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Smarnil le couard wrote:
Nah, I mean Texas. Although I do live in what used to be the State of Franklin, so Tennexit is not without precedent.
Oh yeah, I have a UMD magus who started play at level 6, and had 5 wands purchased with PP. No way I was dropping 3750 on that, or waiting the better part of 2 levels to get them all.
Any particular reason your Int and Charisma are as high as they are? Taking them down to 12 Int and 10 Charisma gets you a 14 Con, which will do wonders for your survivability. I'd at least shave off enough to get a 12 Con.
Otherwise, the stats look good.
Another option, which may not fit your vision, is to take your second level as a Far Strike Monk. That gets you +2 to all your saves (good for survivability), and Quick Draw and one other ranged feat for free. So at second level, you could have PBS, Precise Shot, Rapid Reload, and Quick Draw, and get Deadly Aim at level 3 to start boosting damage. Plus, the unarmored AC bonus means you can afford to dump Strength a little more to boost Dex or Wis.
Chris Mortika wrote:
I see no such restriction in the Season 7 Guide. Where are you reading this, Chris?
Chris Mortika wrote:
I don't think he's asking about spending PP on spellcasting services for the PCs, but rather for purchasing items for his GM credit character using PP. For that, you can just mark it on your sheet like you would a purchase you paid money for.
The key difference between home games and PFS is that you don't know who you're sitting down at the table with. You can't assume you'll have access to particular buff spells, or a flanking buddy, or a dedicated healer, etc. That means you should bring your own consumables if you need them, and try to be flexible in what you can do.
A "Big Dumb Fighter" might be fun, but if you show up to a table full of other fighters, or get sent to a wedding to hob-nob, you won't have much to do. Likewise, an enchantment-focused Sorcerer might rock social encounters and fights against humanoids, but be next-to-useless against hordes of undead, or have nothing to help the fighter get out of the gelatinous cube.
Specialize enough to be good at your schtick, but not so much that you can't contribute strongly if your schtick is useless at the moment.
Also, remember that characters in PFS are professional adventurers who choose to go on missions. This isn't a place for wide-eyed farm boys forced into adventure by circumstance.
Yeah, if you want a pure martial with good Knowledge skills, Lore Warden is the way to go, because it gets all Int-based skills as class skills, and gets bonuses later for identifying monsters.
If you're focusing on other kinds of skills, go with a different class.
I'm playing through Eyes of the Ten right now with a cleric. I've got +5 on a few Knowledges, and I might as well not have them at all. I'd recommend splitting the difference, and going halvsies on some skills. So at level 10, you could have one or two key skills at max ranks, and 2 or 4 other skills at 5 ranks each. Pick up those cheap ioun stones for a +1 too.
In other news, went back to my first character, a James Bond-style high-Charisma stealth/sniper build, to play through Far Harbor. Almost at level 72, IIRC, and recently got a Freezing Gatling Laser as a legendary drop! Used console commands to move perks out of Gun Fu (because I misunderstood how it worked), and started working on my Heavy Weapons skill. And here I was, looking for a good boss weapon that wouldn't blow me up in close quarters. Turns out Deliverer stops cutting it at high levels, even with max sneak attack perks; probably about 20 rounds to kill a Super Mutant Overlord, and ain't nobody got time for that!
There's also an Owl Style feat chain in Ultimate Intrigue that lets you use your BAB in place of your ranks for Acrobatics, Stealth, and Fly in order. Also, a feat that lets you substitute BAB for Intimidate ranks. With those, you can potentially get another 4 ranks per level as well as a few other benefits.
Interesting. Also, the advanced weapon training options eventually let you use BAB as skill ranks for two more skill, based on the weapon group your training is in. So by level 9, you could have 6 skill using BAB instead of ranks (although you'll need 1 rank in most to qualify for the Owl Style chain and/or get the class skill bonus)
Honestly, Survival mode hasn't given me much difficulty (granted, I have mods for fast travel along supply lines, and quick saves). All the overland travel means I kill plenty of animals, so I'm never short on meat for food, and haven't had much of a problem with water either. Overseer's Guardian is obliterating my enemies in no time (even the mirelurk queen at the Castle took less than a full magazine). And two ranks in Strong Back plus Ada as a companion means I don't have much of a problem with encumbrance either.
I'm considering abandoning that character, and trying Survival with maxed Luck and Charisma, just for kicks.
A good option is to just grab a wand of Silent Image. Conjure up walls, or earth elementals, etc. to direct the bad guys where you want them to go, or block line of sight for spellcasters. Sure, they'll probably make the DC 11 save to recognize the illusion, but if you play it right, they won't even bother to interact with it.
Yeah, I forgot you were using Mysterious Stranger, so wouldn't be taking advantage of the Wis synergy. But you can still wear armor, since you weren't flurrying anyway, so it's not really that important. You're basically trading 1 BAB for 2 bonus feats and a solid boost to all your saves.
Oh, I didn't catch that about Smashing Style using the same bonus for the trips. In that case, it probably isn't worth it, even though you get Combat Expertise for free.
Ive been playing through on Survival with a crafting-focused, Stealth/Rifleman build. Level 31 now, and murderating everything with Overseer's Guardian and a Kneecapper's .50 cal sniper rifle.
Even with a mod for fast traveling along supply lines, I'm finding a ton of new stuff during overland travel.
With Strong Back, I haven't felt the encumbrance crunch too bad, and even carry a missile launcher with 5 missiles for emergencies.
Waiting until level 4 for Precise Shot? Ugh. I wouldn't want that. I played around with a Gunslinger concept, but in the end, they're good for nothing except dealing damage, which can get boring.
