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Some party related questions:
1) Do you feel that synergy among a party's members is important in a game?
1a) And if so. How can a GM encouraged such synergy without making it feel like it is forced upon them.
Edit: By Synergy, I mean having party members that are able to work together to pull of combos like a Paladin build to encourage enemies to engage him, while a Cleric follows up with Holy Smite. Or w Liberation domain Cleric working with a Wizard casting web to lure and trap enemies.
2) Do you ever feel that giving total freedom (other then alignment choices) in character making is a bad ideal?
3) If a party feels "slanted" towards certain classes/roles, aka there are too many casters, there are no blasters or the whole party are martial with no healer whatsoever, etc. What would you do to make the game enjoyable? Encourage players to try out other classes? Adapt the campaign to work with non-typical party? Kill of the extras, until the party "gets it"?
CraziFuzzy, I see your point.
Given that my character is a PFS character, I likely won't ever earn enough gold enchant my weapon pass +3. At least I won't be able to, if I wish to buy other items.
He is already lv 9, with only like 9 games left in him. 16k is a huge investment for him.
And as mentioned above, it is hard to predict what your party members will be in a PFS game. It may seems counter intuitive, but in PFS games, characters must be a little more self sufficient.
Thanks for the break down tho, I will keep it in mind if I ever play a paladin in a homebrew.
Half-speed is double movement cost; they are the same, mechanically speaking, in Pathfinder. If you're moving at half speed, it costs you 10 feet worth of movement for every 5 feet of actual distance you cover.
Hummmm... Your right. Not sure what I was thinking when I thought half-speed. :P
Please ignore my original post.
Will remember to search more in the future!
And I noticed the Fighter unchained thread. Going to pop in and have a look.
If such an event happen to my Paladin, I would likely have to non-lethal such an NPC, so the +5 would be helpful to both hit and damage DR/Evil.
I would likely just use bond for holy, as to hit is much more important for my character over holy. (Also having played a fighter-archer, I realize Holy is worth more if it can go off like 5 times a round. :P)
The feat just seems a cheaper options. Not to mention, I could retrain it if I really want to later for just 5pp and 500gp.
The podcast mentioned quite a bit, I was just hoping that an extra comment on any other class was being dropped by the design team.
I also see you have some interesting ideals for improving the fighter via improving feats, I do hope something a long that line to help the fighter appears in unchained.
If you really want to upset your Wizard friend, show him this somewhat optimized build.
Actually it might be better to show him a proper blaster caster build.Show that any class can be build and played well.
Let him realize that its not that your barb (which seems to be a perfectly normal barb.) that its OP, but that his wizard needs to step up his game.
That's some very good points.
I think I may have been trying to get my Paladin to do too much. I always see his enhanced ability to heal due to an enhancement by his fey heritage.
And I never did fully consider the gold requirements for getting keen. Especially in PFS, with its limited gold.
A +3 weapon will help a lot, especially since I can up the enhancement bonus to a +5 and by pass most DR (Those that Smite Evil can't work against)
I think I will grab Improved Critical now at lv 9. I may grab greater mercy later at lv 11 and ultimate mercy at 13 (if I ever play this character pass 12.)
Thanks for all the input everyone.
Malachi Silverclaw wrote:
Paladin, "Guys I will just stay safely behind here. Don't worry I can rise you if you die!" :D
Really? I always thought that the fighter works fine... the rogue could be a little weak at times, but I have seen some scary fighters.
Like a pure crit fighter that was downing the entire room of mons. (The scary part was that is was build with just the CRB, only his weapon was from UE.)
Or the Fighter Archer, which could be mainly due to how powerful archery is and fighter gives it all the extra feats it needs to be scary.
Humm... I feel I should clarify my original question as I have played and played with good fighter and rogue characters.By relevant, I mean it in a why would players still want to play these core classes? When there are much better and similar themed options out there?
It is not as if the core classes are flawed or are unusable options.
Shouldn't the newer classes be made to complement the core classes? And not over-shadow them?
As I explained earlier, this character is a Pathfinder Society Organized Play (PFS) character.
Which can some times be awkward, like when there is no one who can heal in a party, not even use a CLW wand... :P
@ Malachi Silverclaw,
Never quite see it as a reason for others to rise you.. but ya! :)
@ Mysterious Stranger,
I totally miss that! Humm... I don't usually prepare bless weapon, but it is good to know!
I just worry that it is a little situational... I need to have bless weapon up, and that is 1 round of combat I can be casting divine favor, moving closer to a target or attack. Action economy :(
Flinging my dwarven waraxe with hand of the apprentice is awesome enough as it is.
So you are asking this as a sort of rule exercise / English language analysis?
Back to topic:
I think perform part covers any application of a combat manoeuvre. Otherwise people can argue that if you can use HoA with a Mancatcher as well, since the word "Perform" does not appear in the first part of Mancatcher. And once grappled, the target would have to be move to an adjacent square as per the grappling rules.
