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FullStarFullStar Pathfinder Society GM. 1,411 posts. No reviews. No lists. No wishlists. 10 Pathfinder Society characters.


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AoMF is 4000g to do what he is doing. No other way to do that.

I built one at level 9 for a module, and went slayer 6 Horizon Walker 3 for the Dimensional Agility awesomeness.

They are the best well rounded combat character in my opinion, being good at skills, full BAB/HD, with the option of both rogue and ranger tricks.

I was allowed to use the retraining rules, (since it was a one shot, it was very clear it would never be allowed again afterwards) to retrain into the entire chain, and being able to self-flank while ignoring the Dex reqs for TWF/ITWF/Double slice and 2d6 sneak was insane.

My friend has one built on the standard archery ranger route at level 4 in PFS, and he is usually the stealth/scout/most reliable damage dealer in the group, until the raging barbarian or the pet gets there.

I have a couple in my local area who have a massive con Life-link oracle and a 2W Fighter blender that work amazingly well.

The oracle shares half the damage, has almost as many HP, has channel and swift heals on himself somehow.

The TWF is a solid damage dealer especially now that she has gloves of dueling and Weapon Training.

I have a massive buff bard (aasimar with FCB to inspire boost), and my friend has a natural weapon Tiefling Ranger/druid (going for rage/pounce/smite at level 9). Now it is good, at 9+ it will be insane. (+7attack/+6damage and an extra attack for 3 fights a day, while all enemies in 30ft are at -2) on a character who has 6 attacks a round with a 26-28 Str already.

Slayer is exactly what most (combat oriented) people want from the rogue.

I have one at level 9, and he is awesome at stealth/outdoorsy/combat situations, but does not really have the ability to be the social rogue that some people want.

If he's combat/stealth/assassin focused in his concept, slayer will be wonderful for him.

If he wants social abilities, redo the ninja fluff and have him build a combat ninja with some social skills.

Human with Racial Heritage Halfling

Underfoot Adept/Maneuver Master/Quingong Monk 13

Stats: Str 8 Dex 20(24item) Con 14 Int 10 Wis 18(22 item) Cha 8


Human (RH:Halfling)
Monk 1(Imp Trip), 2 Imp Grapple, 6 Gr Trip, 10 Gr Grapple
Levels: 1 Combat Reflexes, 3 Vicious Stomp, 5 Snapping Turtle Style, 7 Snapping Turtle Clutch, 9 Binding Throw, 11 Rapid Grappler, 13 Binding Throw

Quingong Ki powers, Barkskin for Wholeness of Body, and another for Diamond Soul at level 13.

At 12th level count as Gargantuan for CMB/CMD and size of trippable creatures, which also means you can Ki Throw up to gargantuan.

Now, you can Ki Dimension door as a move, and trip/grapple as a standard, then also grapple again to pin with Binding Throw.

Alternately, you could take Dimensional Agility at 13, and Binding Throw as a monk feat at 14, working Towards Dimensional Dervish.

If all else fails, your AC Should be mid to upper 30s, Saves f:10/R:15/W:14 before any items.

Now: on a Full attack action (provided you lead with a trip which you should)

You get to trip(MM free, +30 including MM -2)
then grapple(binding throw swift with prone bonus at +30)
could take another -5 grapple to pin (-1 after the prone penalty factored in so +29)
then get 4 attacks (2 normal as full attack, 2 from Vicious Stomp and Greater Trip) all at +20/20/20/15 doing 2d8+7(agile)+1d6 Acid(gloves) (counting as magic, cold iron/silver and lawful for DR) plus whatever other bonuses you have on the AoMF


Featherstep Slippers 2000g
Monks Robes 13000g,
AOMF: Agile/Holy 36000g or Agile/Mimetic (to steal resistances for energy attacking foes) 16000g and 20k more gold for other gear
+4Dex Belt 16000g,
+4Wis Headband 16000g
Wayfinder with Dusty Rose Ioun Stone slotted 5250g (+1 insight AC, =2 all cmb/cmd)
Runestone of Power 1(1000g) if the sorc has mage armor known, if not add 1000g page of spell knowledge for 13hours of mage armor/day.
Cracked Purple Ioun Stone (spell storing 1st level, used for sorcerer to cast shield into) 2000g
Wand of Shield x2 (for sorc party member to cast shield into purple stone)750g
Cloak of Displacement 24000g
Jingasa of the Fortunate Soldier 5000g
Ring of Prot +2 8000g
Ring of Ki Mastery 10000g
Delisquisent gloves 8000g Acid damage unarmed and ooze prot.