If you DO want to stick with Gunslinger, I'd recommend taking a 1-level dip into Far Strike Monk. You can get Precise Shot AND Quick Draw as bonus feats from 1 level, plus you get the unarmored AC bonus, which means you can dump Str for higher Wis, without hurting AC or encumbrance too much.
For the sunder build, I'd consider going for Improved/Greater Trip, so when you get your free trip from Smashing Style, you also get an AoO. Pick up Felling Smash eventually to use the same trick on turns where you don't get a full attack. My wife uses that combo on her fighter, and she can mess stuff up with a move->attack->trip->attack routine.
I imagine it will be as compatible as d20 Modern was to 3.5 in the sense that the mechanics are close enough where spells function if you insert them I to the game even if spells themselves aren't a part of the original chassis. Starfinder does not need to have spells in it's core rulebook for spells outside of it to function. Magic doesn't even have to work exactly the same way for them to work.
Exactly. To be backwards compatible, you really just need to match up the stats that different creatures interact with. So PCs still need Fort, Ref, and Will saves, but even if Starfinder magic operates entirely differently, they can still interact with a Pathfinder spell cast at them.
The actual mechanics of how you use magic might be completely different, as long as the end result is still an effect that might require a save, deal hp damage, etc.
Or, get a huge animal with Mammoth Rider, then make it GARGANTUAN with Animal Growth!
My Megaloceros has Improved/Greater Overrun, and Tribal Scars for the extra +2 on Overrun. Run over somebody, and when you knock them prone, everyone riding your mount gets an AoO on them.
Can't go wrong with Iron Will or Toughness, either.
I agree that retraining skill points is too expensive. Anyone with enough INT to make it a good deal doesn't have as much need to retrain their skills.
The exception I can think of is if you had some skill ranks in a skill (say, 1 to get the class skill bonus), then get an Int headband to put full ranks in that skill, you could retrain the skills you had before elsewhere.
With your stats, and 3 feats already spoken for, the ship has sailed for making your bard even barely competent at doing damage. Your best bet would be to focus on support. Plink with a crossbow once you've put up all your buffs, but in the next few levels, you should start getting enough spells and scrolls that you can focus on problem solving for the other characters.
In fact, I'd recommend investing in Use Magic Device, so you can bring a lot more variety of scrolls and wands to help out.
I actually wrote a short medical mystery novel with an ammonia-based lifeform as a patient. They used sulfur (which is surprisingly soluble in ammonia!) for respiration instead of oxygen, and so didn't actually need to breath. Tissue was polythiazyl-based instead of carbon-based.
I really want a creature with an altogether different biochemistry make up. I want to see how an ammonia or silicon based lifeform would work out in a party.
An ammonia-based lifeform would need a constant life bubble up (or, you know, a space suit), since water vapor in the air would be acidic from its perspective.
A Rogue should not be out-damaging a Swashbuckler, unless the Swash is breaking his back trying to set up flanks for the Rogue. Maybe the Swash just isn't built right. Can you post the build so we might be able to spot the trouble? Because if the problem is how the player plays or builds the character, then a new character probably won't help.
That being said, Qinggong Monk does sound a lot like what you're after. The Unchained Monk also gets access to a lot of the same supernatural Ki stuff too. Another option is the Ninja, or even just a Kitsune Swashbuckler with the Magical Tail feats.
EDIT: If you still want to go with your original plan, I'd just crib the list of Qinggong ki powers as a starting point.
Recently made a foray into the self-published works on Amazon, because I figure if I want people to eventually take a chance on my self-published novels, I should do the same for others, right?
Turns out, there's a big market for stories of conspicuously-competent Special Black Force Ops Beret veterans rebuilding society in the wake of an apocalypse/time travel accident/etc. with little to no opposition. They list the things they need, then find them, even when the thing they need is a person with a very particular primitive survival skill. All of the plans are executed flawlessly, all necessary resources are found in abundant supply, and the only danger is from the occasional violent lunatic, who is effortlessly dispatched via Special Black Force Ops Beret badassery.
I've been thinking about this as well, and it seems to me it would be easy to implement the OP infrastructure as a parallel campaign to PFS. Similar to the Core PFS campaign, it could use all the same website elements, and combine the reward structures (GM stars, boons*, etc.).
That would likely favor existing PFS customers over new players though.
(*Imagine a boon that lets a Starfinder character inherit a trait or item from a PFS ancestor!)
Damon Griffin wrote:
With reflexes like that, dodging Captain Cold's gun or moving behind Black Siren as soon as she leans forward to scream shouldn't be a problem. TV-Barry is unlikely to ever develop those reflexes -- he's only fast once he gets going -- so he can be challenged by almost anyone.
The trouble is that if you threaten the Flash by sneaking up on him, then you miss out on all that juicy face-to-face banter, and the knock-down, drag-out fights that people want to see.
If you're talking about reading enemy thoughts to help in battle, the anticipate thoughts spell sounds right up your alley. +2 to AC, and if they fail their save, +2 to attack and damage as well. The spell is even V only, so you can cast it while holding both your weapons
Of the classes that can cast it, Bard would probably make the best TWF'er, with Inspire Courage and Arcane Strike. Arcane Duelist will get you a bonus feat, and take the sting out of the cost of enchanting two weapons by making one an arcane bond.
Here's a basic build off this idea (using a 20 point buy):
Half-Elf Bard (Arcane Duelist)
Jack of Dust wrote:
I've reached level 12 so far and have managed to keep 5 units of antibiotics in reserve at all times. They seem to be a relatively common item from what I can tell though I may have just been lucky. In any case, they're quite cheap and every vendor I've met has had them in stock. I'm sure it's relatively easy to keep a steady supply even without Chemist.
Hmm. I've literally never had more than 1 in reserve.