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Ditto on holding out for barkskin as a ki power. You should be able to get it at your 4th level of monk, but of course it won't scale as well if you multiclass.
Surely, after the 3 years of training that a Pathfinder goes through, you'd have a passing familiarity with basic buff spells. I don't see that as a role-playing issue. You're a professional adventurer, not some wide-eyed farm boy fresh out of the countryside.
Spells with a range of personal, such as true strike, cannot be made into potions. That's part of the Core rules, not a PFS-specific rule, but it is hidden and many people miss it. So mage armor is good (worth having as a back-up if nobody can use a wand on you), but you'll need UMD if you want a shield.
You can get a haramaki or silken ceremonial robes for +1 AC with no spell failure chance. And since you don't need bracers of armor, it opens up your wrist slot for something like spellguard bracers later.
Another good wand is silent image. If you use it right, the opponent won't even get to make a save, and the duration is concentration with a large affected area, so the low CL doesn't matter.
Lord Snow wrote:
Yeah, they abandoned all of the character development threads they had going with the kids and their parents, which was annoying. The only thing they kept going was the Designated Romance.
And I heard that one of the discarded script ideas for Jurassic World involved human/dinosaur hybrid mercenaries, so we might be seeing that in future movies.
...Which means they're asking us to playtest a class designed for a type of campaign they haven't written yet.
Except Poog doesn't have Knowledge (religion). And nobody has Knowledge (arcana). That was the most frustrating thing for me; the boss had a very flavorful, relevant, and crucial weakness, which the PCs are not given a way to uncover. I ended up giving Poog a straight Wisdom check, because it seemed to be so important to the fight.
No deaths at my table, but Squealy Nord got knocked unconscious in the last fight, while on fire. There was some debate regarding whether he should be revived, or incorporated into the feast.
Mogmurch won the game of Killgull with a bomb.
Chuffy won the dog race, and in fact, was the only contestant to make it past the mud pit. He did, however, fall victim to Poog's hold person while riding.
I agree. The different vigilante specializations indicate the developers wanted the vigilante to play any role in the party, so why not make the secret identity a feat (or, dare I suggest it?, a Variant Multiclassing option that doesn't come from a base class), so anybody can attach a secret identity to their class concept?
I think a big part of the issue is that in most Pathfinder settings, there's really no reason to have a "social persona" because there is no social stigma associated with adventuring. Typically, there's nothing keeping, say, a level 10 fighter or wizard from getting invites to the best parties. Merely possessing dangerous class features isn't something that needs hiding, so a mechanic dedicated to hiding it feels useless.
The more I look at the Dual Identity, the more I don't like it.
An impenetrable disguise at level 1 is just too powerful. I'd be much more comfortable with extra bonuses to Disguise checks, SR or bonuses to saves against divinations, and things like that. The very existence of the class ability invalidates everything that has been used for hiding identities up until now.
Disguise checks? Nah, just take a one-level dip into Vigilante and save yourself the skill ranks.
Ring of Undetectable Alignment? Nope, just a one-level dip into Vigilante and you're good.
Roleplaying a believable alibi, making a Linguistics check to forge identity papers, developing accomplices to cover for you? Never mind all that, it's right on my character sheet. I automatically win!
First of all, you should download and read the Guide to Organized Play. It's free, and has the answers to all your questions.
Your character levels based on XP. Every 3 XP gets you a new level.
Prestige Points can be spent on items (1 PP for an item worth up to 150 gp, or 2 PP for an item worth up to 750 gp), or on spellcasting services (such as raise dead for 16 PP). Most people highly recommend spending 2 PP as soon as possible on a wand of cure light wounds, so you don't depend on other people spending their money to heal you. Even if you can't activate it yourself, it's rare to see a table without someone who can.
Prestige Points also determine your Fame score (which is simply the total PP you've earned in that character's career, regardless of what you've spent). There's a table in the Guide to Organized Play that shows the limits of how much you can spend on a single magic item, based on your Fame score.