148,750g spent (20k left if you didn't do Holy AoMF, you should have Winged Boots instead or at least 2-4 pots of fly and sundry other items)

For those counting Encumbrance, this whole list is 12 lbs. Leaving room for your standard BAG of gear at 18lbs (spend the money on MW Backpack for the extra 4lbs) that you should be dropping before combat.

Max Acrobatics, Stealth, Perception, and make sure you have at least a +10 total mod to swim/climb so you can take 10 not in combat for any normal situation.

Dragon's Demand is a 1-7 level mini-AP... it would let them get a feel for the system without getting into the high level rocket-tag kind of game.

Then, once they have some experience, you could go with a longer running game.

Also, the free First-Steps 1, 2 and 3 scenarios for Pathfinder Society Play are an excellent intro to all the mechanics of the game, and are built for 1st level characters.

They are 200g. Why would they not be able to duplicate a 20g item?

Note they can also duplicate a 200g Royal outfit.

If you have pounce, you can do it.

Pounce allows a Full Attack at the end of a Charge, which could be used for the Full attack required to activate Whirlwind Attack.

But normally, no, Charge lets you take a single attack, not even a Standard action attack, with some specific particulars listed under Charge.

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Because you didn't threaten the square he was leaving until after your readied action took place, which specifies that it happens before he actually moves, so he can decide not to move based on your new placement.

That is different than the print copy I have. It must have been errata'd at some point.

You can't move as part of a readied action if you moved as part of the turn that you readied during.

You are picking and choosing the best parts of the text to say you get to move and ready an action during your "round" but that the ready action applies to only full initiative "rounds" from the combat perspective.

Now, even if it worked the way you would like, you don't necessarily get both attacks.

You would get the first one, since that is what triggered your readied action, and he is moving in the grease.
Then, since you interrupted his action, he can decide not to move further and just attack you, so you wouldn't get the second one. If he decides to keep moving, then yes, provided he is still in a greased square, you get sneak again.

Yeah... it's poorly worded. You just have to go ahead and spend the good number of skill points bards get on 1 rank in each knowledge you need, if you traded the ability to make them untrained away.

The Masterpiece was written for the base bard, who doesn't have to worry about this by the time he qualifies for the masterpiece.

Or, you could take Wild Stalker Ranger and get the whole thing going at level 13.

I'm guessing the Sarenrae Ranger stuff is in Inner Sea Gods?

@sowero, Can't put Brawling in Bracers of Armor, specifically called out light armors only.

Dusty Rose ioun stone slotted in a Wayfinder +2.

Depending on your GM, AoMF enhancements could count for Grapple, since you are getting a grapple off of an unarmed strike attack per Grab.

Lore Warden 3 levels, 3 feats and a +2 to all CMB/CMD.

Hobgoblin race gets 1/4 levels FCB to grapple/trip.

Should have : Level-20, Str-10(Str 30, maybe more), Gauntlets-2, Feats-+4, Trait-1, Weapon Focus(grapple)-1, Ioun Stone-2, ... That's 40 with a single classed character.

Yeah... that's it. Now, I agree with james and disagree with james on ceratin issues, but if they had meant masterpieces to count as performances in toto, they could have added "Materpieces count as Bardic Performances, and you may only have one performance active at a time." without actually changing the spacing on the particular page, as it had a couple blank lines.

Also, as part of the descriptions, they call out that masterpieces also benefit from things that normally only work on performances, which wouldn't be necessary if they were performances themselves.

I read it as specific trumps general on that part. You can use a bow or crossbow without penalty, but any -other- weapon takes the -1.

My original post was referring to the armor check penalty for characters not proficient with them, since they have no armor check penalty.

The shift power doesn't count, since the feat is very specific and calls out casting Dimension Door or Abundant Step Class Feature.

It's not like some that just say ability to create magical darkness (not specifying the spell) or such.

