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Hooded Man

Serisan's page

Pathfinder Society Member. 1,527 posts. 1 review. No lists. No wishlists. 5 Pathfinder Society characters.


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Are we reasonably sure that this archetype is legal? It replaces several bonus feats twice. Seems to violate the usual archetype restrictions regarding ability replacement.

Quote:
Wild Tricks (Ex): The wild child has learned a number of tricks to aid his allies and his animal companion, as well as to hinder his opponents. At 5th level and every 3 levels thereafter, the wild child learns one hunter's trick. He cannot choose any tricks that rely on ranged attacks. The wild child can use these tricks a number of times per day equal to 1/2 his brawler level + his Constitution modifier. This ability otherwise follows the rules of the hunter's tricks ability, including all action costs. This ability replaces the bonus combat feats gained at 5th, 8th, 11th, 14th, 17th, and 20th levels.
Quote:
Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 5th, 11th, and 14th levels.

Trolololol


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Per CRB, Combat chapter:

Quote:
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.


So, I must ask: is this to try and get the Bracing damage bonus by yourself, or are you looking into contingency options for Contingent Action?


Can an Arcanist with the School Savant archetype select an Elemental School? If so, does this character select 1 or 2 opposition schools?

School Savant:
School Savant (Archetype)
Some arcanists specialize in a school of magic and trade flexibility for focus. School savants are able to prepare more spells per day than typical arcanists, but their selection is more limited.

School Focus (Su): At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting one of the subschools. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.

Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.

Elemental Arcane Schools:
Elemental Arcane Schools
Instead of specializing in one of the standard eight schools of magic, a wizard can choose to specialize in one of the four elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school's spell list (see Chapter 5). Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.


The person who told me the faction mission mattered also identified himself as a GM. I knew that they didn't make them in s5 and s6, but it was my first s4 scenario in 2 years, when I played Rise of the Goblin Guild and had a very memorable faction mission. Yeah, like I said above, I'll be getting my answers from the GM directly from now on.

Had I known, my action choices would have been quite different. Part of my frustration is that I think I could have gotten the secondary for the whole table if I knew because some of my choices were designed to work my faction mission instead of furthering the main goal and I sat out an action at the end to save time since we were approaching closing time for the store.


As written, it is THE level 5 feat for bards/skalds. Could work well for a lot of other classes, as well, but it's right in line with other bard/skald abilities.


Another alternative: Tengu Ninja. Swap the sword proficiency for claws, giving you a Claw/Claw/Bite routine. Take Weapon Finesse, Unarmed Combat Training, and Two Weapon Fighting, which gives you 5 attacks when full attacking by level 3, albeit with -2/-2/-5/-5/-5 on the attacks prior to BAB and other mods.

Nothing to turn on, nothing with durations. It's just there and it can all Sneak Attack.


OP obviously missed this ancient thread: http://paizo.com/threads/rzs2prpg?From-rags-to-riches-Commoners-Quest

One consideration, which explains the ever-present 10th level Barkeep NPC, is that RP situations grant XP according to the core rules, in line with their challenge rating. Technically, that elven bard OP mentions is probably also level 20.


zanbato13 wrote:
Jeff Merola wrote:

Deliberately hitting someone with a falling object is a ranged touch attack with a 20' range increment. In addition the target gets a DC 15 Reflex save to negate all damage from it.

Also you have the damage for falling objects wrong.

Falling Objects wrote:
Table: Damage from Falling Objects determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage. Note that a falling object takes the same amount of damage as it deals.
Falling Objects wrote:
...that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object.

You are correct about almost all of that except the save damage. I misunderstand what I read. Thank you.

BUT... (from a "What the..." point of view)

If I drop a Colossal adamantine cube on a Lvl 2 Rogue (evasion), standing directly below in the center (10-15 ft from each size), aware of what I'm doing (makes a save), and from 200 ft (20d6 damage), how does the Rogue avoid all contact and damage while directly underneath it and without moving, AND occupy the same space!?

In the case of the cube, the rogue finds a depression in the ground that causes the cube not to smash him. That said, since the cube is a permanent object, the rogue is trapped until rescued.


I love my Skald. It feels like Bard++. Fated Champion brings in some great utility when you get Spell Kenning and can grab higher level Divination spells. Inspire Rage and the Rage Power feature make combat hilarious. You still get Versatile Performance. The downside? No Loremaster, 2 fewer skills per level.

