ETV on this sentence from the email for PFS players:
and you'll need to incorporate any changes established by the design team or campaign staff during the playtest as well as once the final versions of the class are released in August 2014.
I can see judges saying the following or similar:
"Do you have print offs of all of the updates? I seem to recall (feature X) being adjusted recently. If not, you will not be able to play your playtest character at this table."
Frankly, I wouldn't blame them. It's truly a mixed blessing to have PFS open for playtest material.
Sara Marie wrote:
Looks like a whole lot of nothin', Tarantula. The mechanism looks like a door, but it isn't. Depending on the design of the stairwell idea, it might simply be too large for the spell to work.
Solution: The door is really just a mechanism for causing some other opening or scene change to occur. Example: Putting the key in the "door" causes a spiral staircase going down to open from a previously flat floor elsewhere in the room. Breaking the door does nothing to allow passage anywhere.
Alternative solution: The real door is a secret one behind a bookcase.
To do it, you need Quick Draw at a minimum for the full attack. TWF/ITWF/GTWF and Rapid Shot are all good for an extra attack. Distance Thrower is handy, but not necessary, as is Far Shot (they stack, btw).
If you go for a thrower, Fighter is typically going to be best because you can get so many of the feats so early. I would recommend that over Rogue or Ninja pretty much any day of the week.
Ultimate Equipment has, to my knowledge, the most expanded rules on tents. From the PRD:
I'm kind of a fan of this idea of a meta-Fame/Prestige for the players. If 15 sessions played/GMed opens up a basic race boon (say, Nagaji) and 30 opened up a rare (say, Goblin) with a limit of 1 rare of each type per player, you're not likely to see a flood of boons.
Alternatively, if you wanted to push the current season (NOT A BAD IDEA), you could have slightly lower numbers, but only for S5 scenarios. This encourages people to play into the season plot much more than the fact that there is a plot for the season.
A Tengu Ninja can have 5 unarmed/natural attacks (6 with Ki Pool) at level 2 with SA damage attached. At 3rd level, they get Weapon Finesse to round out the fact that they're probably running a high Dex build, or skip it and get Power Attack or something. If you dip Fighter, which is not a bad idea, you get get some of that sooner, along with a few other perks.
If you instead do Tengu Unarmed Fighter 1 / Master of Many Styles 1, you get the Dragon Style and Ferocity feats by level 2, Unarmed Strike, TWF, and one other feat of your choice. You have 5 attacks and SIGNIFICANT damage from STR. You lose a racial +2 to Str to gain your 3 natural weapons, but you have those from level 1. You don't actually need the Unarmed and TWF feats right away if you don't want them.
Were I GMing this situation, I would have warned the player in advance of the first channel with an "are you sure?" before resolving the channel. The repeated part is what merits the alignment change, but the warning has to come prior for PFS.
Ultimately, the GM is the final authority at the table, but she must warn any player whose character is deviating from his chosen alignment. This warning must be clear, and the GM must make sure that the player understands the warning and the actions that initiated the warning.
Ok, and back with some review and critique action.
Intro and Commandments:
If the wordspell with this effect word has only a single target, it requires a melee or ranged touch attack to hit and does not allow a saving throw.
The word "it" in the second clause refers to the wordspell, not the effect word. You can pair these with "please don't fail" spells and roll a touch attack instead of allowing the target to save. Not always great, but since this text is missing from the other blasts, it can also be good to tack one on to a blast if you plan to single target it.
Lock Ward: This is the single best Effect Word in the entire system. It is a feat-equivalent with benefits (Brew Potion+, if you will). Cast buff spells on your allies' combat potions. Uncork, trigger spell, drink, trigger potion. Prepare lockets with buffs. Explosive Runes, but sillier. We love WoP for the action economy. Lock Ward does that, plus it gives you something to do with your left-over spell slots. It has unparalleled utility.
Corrosive Bolt: I'm not sure what you have against a spell that, with the Lengthy Metaword, is 20d4 Acid damage split over 4 rounds at 5th level or 40d4 if you get Intensify. No save, no SR, and it can crit. Plays well with blasting bloodlines.
5th level blasting and up: Ice Blast + Frost Fingers is invalid. Both are Cold Words.