Ummm.. Phalanx Soldier Fighter Archetype gets 2 handed polearm/spears and shields at 3rd.

The Warpriest playtest class is also a good fit for this, minor channel, some LoH, scaling weapon damage, and swift action buffing (self only).

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Well.. at least you don't have to worry about Str penalties with the Aid Another using a spiked gauntlet. If you have weapon finesse, as it is a light weapon, for any purpose that you make attack rolls (which Aid Another is an attack roll vs AC 10) you would be using Dex.

With a Bard, even with the -4 fighting defensively, just your self buffs should make it a pretty good chance so long as you take weapon finesse.

Spiked gauntlets are normal gauntlets, with spikes or blades on them per the Equipment entry.

Would anyone not allow you to hold another weapon or item while wearing gauntlets, (which come on all medium armors other than a breastplate)?

Rods only have to be held, not wielded. So, you should be fine.

Just in case, use the Cestus instead. Avoid the argument entirely.

UE Cestus entry:
The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal lethal damage. If you are proficient with a cestus, you can have your unarmed strikes deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks). A cestus can't be disarmed.

And is also a Simple weapon, so bards are proficient in it.

+5 Bloodline, +4 Tiefling (alt racial gives +4 bluff instead of +2 bluff and stealth) +4 Stat, +4 class/trained, +3 Skill Focus, +1 trait= +21 at 1st level.

Make sure you have the spell Memory Lapse from the APG, in case you fail.

I have no reference for that AP, but with a 20 pt buy and human I wouldn't take both, just because of the double hit to Magus Arcana and arcane pool.

The only reason to mix both is if you don't trust the GM/AP to give weapon/armor loot properly, or are just really set on playing an anime style character (no armor but frontline fighty type with a few magic powers).

At least with elf or half-elf you get the Arcana back by level 12.

Half elf lose a feat (which you won't really miss) and a skillpoint/level off of human. Int based character makes up for the skills, and +2 will (h-elf racial) or skill focus (lots of characters take it) makes up for the feat, since Kensai gets free weapon focus/prof in their chosen weapon (even exotic).

Edited to not look stupid after re-reading the rules.

This combo means he will have no armor/weapon costs. He will have few spells. His AC will be good (provided he invests in dex/int heavily, and will probably have a lower Str (subject to your rolling/point buy method).

Assuming 20pt buy, should be looking at stats close to...
Str 10 Dex 18 Con 12 Int 17 Wis 10 Cha 8. Subject to racials, but I would do this with an elf (if you can deal with the con penalty), or a half elf for the elf FCB without the con hit (to make up for the fact that you give up your 3rd level and 9th level arcana). People will insist on Str 13 to get power attack, but he should be fine even without it. Others will say get Dervish Dance with a scimitar, etc. If you are the GM, reskin the Dervish Dance feat to apply to any single light or 1 handed slashing weapon for the player, just so he doesn't look like the cookie cutter version and can have some fluff. (since he'll only ever use the one he chose as a black blade, you know how it will go)

At 1-3 levels, he plays like a dex fighter, with a couple of spells.
Decent to hit, (finesse) decent AC (dex and int, as well as Mage armor spell) decent damage (bursty spells)

4-6, he gets his gear on, at level 5 he will have the equiv of a +3 weapon for most fights each day. (+1 blackblade, +2 from arcane pool, expect +1 Keen, and either an energy if the enemy is vulnerable, or a straight +2 Keen)

7-9 they get fun. Some fun spells, qualify for fighter feats, add dex and int to init, possibly get some crit feats.

10-12 is the best. If they are keeping dex/int maxed with gear, and mage armor/shield up, they have a great AC, good spell damage, decent to hit, and some nifty options.

13+ I haven't played, as I normally play PFS and that is where it caps.

Yes, but I don't count on retraining in a build.

If the GM allows it (or for PFS where it's 5pp and 450g) sure.

The best for this is a Slayer 6/Horizon Walker 3 with retraining, has Dimensional Agility, Assault, Dervish, and Savant... all with 2d6 sneak, using talents for TWF/ITWF/Double Slice, all at +14/14/9/9 at level 9, doing weapon+5+2d6 each (more really, not counting magic items or other buffs in this)

If you make him a skinwalker (Boar) you get 5 attacks without the TWF tree with Extra Feature, using Talents for Rending Claws, Aspect of the Beast, and Eldritch Claws as his feats. (Depending on what kind of AoMF you plan for).