I have a diplomancer Paladin of Shelyn, as well. Level 3, +15 diplomacy. Sadly, with the Paladin chassis, you have to make a lot of sacrifices to adequately address many situations. If you can count on the party to handle the other skills, this can be really good. Unfortunately, you get sucked into the Paladin Code, which means that most uses of Bluff are out. You can kind of get around it if you only tell the truth, but Bluff to make them think you're lying.

I would strongly advocate for the Conversion or Heresy Inquisitions on an Infiltrator Inquisitor. You get absolutely brutal modifiers, can dump CHA itself, and have a versatile set of abilities to go with it.


Fromper wrote:

It sounds like the OP's big problem was just that he wasn't aware of how secondary mission objectives work now, and thought the faction missions still counted for prestige. Most players already know that these days.

As a GM, I look at the faction missions and decide if I'll give them out for each scenario based on how entertaining and/or informative they are. There are some scenarios I won't run without them (Dalsine Affair - SOMEBODY needs to get that Qadiran mission, even if they're not in the right faction), while other scenarios, I skip them altogether. If they're generic, but not downright dumb, I'll print them and give the players the choice.

I knew that s5 and s6 moved away from the faction missions, but until the end of the night, I didn't know that the faction missions were replaced on the old scenarios. Most players probably know this, but I would say that it could easily be confusing to new PFS players or to others who left for a while and came back, like me.

I'm willing to acknowledge that I should have erred on the side of "ask the GM directly" instead of asking the table. I'll bear that in mind when it comes to future questions.


PFS is definitely a great way to get experience with the system. Depending on how your particular metro operates, you might need to stop in at a game store and ask around to figure out if there are any closer PFS games. Even if you aren't able to play, it can be a good idea to go to a game just to observe and chat with more experienced players. We had a lively discussion last night about reach weapons at my local shop that clarified a lot of different things for some experienced players.

Regarding some of your earlier points about lost time calculating DCs and such, here are some recommendations:

-If it's a common situation, write down the modifiers. Power Attack, for example, can have its own line on your Attack section of the character sheet. For a lot of different sheets, you'll find that there are areas specifically designed for tracking things like spell DCs that are on the spell page.

-Print off relevant pages that you need to reference. If an ability is too long to write down, print it off. If you use spells, use a spell card generator, like Perram's Spellbook.

-Take some time before the session to re-read anything you're hazy on and to refamiliarize yourself with your character. I recommend 5-10 minutes even if you're comfortable with what the character does. This helps train your eyes to look at the right section of the character sheet and can remind you of modifiers you might otherwise forget.


I agree that you were doing your absolute best to allow creative solutions and I think you handled the table very well, given the make-up we had. The misunderstanding with the faction mission (the Ossirian player was the one who told me they still mattered) caused me to work in directions that were not as group-friendly when it came to the influence gathering. All I'm saying here is that the faction mission handouts were misleading because of a meta-concern that I, as a player, am now aware of, but wasn't for the entire time at the table.


We use Meetup and the descriptions are posted. I was the one player at the table with positive Charisma. :-(

I think what you do is fine, Ascalaphus, if you tell players exactly that each time you run one of these scenarios. That would have been very welcome. Weeding out the "go find me a shrubbery" faction mission would be highly appropriate, which is essentially why I asked the question.


For Blakros Matrimony in particular, the secondary success condition is an extension of the primary. There's no meaningful way to communicate it during the scenario, though, nor particularly effective ways to communicate that you have succeeded fully once you pass a certain point.

Spoiler:
Primary condition: get influence with 3 of 6 NPCs. Secondary: Get 5 of 6. We successfully managed 3 according to the GM, but the RP from the GM indicated 5. Additionally, things we would be led to believe would impact this influence, such as the bride swap assisting with efforts on the Andoran representative, don't do anything.

Regarding the equating of "no prestige" and "meaningless," when it comes to some of the objectives, yes. One objective was completely counter to the rest of the scenario. If the Society doesn't value a particular action anymore, doesn't that definitionally make it meaningless? Prestige reflects the value that the Society places on your actions, after all.

Spoiler:
Ossirian faction has to go find some bush on the island, meaning you lose an "action" of diplomacy to go find said bush and couldn't contribute to the primary/secondary objectives during that time.

Lastly, if the faction handouts cause action choices that result in a 6+ hour scenario that has to end prematurely due to the store closing at 1am (this, at least, is what happened due to the way the RP stuff worked for us), is that leading to a positive experience for the players? If the purpose of eliminating the faction missions as prestige was a design choice to push towards more cooperative play, why would you continue to present players with the more fractious, competitive pieces?


