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This falls under the "you give up Common as a language" ban. It is one of the most justifiable RP bans the Society has.
Is this trait a legal choice for atheist characters?
Ultimate Campaign wrote:
Disdainful Defender: You are resistant to the magic of other faiths. You gain a +2 trait bonus on all Will saves you attempt against divine spells. This bonus does not apply against divine spells cast by a caster who worships the same deity you do.
I'm looking at making a Pure Legion kind of character and while it seems very Rahadoum-y, it also reeks of cheese given that the exception applies primarily to atheist druids, rangers, shaman, and oracles.
Ahh, so that's fixing an editing error more than a houserule. Got it.
John Compton wrote:
7 is the perfect level for straight Slayer - that's when you get to study as a swift action. You've also hit the point where you can swing for both Manyshot and Imp Precise due to the ranger combat style options.
You can utilize any race for this, with a premium placed on races with dex bumps. Combat starts, your bow is immediately in your hand and you're full attacking with a buff up. The big draw here is simplicity. You can manage decent skills, but you leave magic at the door. You won't win a DPR war with a ranger later on, but you still have favorable match-ups in most encounters vs. other party members.
A slightly more casty option would be 7 levels of Medium, focusing on the Champion spirit. I'd say Human only for this because you're going to need the extra feat.
The level 1s and 0s don't really matter that much. You'll have a very limited number of slots per day, so you'll have to cast wisely. If you have a dedicated haste-bot in the party, there are a number of choice buffs available at level 2, including Darkvision, False Life, and Invisibility.
Stats (20 point buy):
Level 4 bump to Dex, ditto level 8 once you get it. The "trick" of this build is that the mid-BAB doesn't really count against you - your Spirit Bonus for Champion will be +3, meaning you're actually ahead of full-BABs in terms of base hit chance, along with +5 damage per shot from the spirit. You're also getting a bonus attack at level 6 on all your full-rounds from your spirit, which puts you at 3 shots at 7 (4 at 8, add Manyshot at 9). The ideal for this build is actually level 8 rather than 7 - you have fully caught up to melee at this point and have more to look forward to long-term. Deadeye Bowman allows you to disregard the normal need for Improved Precise, which you won't qualify for until 15.
This is what I get for not re-reading the strength entry - I thought it was paralyzed, not unconscious.
You don't worry much about the strength damage because you're inflicting it to the new body. You can instead Limited Wish for a paulty 4 strength damage to get Raise Dead. You might even consider doing some bad things to the host body in the meantime.
Here's the counterargument you're looking for, Mineral Water:
You kill my body, but I Mind Swap as an immediate action. I wait a round next to my corpse (or finish the combat, whatever). Now, I cast Blood Money -> Wish to Resurrect myself. I'm not concerned about the str damage because I can cast while paralyzed anyway. As soon as my next turn comes up, I dismiss the Mind Swap.
Rae Alain Paight wrote:
There are a number of other curses in various splat books, but that's kind of a hard sell - one of them adds fire spells to your oracle auto-knowns, but gives you -4 on all attack rolls. Another gives you a bite, but also spell failure on verbals. The absolute best curse is Legalistic (Blood of Fiends, I think?), but it likely doesn't fit your character.
I'd stay with bard and start focusing more on spells. Start utilizing the human FCB for additional spells known. It surprised me to not see Heroism and Ear-Piercing Scream, for example, but the bard list is really, really good overall.
Also, congrats on living up to your forum name. You learned something today!
As someone who just finished GMing floor 11 in PFS, it is my firm recommendation to run it outside of sanctioned play. The floors are only partially meant to be treated separately and there are huge numbers of plot hooks that get stomped out by the sanctioned run, not least of which is political choices between multiple floors.
Simply put, it's better outside of PFS by miles and it's a structural problem with treating it as modules. That's not a problem that PFS can solve.
As a GM, I love the tables of credit I've gotten from the spire (36 so far between two groups), but dungeon clean-up crew is not a great situation to be in after a while.
GM Lamplighter wrote:
I actually think this delay between publication and PFS legality is a good thing - it gives a bit more time for any troublesome items to get shaken out before being made legal. A slight delay now is *much* less troublesome than having to ban an item later because it just doesn't work in the strange world of organized play.
If the purpose of PFS (from a business standpoint) is to help drive book sales, this is the opposite of good. You've lost your "new shiny" hype window. Players who wanted to utilize the new content as it is published will be pushed out of PFS. The players who are consistent early adopters are, in and of themselves, large sales drivers via referral. Taking them out of the PFS population actually weakens the PFS business justification.
This is especially bad after the pre-GenCon errata backlash - you have a significant, vocal contingent of promoters (in the NPS-sense of the word) suddenly trending passive and questioning their buying decision, and a subset of them are then given an additional reason not to purchase? Moreover, you have passives floating down to detractor and that same "bonus" reason handed to them? Not a good situation.
I'm all for quality, but there's gotta be a balance of expedience.
Tonya Woldridge wrote:
Glad to hear that, Tonya! Can we expect the update next week?
I hope your transition into the OPC role is going well. Looking forward to seeing more from you in the coming months.
Lost In Limbo wrote:
To be fair, Ghorans also have "Delicious" as a racial trait.
DM Beckett wrote:
I get that, I was aware of that, but the sound of the update was that it was just going to have to go through the web team to get updated, not that there was still more work to do.
Lost In Limbo wrote:
There's only one exhaust port and it sometimes ejects solid fuel waste.
There is a distinct difference between using the pregen's consumables (an action that a reasonable character would allow in certain circumstances) and selling off all their gear for a raise dead (an action that the vast majority of characters would not undertake). In my opinion, you should have the right to tell the players that the pregen would not go for that.