But that's with retraining, and even then you only have 5-6 of them a day.

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Snapleaf. 750g. Caster level 5, immediate action, invis and featherfall. Absolutely priceless, as my rogue has slippers of spiderclimb and spends a lot of time on the ceiling in combats.
You can also get in close, and after the first hit of 5 drops you to half health or worse use the leaf and hopefully be missed for the rest of the round. Even better for PFS, since they fall exactly on the 2PP cost cap.

Springsheath 5g. Daggers, CLW wands, Inflict wands (for my monk inquisitor), all kinds of nifty swift action fun (and for 2HF who happen to get grappled occasionally).

Smelling Salts. 25g. Healer stable but at negative hp? Need to interrogate a stable enemy and don't want to waste a heal spell? Just use these and get to act as if staggered. If you happen to be staggered or unconscious from some spell/effect you get a new save on exposure.

+1 MW Darkwood Buckler. 1205g. No reason not to carry one, if you don't use another shield (and aren't a DD or Monk). +2 AC in surprise situations, no penalty on attacks or spells even when you do need to use that arm for something.

Gloves of Reconnaissance. 2000g. Always be ready for the first 10 fights a day, (note, user needs darkvision to benefit to the fullest), by laying hands on the door before you open it.

Shawl of life-keeping 1000g. Instantly restore up to 10hp when you drop below 0 each day, for the low low cost of a couple CLW charges in advance.

Quick-change cloak 1500g. For infiltration types, absolutely fantastic. Take the time to get the disguise right before hand (take 20) and then have up to 3 changes at will.

Cloak of the Hedge Wizard. 2500g. Various uses for non-casters to get a couple of their favorite spells.

Shield Cloak 1000g. Light wooden shield as needed for non-armored situation, or merely for those monks who want the defense without actually loosing their monk abilities. Can be enchanted as a shield as well. (and for those who say it should still count, I point you to countless movies where this technique is used by martial artists)

Cloak of Fiery vanishing. 2600g. Lots of fun with this one, especially if you have evasion, and a good enough ref save that burning hands is not a bad thing for you to deal with.

Yeah... you can't have Dimensional Agility at 7. You are only a 5th level caster, so no Dim Door. Magical knack doesn't give you caster level for new spell levels known/cast, only caster level for spell effects (although that is splitting fine hairs with all the ways they use the same terms). So you have 7 dice for fireball, but only 3rd level spells known.

You can take it at 9 though. I can't for the life of me figure out how to get the chain faster than level 13 for all 4 feats, and that version isn't even on a wizard.

@Silas, that is actually where I got that answer.

It wasn't my thread, but it has been hashed out on the forums already. It was actually the only reason I took masterpieces on my bard, because I have so many rounds I never use that double or triple use is fine.

Yes. Anything that directly targets an enemy or attacks that contain an enemy in its area of effect breaks invis.

For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

The bolded sections relate to the spells part of your question, the italics relate to the hex portion, since a detrimental effect is a supernatural "attack" and requires a save.

Hexes like Blight (area version) would not break invisibility, since they do nothing to creatures in the area.

The stone is hands free, one. 2nd, it uses the caster level of the caster, so it will last longer than a minute (provided they cast it themselves, which is why I actually spent the money on a 1st level PoP on my fighter/rogue, also gives flex for alt choices).

At lower levels, this isn't really a concern, because an AC of 18-20 is fine. At higher levels, 2-3k gold isn't a bad investment (considering a +2 shield would be 4k)

The Wand thing is fine, if you have the skills as a fighter (most don't) to burn on UMD.

I actually have used the Ioun stone and a wand of shield for my PFS half-orc. Everyone knows that he is going to ask the most obvious "waggle fingers" to "put magic from stick into rock plz".

I used it for Prot evil , I used it for CLW, there are a lot of 1st level spells that are insanely useful at low levels (3-6), and some that remain useful even later.

That's why you have them cast it into the Ioun Stone. It's a spell storing item, so you can use it later yourself.

