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True. Saying an event or community is "for people of color" has a much better connotation than saying "white people not allowed," even if they have essentially the same literal meaning.
Generally, when I see people using jargon to deliberately hide the literal meaning of their words, it's for pretty slimy reasons.
Part of the reason it exists is because it describes the people it refers to by their own quality, not just a negation. They are people of color, not "people who are not white".
But the quality it refers to is the quality of being anything other than white. The negation is still built into the term; it's just hidden.
This is why I hate the term "person of color." It means "non-white,"* but is simply rephrased to avoid the dreaded "non" prefix. It's a category defined by exclusion, pretending to be a category defined by inclusion.
*With the possible distinction that "person of color" can exclude Asians if it suits your purposes, such as when talking about representation in higher education.
You're going to run into the Fame limit on that +3 equivalent weapon. With a module in there, you'll be at level 7.1 if you pick up every possible prestige. So likely level 8 in reality. That gives you some breathing room to buy other stuff in the meantime.
If you don't want to wait that long, another +1 is mathematically the best option, but keen might be more fun. Human Bane will be useful in many cases, but you may go multiple scenarios at a time in which it's a waste. I'd avoid Bane in general, unless it's really part of your character concept. 1d6 energy damage enchantments will get resisted so often it's not even funny.
For now, I'd focus on other items to shore up weaknesses; honestly, you could probably go the rest of your PFS career with a +1 weapon and not feel any pain. That's what I've got on my level 10 Mammoth Rider. Instead, save up for:
+1 Cloak of Resistance
Also, use PP to buy a wand of cure light wounds,an oil of daylight, and a set of 5 scrolls of lesser restoration for a caster to use on you if you get poisoned.
For your wizard, get 1 or 2 Pearls of Power early on to make your spells/day go farther, and 2 PP for a wand of magic missile. A Lesser Rod of Extend Spell is good for level 4 or 5 to get your mage armor up all day, and maybe an Extended heroism and/or haste for the martial characters.
My tentative plan is a SPECIAL of 1/4/1/7/5/7/3. That qualifies me for bonuses on automatic weapons, Party Boy, hacking, lockpicking, Ninja, and Bloody Mess. 1 END makes me nervous, especially since I plan on adventuring in just a Tuxedo, but that's why I'm investing in Stealth and CHA.
I got hit with a feeblemind while playing a bomber alchemist. Not only did the rest of my bombs per day evaporate, but I was now taking a -5 Int penalty to damage, so I couldn't hurt anyone with regular alchemical splash weapons either.
Luckily I had 14 Strength, a dagger, and boots of haste, so I still managed to kill that caster.
Int 3 is still enough to understand language. There shouldn't be an issue with attacking in melee. Well, not a rules issue, at least...
Wands actually don't have a casting stat requirement. Again, you still understand language, so technically you should be able to deliver the command word. You may want to roll randomly to determine what wand you think is helpful, though.
"The Technic Siege" hits a lot of those notes.
It's a Tier 5-9 adventure (so there's a 5-6 subtier), and takes place in a city in the Mwangi Expanse (a bit inland, but on a major river). It involves trying to protect a book from the Technic League, and throw them off the trail, but doesn't otherwise involve technology. On the other hand, it might be hard to justify your characters getting involved without being part of the in-world Pathfinder Society, since the entire point is to cover up the fact that the Society acquired the book.
My Oracle has the Divine Warrior trait, which gives any weapon affected by a divine spell of mine +1 damage. I'd like to cast a Heightened continual flame on it so it has a permanent damage boost, and shines in deeper darkness.
The trouble is that I don't have the cash for a page of spell knowledge or mnemonic vestment. I could retrain one of my spells known, but I don't want to give up either of the spells I have, so I'd have to retrain right back (costing a total of 6 PP and 600 gold).
Is there some other, cheaper way that I can cast continual flame, even just once?
This would be a lot easier if you check out a book on probabilities, and learn to do it the short way.
DPR can be easily calculated as:
For your first example of a 1-handed longsword, you assumed:
Which gives us:
Now instead of writing out every possibility, you can just plug the numbers into that formula.
Angel Wings requires Angelic Blood, not Flesh.
If you're set on going into Paladin, you have the cash for Silver Smite Bracelet to boost your Smite Evil bu 4 levels.
