Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Grigori

RainyDayNinja's page

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16. RPG Superstar 2013 Marathon Voter, 2014 Dedicated Voter, 2015 Dedicated Voter. FullStarFullStarFullStar RPG Venture-Lieutenant, Tennessee—Kingsport. 3,362 posts (4,293 including aliases). 1 review. No lists. No wishlists. 10 Pathfinder Society characters. 18 aliases.


RSS

1 to 50 of 3,362 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

LazarX wrote:
RainyDayNinja wrote:
LazarX wrote:
B. A. Robards-Debardot wrote:

The Elven Branched Spear from the Melee Tactics Toolbox has the line "Elves treat elven branched spears as martial weapons."

Does this mean half-elves treat it as a martial weapon as well?

No... elven weapon familliarity is a racial Trait, as opposed to trait.

The half-elves don't get it. Half-orcs on the other hand do get access to orc weapon proficiencies as it's built into their racial trait. Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

No such line exists for half-elves.

I think you're missing the point of the argument. I don't think anyone is arguing that the regular Elven weapon familiarity racial trait would grant this to half-elves. The point is that the weapon description specifically states that Elves treat it as martial, and half-elves count as elves for all effects.

Without that last sentence, there would be no question, but if half-elves do not treat it as martial, that last sentence is a redundant repetition of the existing Evlen weapon familiarity trait.

Effects refer to things such as getting hit with elven bane weapons, not racial traits.

Again, nobody's saying they get it as a martial weapon because of the elf racial trait. The question is whether the description of the weapon is intended to be merely a reminder of the racial trait or its own rule, and secondarily how it should be treated in PFS where the intent of the rule doesn't matter.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

LazarX wrote:
B. A. Robards-Debardot wrote:

The Elven Branched Spear from the Melee Tactics Toolbox has the line "Elves treat elven branched spears as martial weapons."

Does this mean half-elves treat it as a martial weapon as well?

No... elven weapon familliarity is a racial Trait, as opposed to trait.

The half-elves don't get it. Half-orcs on the other hand do get access to orc weapon proficiencies as it's built into their racial trait. Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

No such line exists for half-elves.

I think you're missing the point of the argument. I don't think anyone is arguing that the regular Elven weapon familiarity racial trait would grant this to half-elves. The point is that the weapon description specifically states that Elves treat it as martial, and half-elves count as elves for all effects.

Without that last sentence, there would be no question, but if half-elves do not treat it as martial, that last sentence is a redundant repetition of the existing Evlen weapon familiarity trait.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

avr wrote:
You don't seem to be using hexes, so white-haired witch is an option. Grappling your enemies with AoO's at reach might be a valid way of staying alive.

I hadn't looked at the White-Haired Witch; that could actually be good, even for just another attack with all my static bonuses.

blackbloodtroll wrote:


Are you choosing Quarterstaff for flavor, or do you intend to get a magical staff later? If so, I suggest the Quarterstaff of Entwined Serpents, for cool factor.

If it's just any double weapon, than why not a Boarding Gaff, as it is both Double, and Reach.

If it's just for a Quarterstaff/Spear-like weapon, then the Elven Branched Spear is a nice finessable reach weapon.

I hadn't seen the new weapons in the Melee Tactics Toolbox. I was partly picking the quarterstaff for flavor, but some of those could be better since I can get a free EWP on a half-elf. But the idea was to use a double weapon to leverage the enchanting discount on the bonded weapon, and get extra attacks with static bonuses from divine favor/power and Arcane Strike.

Imbicatus wrote:
With bonded witch, if you choose Staff instead of Weapon, it adds Shillelagh to your list, which will be more useful than Divine Favor until much higher levels. That would let you change your patron from Strength to something more defensive, Like Trickery for Mirror Image access, or Wisdom for Shield of Faith.

What would I use at higher levels, once my staff is magical and I can't use shillelagh? And what are some good staves that would also be good melee weapons?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

This is just a bit of theorycrafting I've been playing around with lately, and I'm wondering if the wisdom of the Internet can make it a little more viable. The idea is to stack buffs to make a full-classed Witch into a decent melee fighter.

Half-elf Witch (Bonded Witch)
16/15/14/15/10/7
Traits: Fate's Favored, ???
1: Two-Weapon Fighting
2: divine favor patron spell
3: Double Slice
4: +1 Int
5: Arcane Strike
6:
7: Dodge
8: +1 Dex, divine power patron spell
9: Toughness
10:
11: ???

