The Revised Arcanist feels is just like a D&D 4e class.
As someone who was introduced to table-top RPG by playing D&D 4ed, I find the Arcanist reminding me of 4e's wizards and sorcerers.
The Arcanist Exploits just feel so familiar, in a "Look! 4e powers are made only for combat" kinda way.
I guess if I ever have to convince any of the 4e players, who played casters in 4e, to come play table top again, I will suggest the Arcanist. It would really help ease them into Pathfinder.
@Shed, you are right about the advanced stats. It is way too powerful.
I had to disallow a player using it once he showed me his stats.
I'm kinda glad I made it clear from the start go, that I reserve the right to disallow any options that is way too overpowered.
That said, I am seeing some creative uses of the race traits options. Got a player playing an Oread-Elf.
Thanks all for the input.
After talking to my players, I decided to cap the maximum number of Ability score points to 25.
This is after a player suggested playing one of the elemental races which have a RP of only 6. The ideal of allowing a 29 pointbuy character is just way too much.
I'm encouraging my players that pick races with low RP to spend some of the points given to make their characters more unique.
@LoneKnave and Avon Rekaes
I have informed my players that if they want to build a customized race, they will have to justify the ability scores given to such a race.
Currently I'm only allowing the modification of a base race and have disallow changes to ability scores.
I'm starting a homebrew with characters from a magic heavy setting.
So this is the "ideal" -
1) A Human (9rp) + 26 pointbuy = 35
1a) A Human with Fey Racial type (9rp + 2rp = 11rp) + 24 pointbuy = 35
2) Aasimar (15 rp) + 20 pointbuy = 35
Basically, the more abilities your race or custom race have, the less pointbuy you have for ability scores.
The ideal is to give players the option to make customized characters of their own, while balancing out character creation.
This will also encourage players to try out other races, insteal of them all playing a "stronger" race like Tiefling/Fetchling or Aasimars.
What do you all think? Is this ideal fair? Any foreseeable problems?
I'm not sure what is the amount of sales in the South-east Asia region, but if the books are printed in China, it sure would be great if the books are able to ship direct to Singapore. Given that we are practically down the road from China.
One reason I only buy the PDFs is the prohibitive cost of shipping. Even when I buy through a local distributor/store in Singapore, the difference on the shipping cost between is only about 20% lesser then shipping from Paizo. This is most apparent on large or heavy items. :(
@Matrix Dragon, Thanks, I think I will go with the Bloodbender build.
I will have to clear it with my GM on the use of these feats, but it should be fine.
I don't think any one else in my party is going with a high Cha build, so any bonuses to Cha items should be available to my character. Will be placing all level ups into Cha too.
For her back story, my Watersinger is part of a guild, which everyone in the party is part of. We are bunch of entertainers.
For in party and combat role, I'm playing the face and support respectively.
I need help coming with ability score spread, like do I dump something to up Cha to 17? And what spells, feats and traits are suitable for a Bard?
Current ability scores: STR: 11 DEX: 14 CON: 14 INT: 12 WIS: 10 CHA: 16
If I am starting as a Undine and using the ability score spread as above, is 16 Cha ok?
And is it possible to focus on support as a Watersinger? Or do I have to take one of the 2 above builds?
I'm joining a Skull and Shackles campaign and need help putting a Undine Watersinger Bard together.
Rule creation is per PFS rules, with 2 traits before adding the campaign trait. Start Gold is per CRB's starting gold.
Any and all help is welcome.
The Morphling wrote:
I totally agree. Unsanctioned Knowledge just opens up so much RP options for a Paladin. You are only getting the spells at much higher levels then other other classes, so it is a really balanced but RP-friendly feat to have.
Having Blood Rage on a Tiefling Paladin would be great. It is really one of those high-risk, high-reward spells that fits the RP for any number of character types. From Dhampires with a taste for blood to Oath of Vengeance Paladins.
On a Paladin, it has the additional benefit of boosting your to hit and damage output if you get hurt, which is perfect for a tanking class.
Thanks! That was what I thought.
I'm planning to take Blood Rage for my PFS Aasimar Paladin via Unsanctioned Knowledge, and wanted some clarification on that spell.
I was a little confused when I notice that one of the spells from Orcs of Golarion, Ghost Wolf, was reprinted in the ARG with a (half-orc) requirement. Only to realize that it was the only spell from Orcs of Golarion that got reprinted in the ARG and gain a race requirement.
Got a related question, trying to avoid making a new thread.