Consider also picking up Additional Traits for Fate's Favored, and use a wand of Divine Favor for a cheap +2 to attack and damage in the first round.
First of all, multiclassing spellcasters is a bad idea unless you have a very specific and well-planned reason. The 3rd and 4th level spells you'll be picking up at high levels are going to be a lot more useful than picking up some mediocre combat ability through multiclassing.
If you really want to get into melee, consider instead retraining Lingering Performance and Angelic Flesh into Weapon Finesse and Piranha Strike, and grab a +1 agile dagger and belt of incredible dexterity +2. Then you can attack for something like +11 and 1d4+11. It's not amazing, but it's contributing, and it won't cost you your high-level abilities.
If you must multiclass, consider only a single level of Swashbuckler. You get Weapon Finesse for free, so you can retrain into Combat Reflexes instead. You'll have the same bonuses, but you can add answering to your dagger for an extra +4 attack and damage when you parry and riposte (which you can do all day with 5 AoOs and 6 panache).
But really, seriously, most parties, especially at high level, don't need more damage dealers; they need magical support. Use your skills to avoid dangerous combats, use your performances to bolster your allies, and use your spells to solve problems.
Don't invest all your resources into turning yourself from a crappy fighter to a mediocre fighter. Focus on supporting the good fighters in your party to turn them into amazing fighters.
GM Alias wrote:
I'm interested. I've got a level 10 Mammoth Rider I've been itching to play; how friendly would this scenario be to a huge-sized mount?
The slivers enlarge the musket, based on the size of the person who applied them. It doesn't just lock it in to the size it is because of enlarge person.
Leandro 'Verbal' Garvel wrote:
Rage and Heroism don't stack together, though.
Rage and heroism absolutely do stack. They're both morale bonuses, but to different stats. Rage gives you a morale bonus to your Strength (or Dex for the Urban Barbarian if you like), while heroism gives a morale bonus to your attack bonus.
If there's only one other character who casts spells, it sounds like you have a very martial-focused party, who will greatly appreciate your Inspire Courage, so that's good.
If you're playing an elf, your racial traits are a great fit for an archer. You're proficient with longbows, have a racial bonus to Dexterity, and your penalty to Constitution means you'll want to stay away from melee whenever possible.
What do your stats look like? I'll assume a 20 point buy, at least to give you an idea of how it goes together.
Damage output isn't huge, but it gives you something to do when your spells aren't called for.
If you want to go pure support instead, maybe try something like this:
For an Eldritch Knight, I'd recommend an elf using an Elven Curved Blade. A Finesse build alleviates your armor issue, but it keeps most of the power of a two-handed Str build.
Elf Fighter 1/Transmuter 5/EK X
At low levels, your spells are focused on key buffs (such as shield), and miscellaneous problem solving. Your damage lags a bit in the level 3-4 range, but starts picking up when you get Arcane Strike at level 5, can enchant your weapon to a +2 (or keen) at level 6, and get Power Attack at level 7. Once you get 3rd-level spells, you'll be relying on spells like haste and heroism to stay relevant in combat.
Deific Obedience on a worshipper of Irori is good for a +4 sacred/profane bonus to all Knowledges.
Breadth of Experience is an easy +2 to all of them, if you meet the race and age requirements.
A single level dip of Investigator gets you free Inspiration on all Knowledges, for an effective +3.5 on average.
Dilettante is solid if you're staying at low levels, or if you don't have enough skill points to keep everything maxed out.
Alexander Augunas wrote:
Of course, normally only trip, disarm, and sunder can be performed with a weapon, and they don't benefit from higher margins. Although I'm fairly sure there's an ability or two out there that lets you use a weapon to bull rush or dirty trick.
Mesmerist only gets Painful State 1/round, so doesn't fit well with TWF.
Medium channeling a champion spirit is solid, because those flat damage bonuses work great for TWF. Something like:
But really, you're better off going for natural attacks on this. All the benefits of TWF, but without the feat, without the -2 penalty, and with an extra attack.
Darksol the Painbringer wrote:
The first question is a fairly basic one; can you Fight Defensively while delivering a Touch Spell? The GM was convinced that because it was a Spell (and not a Weapon, much less a Weapon-like Spell), that you couldn't really Fight Defensively with it.
The rules say "You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn."
Are you attacking? Then you qualify. It works.