The combination of divine favor/power, heroism, and Arcane Strike keep the attack and damage bonuses adequate, and hex selection is still wide open for utility stuff like Flight. Choosing a quarterstaff (or more powerful double-weapon using Ancestral Arms) as a bonded item allows both ends to be enchanted for cheap, plus a free greater magic weapon every day.

The main downside is the lack of good defensive buffs. Witches get mage armor, false life, and ironskin, but miss out on barkskin, shield, mirror image, blur, etc. Are there any other tricks we could use to keep her physical defenses up?

Any other suggestions?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If prepared casting isn't a deal-breaker, you could make a decent melee Witch. Use the Strength patron for divine favor and divine power, combined with the Fate's Favored trait, for good bonuses to attack and damage, plus Arcane Strike and heroism. Play a half-elf for the archetype that lets you get a bonded item instead of familiar, and you could enchant both ends of a quarterstaff (or better double weapon with the alternate racial trait) for cheap.

The big downside is a lack of defensive buffs like barkskin, blur, and mirror image. There is ironskin from the Monster Codex, but it's only minutes/level, so it would require some foreknowledge of the fight to keep from spending too many turns buffing in combat.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

There are the Nagaji, who are lizard people. It might be close enough for some purposes.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Here's what it boils down to:

At low levels, you could contribute to melee with nothing but a longspear and a halfway decent Strength score. But at low levels, the 18 Strength Fighter/Barbarian/Paladin/Whatever doesn't need your help to mop up enemies.

At higher levels, you might be able to contribute in melee, but it would require extensive buffing (mage armor, shield, false life, heroism, etc.), when those turns and spell slots would be better spent buffing your allies instead.

If you run out of spells? That's what wands and scrolls are for.

Now, if you want to do magical support AND melee, you could do something with a 3/4 BAB, 6-level spellcaster. But a Sorcerer just isn't going to cut it.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

There's no way you're going to be good at all the spellcasting stuff AND good at melee. At best, you can be halfway decent as a 2nd- or 3rd-string melee, and still have some buff spells left over, but that's about it. But as far as CMB, you can pick spells that let you do combat maneuvers (such as thunderstomp or chain of perdition), rather than investing in physical stats.

The only other Int-based spontaneous caster is the Arcanist, but that's spontaneous casting of spells you prepare from your spellbook, so it's a bit different.

You can get deathwatch eyes for 2000 gp that give you constant deathwatch, or UMD a staff of souls.

What, exactly, do you hope to accomplish with this character? Right now your list lacks focus; you seem to want to do everything well. Can you narrow it down? What do you envision this character doing?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.
PRD, Underwater Combat wrote:
A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

So it sounds like it would negate the cover for spells requiring a ranged touch attack.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Generally, you just add it to the stack of chronicles you have for a character, and apply whatever benefits it lists.

Some, like boons that open up additional races, have to be the first chronicle on a character. Others don't have to be, but may have effects that you'll want to plan for, so should probably go on a new character anyway.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Oy, that's rough. The sorcerer bloodlines are pretty front-loaded. Although, since there's no difference in the claws until level 9 when they gain energy damage, I'd be comfortable saying it's still the same class feature until then, and doesn't need to be paid for when retraining. That would make it only 10 PP.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

tuypo1 wrote:
ive never understood the point of wasting the 50 gold on the continual flame when your wayfinder something you will buy anyway serves the same function

A continual flame cast by a cleric (3rd level spell) will keep shining even in a darkness spell (but not deeper darkness). If you can get it Heightened to 4th level, it works even then.

Also, put it on your sword for style points.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Do you have a competence bonus yet? Bracers of the Glib Entertainer give a +5 competence bonus.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

alexd1976 wrote:

A spell with a duration in minutes... granted, a luck bonus IS nice, but every level in another class is a level taken away from Swashbuckler (at level 20, +20 to damage!!!)

Other than the spell/trait combo, any reason for recommending this? the one level dip would result in a 1D6 rather than 1D4 base, but would lose 1 BAB... I'm not convinced this is ideal... do they get weapon focus for free or something?

They do get Weapon Focus for free.

Also, compare your +20 damage at level 20 (which requires having Panache left, and is precision damage which is useless on some creatures such as elementals) to the +6.5 damage you get from the increased Sacred Weapon damage die, plus a swift action to cast divine power for +7 to attack AND damage (total of +13.5 damage so far) AND an extra attack just like haste. And once you have returning daggers, you can add enhancement bonuses via Sacred Weapon, including choosing special abilities on the fly, for anywhere from +4 to +4d6 damage.