So, first and foremost, I want to say that this is not a slam or rant against the GM I played under last night.

Last night, I played Blakros Matrimony. It was my first season 4 scenario since coming back from an extended hiatus (virtually all of S4 and all of S5, basically). The party was ill-equipped to handle the objectives as my character had the only positive CHA mod out of 6 characters. As we finish the briefing, the GM hands out the faction slips and I ask the table whether these matter, as I can't remember if it was S4 or S5 that moved to the secondary objective system. Another player, who claims to GM for Society on occasion, says that S4 faction missions still matter.

Whether this was not heard by the GM or whatever, this isn't corrected, so I'm completely unaware that the S4 scenarios have been moved to having a group secondary objective. I base my RP decisions on trying to complete the faction mission, which means that the only person with decent Diplomacy spent extra actions specifically on a single faction mission. More than a few other characters at the table go after faction missions, as well, and the GM references faction mission completions for factions that aren't even represented at the table during play.

At the end of the night (6 RL hours later), I find out that we all only get 1 PP. I'm obviously a little upset because every indication I had up until that point is that I completed the faction mission and that would be my second PP. The GM and some of the other GMs at the store explain that all of the scenarios have moved to this secondary objective system.

Long story short: if all scenarios are on the secondary objective system (which I think is great in general), why should GMs hand out something that can confuse players as to the actual objectives of the mission? My feeling as I walked away from the table was that I had been duped into wasting fairly precious RP time trying to achieve something that had absolutely no bearing.

Again, this isn't a slam against the GM. She was great and tried to make the scenario even remotely possible for a group with only 1 positive Diplomacy mod among 6 players. It just seems that providing these old faction missions is a way to leave a very sour taste in a player's mouth when they find out that it's completely meaningless.


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Liranys wrote:
TOZ wrote:
Liranys wrote:
KenderKin wrote:
Liranys wrote:
A rogue. Wielding a Greatsword. This does not compute. Yeah, I'd say that beats the rogue-trying-to-be-a-fighter hands down.
Greataxe wielding rogue has been a tradition since 1st edition!
Because it's so very easy to be sneaky while wielding a freaking great big ax?
Do you know how much more a greataxe hurts when you don't see it coming?
Oh, I bet, but I can't get my head around someone sneaking up and whacking someone else with a great big ax.. Just like sneak attacking with a ballista...

The target either has to be within 30' or you need a LOT of Deadly Accuracy.

On second thought, that could be a very humorous character for a 1-shot.


My Skald, Heike Roflsmao, is a proud Ulfen Human and is truly metal. Spirit Totem, Lesser brings out the hardcore, with spirits assailing all living enemies because of my song. If the dead are helping you because of your music, you must be quite metal.


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I had made an NPC duo at one point of a Calistrian Anti-Paladin and an Illusionist Wizard, both CE. They accepted that their individual revenge plots were better done as a pair and, as elves, they tended to take a long view of any situation. The AP was an archer build and the Wizard would use illusions to separate, confuse, and confound opponents. Neither were crazy, really. They just were out for themselves and their goddess. Naturally, some things were short-sighted on their parts, but that's what the Run feat and Contingency Dim Door were for.


I stand by the old standby that is prostitution. You can RP away Sense Motive checks if you're vile enough about content and offend the "sensor's" sensibilities.

"What do you do?"
"A little of this, a little of that."
"Like what?"
"Well, this is This" (points to someone fugly) "and that is That." (points to something even fuglier) "I could offer a demonstration, but you'll have to pay for the privilege."


PFS is Good/Neutral, but you can still be Neutral and worship and Evil deity, giving you an Evil aura, if you happen to be a class with the Aura class feature.

There's definitely something to be said about worshipping something Evil and being in the Silver Crusade faction, but you could also theoretically be Good and worship a deity that would give you a Chaotic or Lawful aura instead - Abadar, Gorum, Irori, etc.


I've always been under the impression that magical healing leaves no scars, but I cannot find a reference for that among the core rules.


In PFS, a Paladin must worship a single deity within 1 step of their alignment, just like a Cleric. Pharasma is not a valid choice due to being 2 alignment steps away.

In a home game, blahpers is correct.


I'm fairly certain it references Detect Evil because that's where the chart is. My thought was a character with an Evil aura getting this trait to enhance it.