If Paizo has to lay out each power or spell with a cover all list of faqs, each book would be 100x long.
@ Kazzan, This is for PFS, so there is no fix party. Each game is different.
My Paladin is sort of a mix bag... So here is a short info list:
Main Weapon: +1 Cold Iron Falcata 19-20/X3, w/ Buckler(Usually on)
Falcata proficiency via Opalescent White Pyramid (Cracked) Ioun Stone (implanted into back of character)
Oath of Vengeance and (maybe) against Fiends, Paladin of Ragathiel 8 / Dual-Cursed Oracle of Lore 1
Curses: - There is no optimization reasons to take dual, I went with it to get character fitting curses
9) Greater Mercy or Improve Critical (?)
11) Improve Critical or Ultimate Mercy (?)
As you can see he is a bit of everything. My main concern is really which to get first, cos if I don't take improve critical now, I may yet take it later at lv 11.
But with my character able to use only that single falcata, there is no additional benefit to take Improved Critical over keen...
AHAAHHAHAH!!!! I can't make up my mine... T_T
Or is there some other feat, I SHOULD take that I'm missing here...
@blackbloodtroll , What Majuba is saying is that while using a shield strapped to your arm is a weapon. HoA requires you to grasp a weapon to use it. If you take just hold a shield in your hand to use HoA, it is no longer a weapon per se, but an improvised weapon, as your are not equipping a shield, but just holding a shield in your hand.
A clearer example would be armor spikes. If you are wearing an armor with armor spikes, they are a weapon. If you just hold your spiked armor in your hand, it is not a weapon, but an improvised weapon.
So my PFS 2handed Paladin just hit lv 9 and I saved up enough gold to grab Keen for my weapon. My original plan calls for me to grab Greater Mercy for more staying power as my lv 9 feat. This will up my LOH to 7d6 (4d6 + bracers of the merciful knight 2d6 + greater mercy 1d6)
However, while discussing with my fellow players, I was advised to just concentrate on increasing the +X on my weapon. Especially since my Paladin does not have weapon focus. I was also advised to grab Improved Critical over Greater Mercy, unless I plan to take on missions that will face elementals or golems (aka monsters that crit is useless against.)
I really can't decide if I should grab Keen or use my lv 9 feat slot to grab Improved Critical instead.
EDIT: Holy on my weapon has been though off and decided against. It would be easier to just use my bond to grab holy if needed.
Humm... I wonder how Kess's brothers and sisters would see her now?
Nickname: "The Bull" - !
Different PFS groups have different play styles among them.
Some would appreciate and encourage roleplay, others may have a more mechanical/optimization mindset among players, some GMs just give the story flat, others may role-play them out...etc
Get a feel of what your local PFS group is like, then use the rebuild rule to make a character that fits your group.
For a maxed out LOH build, why not go with a Tiefling (favored class self-LOH +1 hp per level) + Inheritor's Light (Iomedae, +1 hp per heal dice) + Greater Mercy + Fae Foundling (as above) + Bracers of the Mercyful Knight.
For every 1d6 LOH you receive, you heal about +4 more.
For example, at lv 8 your LOH is 4d6(1/2 your paladin lv) + 2d6(bracers) + 1d6 (greater Mercy) = 7d6
Thats 7d6 + 14 (Fae foundling) + 7 (Inheritor's Light) + 8 (Tiefling FC)
You would almost never go down due to hp. Don't go max armor, invite enemies to hurt you as you literally HP tank for the party. :P
Glad that it helps.
If its any consideration, Irori Paladins are noted by the designers to be very rare. And their relation as paladins to Irori is a very personal one, hence they are like the only Paladins that don't have an "order" or a fix set of paladin codes (Most other deities have a set of codes for their paladins.)
So feel free to whip up a set of paladin codes for your Irorian paladin.
I also have to assume you have seen the Iroran Paladin, paladin archetype and discarded that ideal.
So if Ki Channel is the focus of this build, why not try a Warpriest/Monk of Irori instead? Or a Cleric/Monk? May be something you can try out. I see such a character as more similar to real life Buddhist monks that do practice martial arts.
Off hand thoughts,
Breaker archetype fits the hulk ideal, with the ability to grab and melee or throw anything as an improvised weapon at lv 3.
Seriously have you seen how hulk attacks? He uses his bare hands or GRABS anything at hand to use as a weapon.
Rage Powers to consider:
Just these off hand.
@ DM Beckett,
I must point out that I wish you had included a 4th option along the lines of:
4) I don't like the newer or older factions missions and would prefer to see something different for future seasons.
Currently your 3rd option is just a don't care/ no preference option and don't allow an option for GMs that don't like either the new or old styles.
