pretty much a must, if only to get barkskin as a ki power. That is HUGE. You don't have to swap anything else out, but take that for sure.
If you go for a Dex-based grapple build, keep in mind that the grappled condition (which you will get, even as the grappler) lowers your Dex. So that will make it slightly easier for enemies to escape your grapple compared to a Str build.
I also suggest dropping your Cha or Int (maybe even both) to get more points for Con. Charisma just isn't doing anything for you as a monk; if you want Charisma skills, you're better off playing something else.
12. If you're going to eat a snack, don't eat something that's going to gross out the other people at the table (Once I played a game at a con next to a kid who was eating some kind of seaweed chip that smelled like dead fish).
13. Basic hygeine means more than just bathing. If something on your face starts bleeding (like because you were picking at it, or you just got a nosebleed), go get a tissue. Don't just lick the blood from your hand like a cat.
If you want to find out if an option is legal:
1. Identify what book it's from.
2. Go to the Additional Resources Page, which you can find on the panel to the right when you click on the Pathfinder Society logo on the left.
3. Find the book your option is from (Ctrl+F is good for this).
4. See what it says is legal from that source.
Kydeem de'Morcaine wrote:
I think it requires worship of Abadar, plus an auditing process by some of his inquisitors.
My only character who got a field commission is my Cavalier/Nature Oracle, who was already exploring the Sodden Lands as part of her research into the death of Aroden (having come from a long line of priests of Aroden herself).
Although to be honest, I typically only come up with personalities for my characters, rather than full backstories, so I've never really set it in stone for most of them.
In general, extradimensional spaces don't function inside of other extradimensional spaces. Since the pit you create is an extradimensional space, you can't create another one inside it.
And that also means that when the wizard falls into the pit, he can't pull the scroll of spider climb out of his handy haversack.
It was literally the second post in this thread.
The "attack action" is a specifically-defined standard action in the Combat section of the CRB. It does not refer to just any old attack you make.
Of course, those options went away for everybody. With the Aasimars and Tieflings, a new player could easily be playing alongside a really cool character only to be told THAT other guy gets to play it, but the new guy didn't start soon enough.
I'm a bit worried that removing previously legal races will quickly lead to hurt feelings, as new players see others playing with Aasimars and Tieflings, only to find out that they missed the boat in being able to play one too. How much worse will the cries of "I can't play the race I want because I can't get a convention boon!" be when they know that most people didn't even need one?
Plus, I'm sure I'll be kicking myself in a few months, thinking "D'oh! That's an awesome character concept! If only I'd thought of it earlier..."
I want to say that the skills themselves are not modified and remain based on the stat they are based on, but the character (optionally in some cases) uses a different modifier. But since I'm not 100% certain, I'll hit the FAQ button for you.
I want to think you're right, and you probably are, because I really want a circlet of persuasion on my 20 Int/5 Cha Student of Philosophy magus. And there are some Charisma-subbing abilities out there that seem to make the circlet broken.