Does the aura empowering affect any aura or just Good auras? It would seem to affect any aura as written, which could be really humorous.

Guide to PFS Organized Play wrote:

Force for Good: Your good-aligned spells are especially

powerful, and they function at +1 caster level. This trait
makes your aura more powerful (one step higher), as
outlined in the detect evil spell.


Slight necro.

If you have a non-Aasimar, non-Tiefling character with experience prior to the cutoff and it is eligible for a level 1 retrain, is it possible to retrain into either of those races without a boon?


Pirate Rob wrote:
Nimrandir wrote:
feylund wrote:
even if they are not made availible again, i would like a refrence to them if only to acertain if a pc is using it legaly.
I'm in agreement here. Should I make the jump to the GM chair, and a player with a former Lantern Lodge character show up to a table I run, I could be told that Meridian Strike auto-kills one opponent a scenario without an official way to verify how stupid that is.
Sure there is, you ask the player to provide the source material for the material they are using, just like you should for any material you are unfamiliar with.

Technically, the Guide to Pathfinder Society Organized Play is part of the core assumption, so the player isn't technically required to bring that resource. It's only the Additional Resources that require the resource to be produced.

So says the Guide, at least.


Smashing board.


heh...for all the PMs we've been trading, I hadn't seen this thread until tonight, Trei0.

As for the meat and potatoes, my reading is that the spirits utilize the Skald's BAB. I can't reconcile the idea that the ability would provide an asymmetric buff.

For sake of player friendliness in PFS, I defer to each player, who I require to declare at the start of their turn whether they accept the rage so I know whether I can target them with Saving Finale. The declaration also helps the GM keep track of things. Each player receives one of these condition cards at the beginning of the session as a reference. I made them in Open Office and pass them out while going over the rules for Inspired Rage. Every table gets the explanation before we begin play. Since they're declaring at the start of their turn, they're more likely to remember to use the slam, as well.


StrangePackage wrote:
Don't you feel sorry for any commoner in a tavern with the average pompous, violent clowns in any given "adventuring" group?

Truly, murderhobos come in all shapes and sizes. None of them end well for commoners.


Lemmy wrote:
I'm not sure why this archetype didn't get some sort of holy bonus to AC... Is the idea here to die at 1st level because your AC isn't higher than 14?

It's blatantly missing an ability, which the original author stated was cut to add explanatory text to the other abilities that were needed for clarity.

That's why we have a wasted page with a dwarf instead of a functional archetype.


Ravingdork wrote:
TriOmegaZero wrote:
One of these days I'm going to use an antipaladin lich as the BBEG of a campaign, just to see how long it takes them to figure out why that 'death knight' keeps coming back. :)
A fun idea that I've myself considered in the past, but wouldn't it be foiled by something as simple as a successful Knowledge: Religion skill check?

Could happen, but the DC would be a minimum of 15+CR. Depending on the party, that could be a pretty difficult check. Technically, 15+CR is for rare monsters (like the Tarrasque), so you could reasonably bump it up for a unique foe.


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At lower levels, the Run feat is sufficient for many baddies to get away. Yes, I actually suggested the Run feat. Other movement enhancers (Boots of Springing and Striding, Scroll of Longstrider, etc.) are a huge boon, as well.

Strategically place your baddies and set up reasonable ambushes. Survivor baddies can use Alarm to alert themselves to interlopers so they can prepare the ambush. Have an exit plan. Utilize terrain to your advantage. Ranged baddies are more likely to survive than melee.

ITEMS! Caltrops, Marbles, Shard Gel, Sneezing Powder, Foaming Powder, Tanglefoot Bag, Smokestick, or Smoke bomb can all assist with the ambush and retreat.

SPELLS! You would be absolutely amazed how much Silent Image and screw with a party. Fake walls, especially. Obscuring Mist and co. are also solid. Deeper Darkness, Create Pit, Entangle, etc. There are a TON of low-level spells to mess with players and assist with escapes.

Mid-level: Dimension Door or Teleport, especially with Contingency. Confusion, Wall of (whatever), Fly, Gaseous Form, Spike Stones, Tree Stride, Word of Recall, Symbol of (whatever), Greater Command, Hallucinatory Terrain, etc. There's a TON of spells to use to assist with the initial escape. Nondetection and other anti-scry options will assist with staying gone.

Have some minions. Even fodder can slow opponents enough to get away.