The Golarion setting -
PFS campaign rule -
On the mechanical and thematic question -
If you are in a Golarion setting campaign, then you are required by the setting to worship Irori to access the feat. Again, it could be treated that the knowledge on how to Ki Channel is something only Irori Paladins knows.
However, if you are in a homebrew, even if it is one that is set in Golarion, then all the above is mooted, as it now totally depends on your GM. Does he or she, allows you to worship multiple deities? Does your GM require you to be a paladin or Irori? All this can only be answered by your gm.
Jacob Audette wrote:
It's a bummer to see the aasimar and tiefling go. I'm pleasantly surprised to see the Nagaji, wayangs and kitsune included, especially considering the dissolution of the Lantern Lodge. I look forward to seeing this develop.
I thought the Lantern Lodge has not been shut down, but has upgraded from just a faction based in Absalom, to a full lodge in Goka?
Maybe the actions of the Lantern Lodge on Goka is what spur the influx of Tien Xia races to join the society in the inner sea region? (As an in-game story reason for "opening" access to these races.)
Still holding out for the day the Lantern Lodge is a playable faction again.
I would prefer faction missions to be done in some other way other then the 2 mentioned above.
As a GM, I feel like I not only have an extra number of things to track, I have to deal with a party that don't want to work together as well as they should.
2) The new style causes players to start "hunting" for scenarios. Aka, players start "picking" which scenarios they play, and rightly so as some scenarios just give much more to certain factions then others.
As a GM, I get:
I hope that a newer refreshing take on faction missions can be made available in the new season.
As Black Feather has written above, while you can't play the Master Summoner archetype in PFS, this does not means you cannot play a standard summoner in the a master summoner style.
Going with Black Feather's suggestion of Spell focus: Conjuration, Augment Summoning, and Superior Summoning, you can summon 1-4 animals by lv 3 and upgrade them to elementals at lv 5.
And yes, a smaller race may have some uses here, as you can get off with having a medium Eidolon, preferably one with fly.
For your ability scores, I would suggest:
Why such an even distribution? Here is a break down:
STR: 12 - You want some str to wear light armor, BUT you DON'T need it high at 16(!). You should not be front-lining, having a high str is pointless.
DEX: 12 - Some Dex is good. You can go up to 14, but its not a priority.
CON: 14 - Have a good CON stat. I have seen way too many characters dying off permanently cos they made characters that "will just stay safely at the back." In PFS, you would never know what your party make up is. And its not a MMO, Monsters will target spellcasters and will attack from the back. That Fireball is not going to care you are "at the back".
INT: 12 - This is upped as there are 2 points left over. More skill points never hurt.
WIS: 12 - Never dump your Wisdom! Ever hear of a spell called dominate? Or faced sirens? Low Will saves = the Party facing ANOTHER enemy (aka you). AND since you have pets, suddenly the party is facing a whole lot more enemies... :( . There are also certain scenarios that love to throw mind affecting spell against the party all the time.
CHA: 15 - You would want a good cha if you are focusing on getting the most out of your summon monster spell like ability. with a total of 17 after racials, you can up that to a 18 at lv 4 and with a headband have it at 20. That is 6 summon monsters a day. You can up this higher... but not at the expense of your other ability scores.
As a "master-summoner-like" summoner, you want to 1) Survive 2) help the party survive 3) Buff and support the party.
Hope all this helps!
Can a spell like restoration Or may be cure disease help with stunted growth due to malnutrition?
Trying to figure out a way to for the party I'm GMing for to help a number of malnourished NPC teenagers under their care. (Their growth have been stunted due to the malnutrition. One or 2 may have body image problems.)
Just need advice on this story ideal.
Necklace of Adaptation
Source Ultimate Equipment pg. 259 (Amazon), PRPG Core Rulebook pg. 1
Good to have when you need it. Cos IF you need it, you will wish you REALLY have it.
I suggest for looking up a site like www.archivesofnethys.com, when making characters.
Once you have an ideal of what sources your character needs, you can follow Paz's advice and get the PDFs.
Planning ahead on what to get for your characters can help you save quite a bit of money.
Y. Duskwalker wrote:
You can enchant non-magical unique armor like the elven chain.
However, celestial armor must be purchase as is and cannot be "upgraded" into:
Michael Brock wrote:
There is no upgrade path to achieve Celestial Armor.
Original post is on page 3 of this thread, about 9 post down.
This is how I see the whole unarmed strike on BK issue.:
Unarmed strike means 2 different things in the game:
(1) Unarmed strikes as per the combat rules section, Ordinary unarmed strikes that anyone can perform.
(2) Unarmed strikes as per the monk's class feature. A monk can use any part of their body to strike with this and they do more damage as a monk level up.
The most recent source of brass knuckles, UE, removed the line of it dealing a monk's unarmed strike(2).
However some people still mistake the "allow you to deal lethal damage with an unarmed strike(1)" line as meaning a monk's unarmed strike(2).
The problem seems to stem from a 2 things with the same name.