Are the spells from the Race books like, Gnomes, Humans, Dwarves and Orcs, etc of Golarion, race restricted in PFS?
A number of them don't have any race listed in their casting requirements and the Additional Resources don't label the spells from these <Race> of Golarion books being restricted to their respective races.
Does this mean other races can cast such spells?
For example, are the below spells restricted to their respecive races? Or can any race learn them in PFS?:
Gnomes of Golarion:
Dwarves of Golarion:
Thanks for the advice everyone.
After much deliberation, I decided to go with a Summoner-type Cleric.
Our first game went very well. I'm starting to remember why I used to enjoy playing a Cleric in HB/APs. Currently playing a "Divine God-Parent" to a pair of twins PCs, a Tiefling and an Aasimar. :)
Just noticed the spell, Bladed Dash
Base on its description, it too fit the Dhampire/Fey flavour for my character... too many choices here...
Channel Vigor! Now that is 1 spell I totally overlooked....
DAMN IT! Its for Irori worshippers only!
Sigh... Looks like I will go with Haste instead. Like you said, its never a bad option.
I think I will go with:
1) Vanish - Fey
2) Blood Rage - Anger
3) Haste - Dhampire
4) Dimension door, Freedom of movement, Or Greater invisibility.
Thanks again for all the suggestions.
Thanks for the suggestions. I think I want a mix of Fey and Anger. Hence Vanish for a lv 1 spell and Blood Rage.
Mirror image seems great for a fey though! Need to really consider which is more in flavor for my Paladin. My third choice is heroism...
Do you have any suggest for a Lv 3 non-save or suck spell? I'm trying to stick to buff spells...
PS: Does anyone know if the +2 morale bonus to Strength by Blood Rage decreases if the damage is healed?
Is the Invisibility spell useful for a Paladin? Cos I did thought of picking up Invisibility over Vanish, but with only so little spells per day, I wonder if spending a lv 2 spell slot for Invisibility is worth it.
Especially with other great Lv 2 spells like Blood Rage or Heroism.
Btw, reading Unsanctioned Knowledge wording, can a person choose a lower lv spell in place of a higher lvl one?
Unsanctioned Knowledge wrote:
Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add these spells to your paladin spell list as paladin spells of the appropriate level. Once chosen, these spells cannot be changed.
I need some advice on what spells I should pick up via Unsanctioned Knowledge.
I am playing an Oath of Vengeance Paladin of Ragathiel 4 / Dual-Cursed Oracle of Lore 1 in PFS. My character has a heavy Fey/Dhampire backstory to him, with a little bit of anger management issues (hence Vengeance)
I'm planing to take Unsanctioned Knowledge at lv 7, but I'm unsure about spells I should pick up.
My current plan for spells:
Lv 1 - Vanish
Lv 2 - Blood Rage
Lv 3 - Good Hope/Haste/Heroism?
lv 4 - ???
Any advice is greatly appreciated.
Cao Phen wrote:
Weirdly, a table I ran for was able to down the Halfling Barb in the first turn with a crit arrow shot and proceeded to drop the rest of the NPCs, WITHOUT KILLING anyone of them.... The PC Party even healed the Barb up and then Diplomacy the NPCs to join the Pathfinders... I was kinda stunned...... but happy at the outcome.
In any case, for a deadly scenario.... try Wraith's Shadow a Season 4, lvls 3-7.
stuart haffenden wrote:
My Paladin had a hard time choosing between Dangerously Curious and Magical Knack. Went with Magical Knack in the end, due the boost it gives many Paladin spells.
Still pumping points into UMD. It is just too good a skill to pass up on.
I 2nd this. It is balances out weapon cords, while allowing a useful and logical item to be retained in the game.It is also a relativity small errata. Swift action to Move action.
Weapon Cords is an item that is used even in real life. Banning it just won't make any logical sense.
Andrew Christian wrote:
Looking at this break down, it seems the culprits are 1) Double-barreled pistols and 2) weapon cords being ruled as not interfering with reloading.
So if 1) Double-barreled pistols are being banned, and/or 2) weapons cords ruled as interfering with reloading and only 1 per hand only, won't that help stop the problem?
Weapon cords by themselves feels like a very logical way for an adventurer to secure his weapon to him/herself.
Banning weapon cords seems overkill. What is to stop players from buying string, twine or rope and tied their weapon to their wrist with those?
It just don't seem logical that Pathfinders in Golarion, can't think of using a length of leather to help secure their weapons to themselves.