No other obvious issues. Your spell selection is solid besides the above.
I think it's a good guide. These are just my recommendations.
@Matrix Dragon: You linked the incorrect Effect Word. The correct one is this:
That makes it a 7th level Wordspell. If the caster has 9th level slots, it could be made even more crazy with Accelerate added on.
@Question: Yes, Lock Ward is only good once you have higher level spell slots. That said, you were looking at taking Experimental Spellcaster once you actually have slots that could make use of it.
@Orfamay Quest: Lock Ward forces the Selected target word. This makes it better than Explosive Rune for targeted killing, but worse for other things. It also specifies that only the person opening the object is the targeted.
Expanding on my Lock Ward rant because I have more time, here are some Wordspells that utilize this brutal Effect Word.
This is just a selection of 2 Effect choices. You can move up to 3 Effects pretty easily.
Lock Ward is the single most powerful Effect Word in the entire system. It is your Brew Potion equivalent as a Word instead of a feat, but it also handles the Explosive Runes role. Every spare slot at night can be spent casting buff spells onto lockets or blast spells onto vials.
Ever want your Sorceror to have the Bomb class feature from Alchemist? Yup, got that, but with a higher dice pool and 5-6 discoveries built in.
There is, hands down, no better Word in the system.
Expanding on a few other points made:
LOCK WARD - this mofo is a feat-equivalent Effect Word. You want Brew Potion? How about having up to 7th level Effects attached to a locket?
Much better blasts. Horror Slay comes to mind (flat 350 damage, 9th level spell, can tack on metawords to adjust the save) or Lengthy Intensified Corrosive Bolt (40d4 Acid damage over 4 rounds at level 10, no save, can crit, 3rd level spell with metamagic and metaword). Obviously, you pair the second one with the Orc bloodline and maybe Crossblooded for the bonus damage.
Speaking of Crossblooded, there's no disadvantage to the archetype in WoP. You still get the spell slots on odd levels, which means you can combine Wordspells into them.
Heightened is effectively a free bonus feat.
While you specifically call out custom spells, GMs frequently have mixed feelings on them due to unforeseen consequences or put a punitive amount of time on research. WoP are already written out and in a Paizo official source.
While many staple spells from standard casting are not duplicated in WoP, there are several in WoP that are not seen in standard casting, either. Body Words have a lot of these.
Spells known efficiency: Soar (the Fly equivalent) can be boosted instead of getting Mass Fly as a second spell. Other equivalents exist, as well.
Ranged healing: Healing Words are Selected target, which means you can ranged touch and crit with them. You can't do that standard casting.
Ice Tomb is far superior to Slumber in that it can affect things that are immune to Slumber. There are a lot of things that are immune to Slumber, by the way.
The unfortunate thing, though, is that most of the other Major Hexes simply aren't that good. Most of the SoS major hexes have multiple saves, which translates to less reliability. If it's not an SoS, the likelihood is that it's a more long-term or RP-based hex, which means that it's effective in some situations, but not most, and would therefore be better handled by a spell.
Your best bet is, rather than Profession, to be Int-based and have Craft. The level 1 peasant is an Alchemist with Heart of the Fields who consumes a Crafter's Fortune extract before each check for his earnings.
Reasonably, the character can expect to earn 135xp per week as RP experience, per the CRB (RP encounters are APL equivalent encounters and we'll assume that the character has one RP encounter as part of their crafting to sell the goods they've crafted). On Medium progression, he will hit level 2 in 15 weeks. This gives you an additional +1 Craft (Alchemy) from Heart of the Fields (1/2 your CL).
This trend continues up the XP table. Thus, by his 20th birthday, assuming this was his sole source of XP, he is 14th level. At 3rd, 5th, and 7th level, the character gains Prodigy (+2, +4 once 10 ranks are invested), Master Alchemist (+2), and Master Craftsman (+2), respectively. At 10th level, both his Skill Focus and Prodigy feats improve.
At 14th level, the young man has +14 from feats, +14 from ranks, +3 from INT (of course all 3 stat increases went to INT), +3 class skill, +7 Heart of the Fields = +41 Craft (Alchemy) for the purposes of earning cash. If crafting a specific item, this increases to +55 for the Alchemy class feature. This yields 25.5gp average per week.