Gear and items on your chronicle sheet you don't get to keep, but you can buy them at normal market price without worrying about your Fame limit. It might also have partially charged wands or scrolls and potions of higher CL, which can be good to look out for.
True, so what about a caster level check of 20+level? That way it would be impossible to scry on a vigilante of a higher level than your own (unless you invest in CL boosting feats on your divinations)
Personally, I'd recommend these stats:
That gets you solid Strength to do melee fighting, and passable Dex for defense. 13 Charisma means you can put your +1 at level 4 into it, and raise it to 14 just in time to pick up your bonus second-level spell (and you should be able to afford a headband in time for your bonus 3rd-level spell). Good Will saves + heroism makes a lower Wis OK, and 8 Int hurts, but Bardic Knowledge and a decent amount of skills helps make up for it.
For feats, I'd go with:
The other option is to go full support: dump Strength, and pump up your Charisma and Int.
You won't be attacking, but you'll have great skills and bonus spells for every level you can cast.
If I could cast prestidigitation all day, not to mention overland flight, I certainly wouldn't be getting much exercise in. Although prestidigitation would come in handy for making broccoli taste like bacon, so maybe it's a wash.
I'd go either Bard or Wizard.
The bard's buffing will be a potent force-multiplier, considering the other characters are all martial builds. Bardic Knowledge lets you help out with the Knowledge skills that are mostly lacking in your party.
The wizard is another good option because you have no high-Int characters in your party yet. The wizard also gets good buffing spells like haste, and will do even better at Knowledges at low levels.
Buffing will of course be done very well with a Bard. They don't have much in the way of battlefield control, but they do have illusions. If used well, they can duplicate the effects of control spells like the various wall of X spells, and so on.
I enjoyed my conjuration (but not summoning) focused Cleric, who I played up to 12 in PFS. With the Caves subdomain, you get the various pit spells as domain spells, and there are some great Conjuration control spells on the Cleric list, such as obscuring mist, cloud of seasickness, and wall of stone. It also has some great save-or-lose spells like hallucinogenic smoke, chains of light, and plane shift. The Evangelist archetype will also give you Inspire Courage like a bard, so you get extra buffing capabilities.
Can you elaborate? I hope this doesn't mean they're moving to a "better with practice" kind of skill leveling. That was one thing I didn't like about Skyrim. I shouldn't have to turn into a petty thief just because I have to grind my Lockpicking and Pickpocket skills for when I need them for a just cause.
Although, it was helpful (if nervewracking) doing overland travel in stealth mode to grind Sneak.
Me: *crawling along the road, minding my own business*
You'll definitely want a (Greater) Spell Focus in there for your go-to spells, and Necromancy is the way to go. Ditto that Spring Attack doesn't really work for you. You're probably better off going for Heavy Armor Proficiency to get your AC up. Grab a buckler too (you can carry a metamagic rod in that hand, and leave your other hand open).
You probably don't need 16 Dex. Your touch attacks will be pretty much auto-succeeds after a few levels, and there's really not a lot of good offensive touch spells in Core at low-levels. Drop Dex to 14 and Cha to 8, and you can boost Con to 14, Int to 12, and Wis to 18 to start.
Wei Ji the Learner wrote:
Like I said, read the Guide to Organized Play to learn what items you can buy. As the others mentioned, it depends on your Fame score.
Then there's the opposite, when you walk to the door of Doc Mitchell's house, pockets bulging with knives, ammunition, and food pilfered from his shelves, grab his hat off the rack and put it on, then ask "Yo Doc, I'm still feeling woozy. Got any drugs for the road?"
Your Con is pretty light for a melee d8 class, but I'm sure you can afford a +2 Str/Con belt by level 10.