Darksol the Painbringer wrote:
The second question is a bit more difficult. When I was proposing that the Magus can Spellstrike with Shocking Grasp, and then Spell Combat for 2 attacks (both of which receiving Shocking Grasp bonuses to hit if he missed once), he argued that because the Spell is going into the sword (which he ruled was a Standard Action, i.e. Casting the Spell), he stated that it's a Standard Action to do so every time he wants to Spellstrike.
The entire point of Spell Combat is that you can cast a spell as part of a full-attack action. That said, I'm not sure what exactly you're describing here. If you do Spell Combat, you can cast shocking grasp as your first attack and make your spellstrike, and if you miss, you still carry the charge for your next attack. Once you've cast the spell and are holding the charge, it doesn't take any extra action to do your spell attack with Spellstrike.
Darksol the Painbringer wrote:
A third bonus question, is let's say the Magus has Shocking Grasp cast beforehand, and wants to use Spell Combat + Spellstrike again, so he can basically "chain" Shocking Grasps. Would this be legal to perform if you already have a Touch Spell waiting to be discharged? (In other words, would the first Shocking Grasp fade when he performs the action, or would it be when he proceeds to make the Touch Attack for the second Shocking Grasp?)
The held charge goes away when you cast another spell. So if you're already holding a charge, you can start Spell Combat with a regular attack, and use it to try to deliver the held charge. If you hit, it discharges, and you can go on to cast your spell with the next attack. If not, then you can either cast a new spell as part of Spell Combat and lose the held charge, or stop your full-attack right there and miss out on the rest of your attacks.
Fly speed is halved when ascending. So again, 20 foot fly speed trying to catch the guy above you.
Your numbers assume a character in heavy armor, but with moderate to high Dex, and maximum ranks in Fly even though he can't even begin to take those ranks until he has a renewable source of flight, and he only has 2 skills/level to play catch-up. So for a martial character who devotes half of his skills and point buy to being good at flying, yeah the fly checks will work half the time. Yay?
Of course, any intelligent flier will know this, and stay directly above the flying melee guys, laughing as the guy with 12 Dex and heavy armor tries to make a DC 20 Fly check to go straight up. Even if he does, the flier just has to full attack him, and wait for the fighter to drop back down when he fails his DC 15 Fly check to hover at the start of his next turn.
Megan Robertson wrote:
PS Join me in using the term UnIslamic State, it sums them up pretty neatly to anyone who's read the Holy Qu'ran or paid any attention to Islamic belief.
The leader of ISIS apparently has a Ph.D. in Islamic Studies from the Islamic University of Baghdad. I find any claims that ISIS's extremism stems from ignorance of real Islam... dubious, at best.
The advanced weapon training basically lets you swap the new weapon group you would pick (so at level 9, your first weapon training group's bonus goes up by 1, but you don't get another group that level), and instead gain some other bonuses. Some are fairly niche (use Weapon Finesse with all weapons in that group, add your weapon training bonus to CMD), but some are huge boosts (use BAB as skill ranks for two skills, add your bravery bonus to all Will saves).
There are also feats that have weapon training as a prerequisite (although there's another feat that lets you count as if you had weapon training for that), which let you do tricks like smashing boulders out of the air, and stuff like that.
Keep in mind that Two-Handed Hank is probably also in some heavy armor with bad Dex. Even with a potion of fly, he likely won't be able to make the Fly checks to effectively engage in airborne melee. And even if he can, a +1 composite bow with a high strength score costs about the same as four potions of fly, but lasts forever. So save the flying magic for boss fights, and keep a bow around for flying mooks.
Can you be more specific about what you want this character to do? What arcane spells do you want? What sort of fighting style do you want to use?
The Wood mystery adds Stealth to your class skills (although you'd lose that from the Spirit Guide archetype), and offers some good buffs, especially if you use wooden weapons (shillelagh, barkskin, Wood Bond revelation).
Ooh! Apply some cold water to that bu- Wait. Nevermind.
To maximize Knowledge skills:
An elf bard with high Intelligence, plus Breadth of Experience to get +2 to all Knowledges. Also, worship Irori, and take Divine Obedience for a whopping +4 to all Knowledges as well. If it's a low-level campaign, Dilettante is good for another +2 if you don't go over 5 ranks in a Knowledge.
So with Breadth and Deific Obedience and 20 Int at level 3, you can have +17 on all Knowledges.