You may require additional McGuffin hunting if the party does not include a Cleric or Druid to cast the spell, as well as part of the terms of the intercession.
Space Marine - <3 me some Warhammer, FPS/TPS style
Dawn of War 2: Retribution - Ditto, RTS style
Titan Quest - Awesome game with a HUGE support base from the fans, given that Iron Lore went defunct shortly after the expansion. The fans have repeatedly patched the game.
Diablo 2 (haven't re-installed on current machine, but it's an old standby)
Cthulu Saves The World
Both the touch attack (melee or ranged, at your discretion) and the Will save are required.
Yes, Will save, not Fort.
Actual arrays that I have on active PFS characters:
Diplomacy-focused, reach weapon Human paladin: 14 14 10 14 10 16
I have an aversion to spending more than 5 points on any stat. The summoner was an exception to my rule.
I'd lean towards a Norgorber-esque character with this. Stealth, bluff, etc. As such, a dip into Rogue or Ninja is a good choice in order to get more skill points, a side of sneak attack, etc. Ninja is a good synergy dip if you go 2 or 3, giving you a little oomph on your attacks with SA and the Ki Pool feature, which is tied to your CHA.
Honestly, it depends on the flavor of anti-paladin you're building. Brutal followers of Rovagug and corrupting followers of Calistria are very different, while secretive, murderous followers of Norgorber are very different still. Because of the different personality styles, you can expect to find significantly different builds that will accomplish the goal and, thus, different preferred dips.
Tell us more about the character and we can help fill in the gaps better.
I'm with HalfOrc with a Hat of Disguise on a lot of points. I'm playing LotRO right now, which just celebrated 6 years last month and is poised for its next expansion, Helm's Deep. The gameplay is much more deep than WoW ever was (there are no more than 2 ranks of a single skill, but you still get multiple skills at most even levels). That said, when the previous expansion has you fighting Saruman and destroying his ring of power, you'd think you could get a little more respect from NPCs in the next expansion, who exile you from cities, challenge you to races to reclaim property, etc.
On top of that, the current expansion contains virtually no real raid content. Last expansion: a dragon and a massive 12-man instance. This expansion: 3 12-man "raids" where one is 5 trash packs, another is 2 moderately difficult trolls, and the last is something that is almost comparable to the dragon fight of the previous expansion. Everything else is 3-6 man, mostly 3-man, which means that certain classes can solo it.
Rather than saying a limit on years, I would place a limit on content. Once you double the vanilla level cap, you're done. Cut off. No more.
A couple of things to keep in mind:
-They have logo-emblazoned vans and generally are easy to find. Alternatively, just look for Kansas plates.
I'm going to step away from the Necro/Pharasma thing to bring up a related situation and its resolution.
My last session was City of Strangers part 1. I was playing my Shelyn-worshipping Paladin and another player was playing an Intimidation-focused Fighter/Rogue. The other player's MO was to knock at least one humanoid per combat unconscious, tie them up, intimidate them into giving information, then telling them to recount the encounter to all their friends and letting them go. At one point, said player extracts teeth from the corpse of an enemy combatant to add to a collection she keeps within her jacket. The character is relatively unscrupulous and the player even stated that his goal was to have a viscious character.
This borders on evil at a few places. One could make a case that this borders on torture. I was asked by another player, out of character, if my character was ok with this. I responded in-character thusly:
"So far, Trys has spared the lives of two enemy combatants and convinced them to leave us alone. How many lives have you left in tact today? About the teeth, while macabre, it's vaguely artistic. This makes her the most artistic and merciful Pathfinder I've ever encountered."
This sort of stunned the Sorceror and Monk, both of whom have Good alignments. My character has not been particularly at ease with the wandering murder hobo nature of the Society and has actively used Diplomacy to bypass combat whenever possible. The scenario did not give us such an option at any point (you're ambushed by [x]!), but Trys demonstrated a way to resolve combat without murdering the entire opposition.
I think that a candid, introspective moment for one's character can really lead to some great opportunities when conflicts like this arise and they do not need to be in the direction of PVP or DBAD violations.
I believe there are some goose/gander references to make here for GM evilness.