Pregens are effectively stand-in adventurers, not piggy banks, and they should have the expectation of adventuring again another day. While they might be willing to sell one or two pieces of gear along with each other party member, many of the pregens have particular motivations that may not go along with the pillaging mentality. Erasmus and Mel both come to mind here - Erasmus for specifically having a quote about "she owes me money" in Occult Adventures, while Mel would not be willing to give up his comforts.
Edit: Well, I see there's a MB post about this very issue. Carry on.
The main thing you're missing is Oath of Vengeance for extra smites.
I do tend to agree with some of what Redjack_rose said - there's a lot of pain that you're looking at with that stat array. Some of that is fixed with feats and/or a 1 level Nature or Lore Oracle dip. I would STRONGLY recommend that dip if you're insistent on 7 Dex. In that array, your first level feat should be Noble Scion - War (ISWG) to give you Cha to initiative instead of Dex. 2nd level, dip to Oracle for the appropriate revelation to get CHA to AC. Yes, you will be "behind" in spellcasting, but there's really only one spell you absolutely need to prep (that immediate action LoH when you go unconscious) and you open up a world of wands and basic level 1 casting with that level in Oracle.
Personally, I have no problem with your proposed stat outlay if you take the proper steps to mitigate its risks.
Chess Pwn wrote:
The class feature Oath Spells does not modify anything.
Ultimate Magic wrote:
There is no conflict here. Oathbound adds a class feature. It does not modify your spells class feature. If it did, it would say "this modifies the spells class feature." It doesn't say that, so we can infer that this does not modify the class feature.
There's a bit of editing issue in the paragraph, so that's obviously subject to change. As written, it sounds as though there were originally additional spell slots (like domains) that were cut later in development, but the text was not modified to match. That being the case, it's pretty clear why it wouldn't modify the spells class feature - it was intended to work like a domain, but they decided not to give additional spell slots, so they updated the first paragraph to add them to the spell list.
Psychic is really just a sorceror with the serial number filed off and a weaker-than-sorceror spell list. The list isn't bad, but it's very short and leaves surprisingly few build options. The psychic-exclusive spells aren't particularly good (exception below).
What is good is that you can largely ignore a number of things that other casters care about. Stealth buffing is completely possible, no worries about silly material components unless they're costly, etc. You can even armor up without concern if you really want to. The problem is that Logical Spell is an absolute feat tax if you have reason to expect any intimidate use from enemies and you need to buff up your concentration checks in order to metamagic effectively. Ultimately, the components work out about the same.
Currently, there is one spell that is grossly out of line on the enchantment side, and that's Emotive Block. As written, it completely shuts down any caster you hit with it because it's a non-harmless emotion descriptor spell. Other spells on the list are not terribly out of line. As above, the other psychic spells are suboptimal in most cases. Generally speaking (and you'll see this in my spell list), the spells you want to take are straight out of the CRB and could have been taken by a sorceror. The spells I took that are from OA are easily replaceable with comparable CRB spells.
Built on a pile of Emerald Spire GM credit, so I can't say much about level 1. The character started at 8.
Now that I have Persistent Spell, persistent oneiric horror. It's my go-to for shutting down single targets. Phrenic'd up Synesthesia goes to the enemy casters, as well. If there's a pile of foes, Confusion. My standard buffs at this point are Mage Armor, False Life, Extended See Invis, Darkvision, Extended Resinous Skin, and Freedom of Movement.
Strengths: "Does it have a mind? Not for long!"
Constructs stop being a problem at level 12, when I steal them for 2 hours at a time with a trivial Spellcraft check.
Here's my psychic from PFS. Most recent adventure involved offering to help a "blind" NPC with her glaucoma.
Mystic Mickey with the Sick Sticky Icky
Benefit: A logical spell can be cast without emotion components. Spells that don’t require emotion components are not affected. A logical spell uses up a spell slot 1 level higher t
Note: This item costs only 250 gp for members of the Pathfinder Society
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Well aware of the problem on Intuitive since I'm the one who posted it. :-)
I took the alternative minimum feat tax for the Thought components and utilize Focused Mind, Combat Casting, and Uncanny Concentration to address the concentration checks. At level 9, I have +25, which means all I really need to roll is 2x spell level on the d20 without spending any "extra" on addressing the penalty.
I wouldn't pass judgment on the bounty thing without more info, either. It could be just a simple motivation piece. Has he actually had bounty hunters go after you? Did they do so to the exclusion of the party? Or is this just a paper tiger for the plot?
I suppose the dire tiger was probably on paper, now that I think about it. I suppose "paper tiger" may have a different meaning than intended.
Willing to come to Minnesota this weekend? Skalcon runs Fri-Sun. We might still need a GM or two.
I like where you're going with this character and I wish you the best of luck.
Quentin Coldwater wrote:
It's true that monsters and enemies should react to the noise, assuming they'd have a shot at hearing it. One section in particular for this floor indicates that there's a rope on the wall that leads to a bell in another room, which is a signal for those folks to join the combat.
Knowing that level, there are sections that make more sense than others for hearing that combat. If running contrary to the written tactics, I'd have the alerted ones bang on the mess hall doors, too. As written, you get what you get. If strictly following the Perception rules, the mess hall guys (C7) can easily hear the sound of battle with a take 10 on their Perception (they get a 14 each, approx 100' from the sound and a door in the way adds 15 to the DC, but the initial DC is -10, so modified to 5). Heck, they can take 1 and get it unless you call for unfavorable/terrible conditions or distracted perceivers.
C19 has no reason to leave its position, C12 and C16 can't possibly hear it. C15 and C18 can't do anything about it. That leaves the Mouther, who lacks the ability to open a door and has explicit tactics.