The problem is not weapon cords, but the cheese abuse of two-weapon fighting with firearms. If so, then the problem should be addressed as such and not dumped on weapon cords.
Banning Weapon Cords feels like a "throwing out the baby with the bathwater" over reaction.
Have everyone wear a Goz Mask?
Goz Mask -
A goz mask allows you to see through fog, smoke, and other obscuring vapors as if they did not exist (this ability functions underwater as well, allowing the wearer to see through thick silt and other aquatic precipitates). Additionally, you are treated as one size category larger than you are and gain a +4 bonus on all saving throws made to resist the effects of wind while wearing a goz mask. A goz mask allows its wearer to breathe water for 1 hour per day—these minutes need not be consecutive, but must be expended in minimum increments of 10 minutes each.
Then aoo him or ready action to strike? A Cleric can space out channels to kill off the bleed effect?
Pen and Paper.
For online resources I really love using www.archivesofnethys.com for making PFS characters. Clear labelling of what is PFS legal and their sources helps me plan out my character and what books to buy.
Use http://tools.digitalightbulb.com/pbcalc.html for quick calculating of ability score pointbuy.
James Jacobs wrote:
Will there be Jaegers too?
Random questions away!
1) It is written that Zon-Kuthon was given the first undead Shadow as part of his deal with Abadar.
In a "What if" situation, what would happen if Zon-Kuthon accidentally asked for, and was given, the first unlimited-length compilation of Cute Internet Cat Videos instead? (And the means and wants to view say videos.)
2) Many on the forums quote your replies on this and other threads to justify how certain spells/powers/feats/rules/etc work.
Are you happy over this attention? Or are you horrified? Or some other thoughts on this?
3) If a Pacific Rim-type Cat-4 Kaiju appear in Golarion. What CR level would such a creature be? And what are the chances the people of Golarion will be able to defeat it? (Or enslave/banish/redeem it?)
4) Is it possible for an event similar to the WorldWound, but linked to a good plane like Elysium to occur? And what would the effect be like on the material plane in such an event?
Magic Circle against Evil is mobile.
The best way to think of this is you spread the silver in the air around your target as you cast the spell. The spell sticks to your target and continues to emanation out from say target.
You can't use "LOGIC" to justify how spells work.
Think Bless Water. That spell need "5 pounds of powdered silver worth 25 gp" to bless "a flask (1 pint) of water with positive energy".
If you try to use "LOGIC" on Bless Water, then that 1 pint of water would have 5 POUNDS of Powered Silver in it... Try drinking that down.
If a reason is needed: Spells can "use up" the spell components. These components disappear during the spell casting.
So while Magic Circle against Evil does use a "3-ft.-diameter circle of powdered silver" as part of its spell components, that circle of powder can be used up and don't have to stick around after the spell.
On the 2nd "Alternate" use of Magic Circle against Evil, the powdered silver is mention as layed down. Given that this is an alternate use, it works only for this alternate use of.
Thanks for all the replies.
Our current party character ideals for a 5-6 players party are:
I'm really not worried about in or out of combat HP healing. We seem to have plenty to go around.
I decided to go with a Cleric based summoner to give the party versatility in dealing with situations. I can now tank via summons, heal hp, ability scores and deal damage.
While this will be a more complicated character then my original ideal of a pure Zen Archer, I believe it can help the party better in handling of different situations.
Everyone is still planing out their characters.
My concern is not healing of HP, which I believe our Paladin can do very well. I'm more concern of non-hp damage, like ability score damage/drain and status effects. Non-hp damage that a Cleric have a much better time dealing with.
I know that with a high Cha, a Paladin can use UMD on scrolls for spells not on his spell list or access spells like Restoration via a scroll using a CL check. But these means an extra burden on the party, as we have to redirect resources to getting these items.
Is a Cleric/Oracle a must in a WotR party?
So a couple of local players and me are forming a party for WotR.
Currently, the role of healer is a Paladin/1 lv Oracle of Life. He basically planning to use Life link coupled with a ultimate mercy build to keep the party going. Sort of a support paladin build, with some skill in fighting and tanking.
While he has our in combat healing covered, I realize that none of us are able to cast any restoration spells above lesser restoration, with the paladin only able to cast restoration only towards the very high levels.
Which leads me to question if we should have a second healer, for example a Cleric, in the party. Someone that can handle "party maintenance" like ability score drain/damage, poisons, curses, status effects...etc.
I'm focusing on Clerics/Oracles as they are the only class with early access to the Restoration spell. And the only one with access to greater restoration.