And on top of that, you get self-healing, armor bonuses, and the versatility of 6 levels of spellcasting.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Another option is Warpriest. The Sacred Weapon scales your damage die up, plus you get more bonus feats, and divine favor (especially paired with Fate's Favored) also boosts attack and damage.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

If you want to do support in addition to fighting, don't play a Warpriest. They will wreak combat, but don't have spells or skills to spare for much else. Inquisitor gets plenty of skills to support out of combat, and Clerics have spells and channeling. It just depends on what kind of support you want to do.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Is this 15-point buy? What do you hope to gain from the Internal Alchemist archetype? You don't seem to have identified what exactly it is you want this character to do.

The obvious option for a melee alchemist is to pick up Feral Mutagen and use a bunch of natural attacks. Alchemists get enough buffs that you can really crank your Str up high. Two levels of Barbarian let you pick up a gore attack through Lesser Beast Totem (not to mention getting Str up even higher, though it may not be worth the delay in your extract progression), and you can get tentacles as secondary attacks through further discoveries as well. Helm of the Mammoth Lord gets you a gore attack for 8,500 gp and your head slot as well.

A reach weapon could also be a good option, similar to a reach Cleric. Spend your standard actions buffing/throwing bombs, then let people provoke AoOs when they come after you.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Vanish would be a good spell to go with Wand Wielder: Either go invisible first to make your attack against flat-footed AC, or make your attack first, and go invisible to keep you safe until your next turn.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

There is an action economy issue as well. I recently played my first game with my Inquisitor retrained to Sactified Slayer, and more often than not I ended up without Studied Target because I was already engaged in melee, and was better off making a full attack to get my secondary bite than spending a move for just +1's.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'd dump Str before I dumped Int, really. I'd probably go with something like 9/14/14/10/19/8. I might even dump Charisma to 7 to bring Int up to 12 for skills.

Also, Augment Summoning is probably not worth it at first level, because your summons only last for one round. Save it for level 3, and take Toughness at level 1 for survivability (possibly Spell Focus (transmutation) for using entangle, heat metal, or warp wood at early levels)

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

You could make a good archer out of a Witch.

Elves have stats in all the right places (although that Con penalty hurts on a d6 HD class), and get free longbow proficiency. Take the Strength patron to get divine favor (and later divine power) on your spell list, and combo it with the Fate's Favored trait. Between that, heroism, greater magic weapon, and Arcane Strike, you can keep your attack and damage bonuses at respectable levels, while keeping full 9-level spellcasting AND whatever hexes you want without multiclassing.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

UndeadMitch wrote:

I'm going to have to disagree with you there, since the trait calls out that the PC is casting the spell. It mentions casting the spell, while another trait out of Inner Sea Primer, Superstitious Ward, allows a PC to cast disrupt undead and specifically calls it out as an SLA.

Spell-like abilities are also described as being "cast" in the CRB, so I don't find that argument convincing.

I think it's much more likely the trait was poorly edited, accidentally omitting that it is a spell-like ability, than that it is intended to create an entirely new kind of magical ability that is even more spell-like than spell-like abilities.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Even though they aren't called out by name as Spell-Like Abilities, I would rule that they are not actual spells, because they function like SLAs rather than regular spellcasting.

(But it would save you from spending your rogue talent on Minor Magic to get your mage hand requirement if you wanted to make a Bloodrager 7/Rogue 3/Arcane Trickster X.)

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

1 person marked this as a favorite.
Eric Clingenpeel wrote:
Joseph Kellogg wrote:
Your GM credit never ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever has anything to do with what happened in the game when you ran it.

Actually... that's not entirely accurate...

Murder on the Throaty Mermaid some GM rewards are based on the player's play through.

Which is why I stopped at only 112 "evers," obviously.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

FranKc wrote:
Joseph Kellogg wrote:
Your GM credit never ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever has anything to do with what happened in the game when you ran it.

Well, there is one exception that I'm aware of. But that states it very clearly under reporting notes.