By CR 3, you'll find that individual players won't be 1-shotting things with consistency. CR 4+ monsters have enough hitpoints to reasonably last a round.

If you think STR builds are too good when it comes to damage, wait until you see a mid-level archer fighter, monk, or ranger. I'll discount the casters entirely, but they're present, as well. Shocking Grasp Magus is terrifying against monsters that aren't resistant/immune to Electricity.


It depends on the level to which you don't want to describe the class. From an OOC perspective, it's not unreasonable to say what class combo you are. IC, you can just as easily describe the appearance of the character. If they can't pick it up IC from there, it's typically not your fault.

Obviously, the GM will need to actually know what class your character is.


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Crystal Frasier wrote:
This post honestly has me fairly angry. This random anonymous jerk is trying to use me as a handpuppet to undermine my own efforts at inclusion.

They're just jealous that you're super great.


Ravingdork wrote:
My groups tend not to use house rules or much homebrew, so we're gonna' be okay. *blows rasberry* :P

It was also a go-to reference for variant character sheets, like the Abellius one I'm so fond of using.


A feat is a different source than a class feature. It probably should be clarified in a FAQ, but I can't imagine any PFS judge ruling otherwise.

I'm definitely with you on the editing problems of ACG. Good flavor, lackluster writing/editing when it comes to clarity. At least it's not as bad as the Mastermind archetype typo with Inspiration being free on all skill checks. :-)


Currently playing a PFS Skald, 6 sessions under his belt. From a PM I sent earlier this week on the board...

Quote:

My build is fairly simple. I've distributed my stat points to get a blanket of skills. At level 3, I have 16 skills with at least 1 rank. While I lose to a Bard here, it's been sufficient. My stats, in order, are 14, 12, 14, 13, 10, 16. I've taken Defiant/Inexplicable/Bestow Luck (human racial feats from ARG) to accommodate difficult skill checks. Level 5 will bring the incredibly powerful Battlecry (ACG 141), assuming it's not nerfed.

Item-wise, I treat myself slightly more melee-ish than the average bard. I maintain a full golf bag of weapons with different materials, MW Breastplate +1, Buckler, etc. I recently added a MW Thieves' Toolkit to the roster as I've found myself consistently being the closest thing to a trap-spotter in most parties. This puts me in a very versatile place for most groups as I have melee, ranged, skills, and arcane casting all reasonably covered.

For spells, I started with Ear-Piercing Scream and Saving Finale. One important note with Saving Finale is that you cannot target someone who did not accept the song, but you can bypass that at level 3 by starting the Marching Song instead of the Rage Song if the situation demands it. I've focused on utility for level 1 spells, adding Alarm (surprisingly useful in PFS) and temporarily getting CLW because I don't have Spring-Loaded Wrist Sheaths.

Following the advice of the thread, I ended up deciding on Spirit Totem, Lesser as my Rage Power to pass along. The bonus here is that it also allows an extra attack from summons and it uses my CHA mod instead of the recipient's. At level 3, it's a Slam +5, 1d4+3 Negative energy damage attack, regardless of the recipient's action, against an adjacent, living foe. If you party with casters or companion-based characters, this becomes particularly powerful. I'm up in the air as far as the progression of Rage Powers as I would very much like to get Celestial Blood, Lesser (ACG pg 80) at 6, but it competes with Spirit Totem.

Shroudb's post doesn't cover the very, VERY important point that only Rage Powers gained through the class feature are shared. Extra Rage Power does not share at all, so anything you get through there is exclusively for you. Bear that in mind as you pick feats.

I've built for passable melee. Not good, not great. Just good enough. I'm also not specifically optimizing for a single role. The character is really good at filling a lot of party holes. Only 3 skills have more than 1 rank in them: Linguistics, Perception, and Perform: Sing.

From a support standpoint, I cannot say this enough: GET BATTLECRY. It allows a reroll for each party member with each use. It's a swift action. You're going to have the CHA to support it. Unless it gets errata'd, it is the absolute best 5th level feat out there for a support-based character.


Should be able to Shatter any weapons carried, even integrated weapons from the Robot subtype.

You can also utilize Dirty Trick and other controlling effects. While you can't Blindness/Deafness a construct, but you can certainly put a sack on the construct's head so it can't see.

Lastly, Aid Another actions are amazing.


The one concern I have is the last line from Channel:

CRB wrote:
A cleric must be able to present her holy symbol to use this ability.