You can probably skip Double Slice. It's worth only a few damage on half your attacks, and you'll be relying on flanking for damage anyway. I'd replace it with either Toughness, or something to help you get into flanking, like Skill Focus (Acrobatics).
Since you're taking hefty penalties on attacks due to using two one-handed weapons, be sure you pick up the cracked pale green prism ioun stone for a +1 competence bonus to all attack rolls. It only costs 4000 gp, but it doesn't stack with Inspire Courage, so skip it if you have a bard in the party. You can get the same kind of stone for +1 to saves too, so that's a gimme.
Two adamantine weapons is probably redundant. I'd make one cold iron.
I was a bit uneasy when they rode into the Citadel to take it over, and it was guarded by hundreds of children who were bred to be unthinkingly loyal to their father...
"So, like, are they just going to slaughter all those kids so they can take over?"
It didn't make a whole lot of sense to me that the younger War Boys just sort of let them ride in with the corpse of their father and set themselves up as leader. But I guess it was either that or pull an Anakin.
The area of a hexagon is (3*sqrt(3)*b^2)/2, where b is the length of one edge, or (sqrt(3)*h^2)/2, where h is the distance from one side to the other. I think you're referring to the latter distance as one mile, which would make each hex 0.866 square miles. That comes out to 1020.18 square miles for the total map.
Yeah, considering all the corruption that got exposed at the end of Daredevil, plus the brutal gunfight and escape from custody that was stopped only by a masked hero, it makes sense that someone would decide law enforcement wasn't up to the task, and decide to start gunning down the criminals.
Yeah, the only New Vegas music that got on my nerves was "Johnny Guitar," just because it was so slooooow.
I kind of hope they decouple skill points from Intelligence in the leveling system, because it got kind of old having to invest 8-10 points in Int no matter what my character concept was. I'd like to be able to make a dumb character without ALL my skills being crippled.
Three Dog can't be on the radio, because I killed him. Multiple times, even!
Mr. New Vegas was an AI? That's news to me. Was that discoverable in the game, or written elsewhere?
How about they get Ira Glass to do some This Commonwealth Life profiles of minor NPCs? Especially if the backstory given on the radio conflicts with what we learn when we actually meet the characters...
I saw it on Netflix and added it to my queue, but haven't watched any yet. It was described as being about people who could feel what the others are experiencing (or something like that), and the picture showed two people sword fighting. So I'm not quite sure what to expect.
How would you describe it?
That right there might have been the impetus for Stark upgrading his suit. After all, he did get the magnetic shield recall thing in between Winter Soldier and Avengers 2; it's not unreasonable to think he got other hardware upgrades at the same time.
I'm planning out a writing project that involves travel to parallel universes, a la Sliders. But I'm having trouble coming up with ideas for parallel universes that go beyond the gimmicky "The world has been taken over by such-and-such civilization/technology/biome/natural disaster!"
I tried searching for random articles on Wikipedia for inspiration, but it turns out most of Wikipedia's articles are for obscure Eastern European villages, football clubs, and Bollywood actors.
So now I'm turning to the Paizonians. What are some cool/fun/dramatic parallel universe ideas to explore? (And I'm excluding cosmic-level differences, so no deadly meteors or tinkering with the fundamental constants of physics.)
joe kirner wrote:
What? No. Absolutely not.
The rules allow you to take an attack of opportunity when the ogre provokes. They also allow you to ready an action to attack when he gets in range. Nothing in the rules for AoOs or readying actions says or even suggests that they cannot happen one right after the other.
The only problem with the OP's scenario is that the readied attack goes off first, because the ogre ran up to him before he started the bull rush. But after that readied action resolves, there's nothing preventing him from taking an AoO as normal.
Note to self: make sure all of my characters have an extra +10 to acrobatics from now on.
Keep in mind that when you make a long jump, you're also going up vertically a bit, not just horizontally. Since jumps are in 5-foot increments, that means any long jumps are also DC 20 high jumps if you want to get off the ground at all.