** spoiler omitted **

I've heard discussion of that, and I believe it means you can't get it at all through GM credit, but only through playing.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Your GM credit never ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever ever has anything to do with what happened in the game when you ran it.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Some traits make more sense for an animal companion. Armor Expert seems completely reasonable... Divine Courtesan? Not so much.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Forget divine casting! Build something that requires starting at high level, like a Slayer/Horizon Walker Dimensional Dervish build, or thrown weapon specialist with Belt of Greater Mighty Hurling.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Bump for the morning crowd.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

@GeneMemeScene: I can only riposte once per round anyway, since it's an immediate action, which means I don't really need more than one parry. And he's already level 3, so I can't make it a Dex build.

@Imbicatus: The morningstar is mostly for the cool factor. I planned on picking up Extra Panache because I figured I might have problems regenerating it, but I might get by on just killing blows. But good call on the temple sword; I hadn't considered using monk weapons instead of the one-handed piercing weapon.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'll be taking this character to a convention this weekend, and I want to make sure I've got the build worked out. He's sitting at 3.0 right now (so the 3rd level is still completely mutable).

Human Paladin of Shelyn 2 | Kata Master/Master of Many Styles 1 | Paladin X
17/13/12/7/12/16
Traits: Observant, Deft Dodger
Paladin 1: Dodge, Toughness, detect evil, smite evil
Paladin 2: lay on hands, divine grace
Monk 1: Snake Style, Additional Traits (Magical Knack, Fate's Favored), panache pool (opportune parry and riposte, derring-do), Improved Unarmed Strike 1d6, other monk stuff
Paladin 3: +1 Str, mercy, divine health, aura of courage
Paladin 4: Weapon Focus (morningstar), spells, channel energy
Paladin 5: divine bond
Paladin 6: Shield Focus or Extra Panache, mercy
Paladin 7: +1 Dex
Paladin 8: Extra Panache or Shield Focus, aura of resolve

The goal here is to tank with high AC and saves, plus parry and riposte for extra attacks. He fights with a heavy shield and a morningstar (which will eventually pick up the answering enchantment).

The Fate's Favored trait lets me prebuff with a wand of divine favor for +2 attack and damage. I'm skipping Power Attack, because the penalties work against my parrying, and instead relying on divine favor, an answering morningstar, and smites for damage boosts. Snake Style boosts Sense Motive for diplomatic encounters, plus gives me a 1/round defense when someone targets my abyssmal touch AC.

Are there any other tweaks I can make to improve?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Krunchyfrogg wrote:
How do you get this boon?

As far as I know, they aren't currently being issued anymore. If you have other boons, you might be able to find someone to trade an old one(there's a thread for this in the PFS boards).

But currently, all core races, plus Tengu, Kitsune, Wayang, and Nagaji are legal, so I'm sure you can find something else to play without a boon.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

1 person marked this as a favorite.
Sammy T wrote:
thejeff wrote:
But none of that, other than survival, comes back to the Core campaign with him.

That's a pretty big caveat considering it's more likely you as an individual will use less resources & have easier encounters in the standard campaign if you're being carried by folks with the newest, shiniest synergized options.

Let's say you were a L6 core barbarian and you fought the same encounter in with a Core party and a Standard party--I think we can generally agree that the Standard party will have an easier go of it on average. The Core character will start to accrue subtle advantages when they return to Core--maybe they have more charges left on their CLW wand thanks to a Life Oracle, maybe they didn't have to use an Oil of Daylight because there was an Aasimar, maybe they never used their Ghost Touch arrows because a caster used a Mnemonic Vestment to use a Mass Ghostbane Dirge scroll...so, when that character returns to the Core game, he has a material advantage over those people who maybe had to use up more of their wand charges and burned another 2PP, used their oil of daylight and spent 750 gp for another, or bought Restorations because they struggled with Shadows who ambushed them.

That's all true... but the Core campaign isn't being promoted as "Hard Mode." In fact, it's specifically being touted as beginner-friendly. So to say that Core games will somehow be tainted by characters who have had an easier time because they played in non-Core games elsewhere isn't really the issue.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1) Empanadas y Arañitas

2) It strikes the right balance between "accessible" and "Hold on, let me google these ingredients so I can know what I'm eating."

3) Pollo Guisado

4) This sounds like something I could easily just make at home.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

The easy solution is just to say: "I can cast a heightened continual flame for you, if you provide the material component."