I've been rollin' along with my Fated Champion Skald, which has been well received. Mind you, this is despite being set at caster-heavy tables. The last game I played had only 2 allies interested in receiving my Inspired Rage out of 5.


James McTeague wrote:
Serisan wrote:

I just played Trial By Machine today.

** spoiler omitted **

The besides the final encounter, I thought it was pretty fun, though I was extremely disappointed by the lack of Ion Gloves on the chronicle.

** spoiler omitted **

Spoiler:
My character did not see anyone get fascinated before approaching, failed the save while approaching, and was neither in a position to be attacked or to be shaken by an ally. If, while fascinated, you can still look away, that's was a misplay by the table, but we were also given a saving throw each turn we were fascinated, which may or may not be correct, either. My dice hated me on these saves (there was dice shaming involved and 4 consecutive 6s rolled on multiple dice). In any case, we did succeed at the encounter without any deaths, but a DC 16 save in a 30' radius without any action from the monster is ridiculous for level 1-2.

I just played Trial By Machine today.

Spoiler:
Unless it's written out of the 1-2 version, the GM may have forgotten the hardness on the final encounter. Most of the players did not have the opportunity to look away from the gaze, which has a stupidly high DC for level 1-2 characters. My character, for instance, was completely locked out of the combat by the gaze. I quite literally never acted beyond moving within 30 feet.

The besides the final encounter, I thought it was pretty fun, though I was extremely disappointed by the lack of Ion Gloves on the chronicle.


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Feral Hunter is the ultimate 1 level dip.


Ravingdork wrote:
Under A Bleeding Sun wrote:
It has a nearly unlimited supply of exploits by mid level and just seems to me after much number crunching as a terribly designed class from any kind of balance stand point.
I'm seeing this said a lot, but rarely is it backed up. Therefore, I shall be following this thread very closely in the hopes that somebody provides some supporting evidence.

There's two major points to this claim:

1. You can eat spell slots for {spell level) Arcane Reservoir points.
2. With a specific Exploit (Consume Magic Item), you can drain unwanted scrolls, potions, 5 charges from wands (1/2 spell level), or a charge from a staff (1:1 based on highest level 1 charge spell).

Assuming no other increases, a level 6 Arcanist has a maximum reservoir of 9 and 6 points to start. If they have an Int of 16+, they have 3 level 3 slots, 5 level 2 slots, and 5 level 1 slots. Since pretty much all staves are beyond the standard level 6 starting gold, we'll assume they don't have one, but that they do have a level 2 wand of some sort (4500 of 16000 on starting gold).

The wand is potentially worth 10 points, but we'll assume that the player wants to be conservative about it (after all, each Consume is 450g!) and won't do more than 2 Consumes/day, which is a last resort.

If we assume 8 combats in a day (a challenging dungeon crawl day, perhaps), the Arcanist can reasonably utilize 1 non-cantrip spell and 1 reservoir point per combat without tapping the wand by eating a level 2 spell slot.

Seems reasonably close to infinite to me. Most adventuring days I see in PFS are closer to 4-5 combats, where you can literally double the usage numbers I put together.


Fearspect wrote:


Novack: I don't see why an Exploiter Wizard couldn't get the Extra Arcanist Exploit feat. Could you explain that?

I can jump on that one. Extra Arcanist's Exploit requires the Arcanist's Exploit class feature as a prerequisite. Exploiters get Exploiter's Exploit instead.

Quite honestly, that's about the only thing that keeps the Exploiter from being flat-out perfect.


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Speaking to the point about the Ecclesitheurge, I would have preferred that they leave out the artwork in favor of presenting the complete archetype. The dwarf is super cool looking, but presenting an incomplete archetype is not an acceptable trade-off. The dwarf takes up 1/4 of the page. Cheapy, who authored the archetype, stated that the ability was cut to add reasonable explanatory text to other abilities, which is a great reason to make a change like that. That said, I'm sure that the BotF ability that was cut could fit within 1/4 of a page. If it was short, it could reasonably have been included by scaling the art down or, if too long for that, by adding fluff text in place of the artwork to ensure sufficient page fill.


xavier c wrote:

i was comparing to the wizard's spell list

I just want a cleric that can blast stuff.

And have more flavorful spells like a cleric's version of Mage's Magnificent Mansion that creates a planar temple.

Aasimar Cleric with the ARG channeling feats = Darth Vader.

Just let that sink in for a minute.


The best part is when they leave a turd in the toilet.

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