You can't sell items to other players, but those other players can buy the material component themselves, then let you use it.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

An Inquisitor could be a good stealthy infiltrator/assassin-type character, but isn't going to be good at healing. You could play a Cleric with the Trickery domain, which gets you Bluff, Stealth, and Disguise as class skills. Calistria is a CN goddess who would fit, and would also let you channel positive energy and spontaneously cast cure spells. The Separatist archetype would let you pick the Healing domain even though it isn't in her portfolio, which would eventually get you free Empower Spell on your cure spells. Maybe something like...

Human Cleric of Calistria (Separatist)
9/21/15/13/15/18+2
1: Deceitful, Selective Channel
3: Versatile Channel
5: Extra Channel
...and so on

You probably don't need to worry about attacking besides a crossbow, and instead rely on support, spells, channeling, and face skills.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Consider retraining a feat into Additional Traits to pick up Fate's Favored. That will net you an additional +1 attack and damage when you cast divine favor (which is going to scale up next level as well).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1 person marked this as a favorite.

Have you considered a Weapon and Shield style ranger? You could TWF with your improvised paintbrush weapon and a shield as your palette, and it gets plenty of skill points.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Arutema wrote:
RainyDayNinja wrote:

...

Traits: Reactionary, Wisdom in the Flesh (Swim)

I think you will find that that trait is not in the traits web enhancement, and therefore not allowed in core.

Huh. I never downloaded it; I just assumed it had pretty much everything in the APG. Yeah, I'll probably go with Focused Mind then.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Fruian Thistlefoot wrote:

Mirror image is a Minutes per level buff...Like mage armor you should have it up when entering an area you expect combat. At 11th level you're looking at 11 minutes...or 22 minutes with a rod of lesser extend spell. When I play a caster I rarely get caught off guard unbuffed. And if I am I swiftly go Invisible/vanish and then throw down a buff (usually fly followed by a summoning spell). Or I already am Invisible as I tend to Bonded object ring and make it a ring of Invisibility asap.

I was thinking more Enervate, Quickened Ray of enfeeblement (or save style spell). Since enervate lowers saves and touch AC is an average of 12.

You take those spells because you have a limited list as a sorcerer. You couldn't take Summon Monster 3 but you can still cast something with a chance to do the same effect at your Illusion DC (which should be pretty high) Goes for the other spell...Perhaps you took fireball but atm you need a Ice storm. They still have a chance to take full damage if they fail. But if they pass they still take 20% Illusions are save or suck anyways. I figured you would have came to terms with that by now.

Yeah, you're probably right about Quicken Spell.

I've never played a full arcane caster before, so I'm not quite used to that level of pre-buffing; my cleric (now level 12) didn't have those kind of options.

I definitely see the advantage of versatility in the Shadow spells, and would definitely take them as a Sorcerer and prep some as a Wizard, but I imagined using Image spells to control the battlefield through trickery. Is that a bad plan?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

Mark Stratton wrote:
So, in your example, the level range is 1-5, being played in Subtier 1-2, but a level 4 pre-gen is still in the correct level range. Honestly, though, if a person can show up with a level 4 character to a 1-5 table (even at subtier 1-2), then a player should be able to play with a level 4 pre-gen.

But in that interpretation, someone could choose to play a level 4 pregen in a subtier 1-2 game to make it a cakewalk, and prevent the other characters from being able to shine. Or alternatively play a level 1 pregen in a subtier 4-5 to score out-of-tier gold for their first-level PC while assuming no risk, but also being more of a liability than an asset to the group. I think those are the kind of situations we want to avoid.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Fruian Thistlefoot wrote:

Sorcerer. Shadow Conjuration and Evocation should be bread and butter spells for you. Might as well be able to cast them more often.

Tho IDK if Quicken spell is really worth it. I typically do not take it till 11+ on any caster...I typically do dazing spell at 11 and quicken spell at 13. By then those quickened 1st-2nd level spells are not taking up my most powerful spell slots. I know Dazing isn't Core but the +3 level increase is what I am trying to imply. You're going to top out at 5th level spells. I wouldn't waste them on Quickened...perhaps heightened tho..

I can see having the Shadow spells available as a swiss-army knife (maybe prep one each as a wizard), but if I wanted to spam those, why not just specialize in Evocation or Conjuration in the first place? Is there something I'm missing that makes it worth the higher spell level and added chance to disbelieve?

I was thinking Quickened True Strikes to go with the odd ray spell such as Enervation. Is that a bad idea? And on a wizard, a Quickened Mirror Image at 11th level could be worthwhile.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

That's how I interpret it, although in your example the 2.5 can round up or down (players' choice).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

kjenks wrote:

Half-elf fighter 1, Int 13, Arcane Training and Favored Class Wizard.

She tries to activate a scroll of Fireball.

1) Does the Arcane Training racial trait let her skip the "Decipher the Writing" step and go directly to the "Activate the Spell" step? Or does she need to decipher the Fireball scroll (with Spellcraft or Read Magic) before activating it?

2) Can she Take 20 on a Spellcraft check to Decipher the Writing?

1) No, she must still decipher it.

2) I don't see why not.

3) She still has to make a caster level check (with her caster level = 1) against the CL of the scroll + 1 (DC 6, at minimum for fireball). If it fails, then she has to make a DC 5 Wisdom check to avoid a "mishap," as described in the rules for scrolls.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Mysterious Stranger wrote:
Another alternative is Bard. They have most of the illusion and enchantment spells but no real damage spells. This also gives you a more skill points and a bunch of other abilities.

That's true, but I already have a vanilla support bard, and I don't want to cover too much old ground. But if it ends up having enough going for it...

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

I'm playing my first Core PFS game this weekend, and I'm looking for a character idea I like. I'd like to play a spellcaster, because it seems the local Core population is heavily weighted toward melee, and I'm leaning toward illusion. I've never played a Gnome, so this looks like a perfect opportunity for that. I'm not quite sure whether to build him as a wizard or sorcerer, though:

Wizard (Illusionist)
6/14/14/18/12/9
Traits: Reactionary, Wisdom in the Flesh (Swim)
Opposition Schools: Evocation, Conjuration
1: Spell Focus (illusion), Toughness
3: Greater Spell Focus (illusion)
5: Improved Initiative, ??? Metamagic Feat
7: Spell Focus (necromancy)
9: Greater Spell Focus (necromancy)
10: Quicken Spell
11: ???

Sorcerer (arcane)
6/14/14/12/10/19
Traits: Reactionary, ???
1: Spell Focus (illusion)
3: Toughness
5: Greater Spell Focus (illusion)
7: Improved Initiative, Spell Focus (necromancy)
9: Quicken Spell
11: Greater Spell Focus (necromancy)

They've each got their advantages...

Wizard
-More flexible and versatile
-More skill points and better Knowledges
-More bonus feats, and faster feat progression
-Faster spell access
-Good school powers

Sorcerer
-Leverages racial Charisma bonus for higher DCs
-Better Bluff skills to complement illusions
-More total spells
-I don't have another Sorcerer in PFS already (I have a Conjurer wizard planned)
-No opposition schools

So I'm torn. Anyone have tie-breaker points to pitch in? Or tweaks to consider in the builds? Or general advice on how to use illusions effectively?

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

1 person marked this as a favorite.

You can get vials of djezet from [REDACTED], which you can buy and give to a level 7+ cleric to get a 4th-level daylight.

*** RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 aka RainyDayNinja

I had a level 3 paladin that I built as a sword-and-board tank, but I abandoned him because the playstyle was boring, and I liked skills too much. But I recently rebuilt his last level to start a 2-level dip into Kata Master/Master of Many Styles/Monk of the Sacred Mountain, so now he can parry and riposte with a morningstar, and can use Snake Style against those pesky touch attacks (and next level, Snake Fang for extra unarmed AoOs).

I also had a level 6 halfling Ninja 4/Lore Warden 2 focused on Bluff and Disguise, and using Improved Feint for sneak attacks. But even with that, he was laughably bad at combat. So I dropped 15 PP and 900 gp on retraining him into a Ninja 3/Mouser 3. He's a bit better at combat now, with more tricks up his sleeve than just feinting.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Yeah, starting at 5th-level, I'd probably go Fighter (lore warden) 2/Magus (kensai) 3. Magus gets you up to +3 AC from Int, free EWP with the whip, and you can take an arcana at Magus3 to put mage armor on your spell list. The two levels of Lore Warden get you Combat Expertise as a bonus feat and +2 to CMB and CMD if you want to focus on trips. Play as a Tiefling, and you get the right stat boosts for a Dex Magus, plus you can take the Armor of the Pit feat for +2 natural armor.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

2 people marked this as a favorite.

Does Golarion have an equivalent of "protected designation of origin," like with Champagne and Roquefort cheese? Are dwarves required to advertise their versions as "imitation Elven-style processed sword products"?

1 to 50 of 3,362 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.