Also, cracked purple ioun Stone and a stack of shield scrolls for your wizard friend. Now, you can 2hand a weapon with a +4 force shield and be magic missle immune too!

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Actually I think the Pathfinder society is responsible.

And they are siphoning off his life force to power their machinations throughout Golarion.

His body is actually being slowly devoured in the Worldwound, which was opened in the massive energy release when he was struck down.

Just look at the timeline in the Inner Sea World Guide. Aroden dies, and the Worldwound opens the same year.

All of this was masterminded by Iomedae, in order to steal his portfolio and worshippers unto herself.

H-Orc Slayer (ACG playtest class) 6/Horizon walker 3

+1350g (10 x level:9 x days per feat:5 x3 feats) and 15 days for retraining gets you the whole chain, with 5 uses a day using the following stats.

Shaman's Apprentice racial gets you Endurance.

Str 20 Dex 14 Con 14 Int 9 Wis 14 Cha 7
Str boosts to levels 4 and 8 20pt buy.

Astral Terrain mastery/dominance gets you 5(3+wis) dimension doors a day. Buy a headband for another one.

Slayer gets you 2d6 sneak at 6th, so self-flanking helps you.

You have TWF, Double Slice, ITWF all with no pre-reqs from slayer talents, the 4 feat Dimensional Chain, and one more feat you can choose (power attack being the most likely choice).

Attacks at +14/14/9/9 doing wpn+2d6+5 before even factoring in any magical gear or buffs during those 5 rounds of attacks including flanking with yourself.

Consider Student of Philosophy trait, and dump Cha to get some more points, so that you can still be somewhat useful in talking to NPCs.

In PFS you need knowledge checks, (mostly for creature ID) and diplomacy checks. These are pretty much used multiple times every game.

Also consider buying a wand of unseen servant to carry all your stuff for 2PP (1st level wand) 50 hours of carrying anything but your scrolls/potions/wands is plenty for the life of a PFS character, and dropping Str to 8.

So far as the Ear-Piercing scream question, I have never seen anyone who would tell you that a 1st level spell has no effect at 1st level. Even though it is oddly written, it starts at 1d6. I have seen people who only give the 2nd d6 at 4th level.

You also have to consider that your only hex at 1st level has no effect on undead (mind-effecting), and instead take healing and evil eye at 1st, or misfortune and cackle at 1st. You can also take advantage of the PFS rebuild rules, and use the rebuild rules to change them out when you get your 2nd hex at 2nd level.

I'd play stats Str 8 Dex 16 Con 13 Int 19 Wis 10 Cha 7. You want 2 odd stats for PFS that you plan to raise at 4 and 8. Con will matter around level 8 for the massive AOE situations.

Trait Student of Philosophy, and Pragmatic Activator. With the +4 familiar and the 3 dex, your init is fine.

I'm thinking that you need to talk to your GM. A trait was published that made common item for different professions usable as weapons, so that themes like this worked just as you originally thought they would.

A Splat-book then came out and re-classified several items that would have been usable with the trait into exotic weapons, after the fact, rendering them useless for the trait.

In My Opinion:

If your GM isn't using the splatbook as character options, then those items should be treated as they were before the book was printed, and he should allow the trait to work in full.
If he is using the splatbook for character options, I would expect that there are character options in that book that make the normal pirate-type weapons non-exotic, or for characters who have ranks in profession sailor and are pirates I would allow them to be treated as martial weapons. Either way it is thematic and fitting, and to penalize a player for something printed in a book they do not have the option of using would be a bad decision to start with.

It works great in fact, since Iomedae is actually an evil usurper who engendered the downfall of Aroden in order to claim his followers and expand her portfolio.

Oh wait... that's not right... Holy Assassins? Sounds more like an Osirion thing, perhaps take a different god from the new Osirion list (see Selket), and make the insect a Scorpion, using a scorpion whip and sword instead of dual saw-toothed sabres.

I seem to recall something about the increase to an AC being limited in some manner recently, but for the life of me I can't find it right now.

Just check on it, because it caused a commotion. Something about not being able to pass your level or HD or something, so take that into account for PFS.

I went 2HF archetype with mine, up to level 7 (Dorn Dergar is a 2h weapon for double Str) and then took 5 levels of rogue. You want the highest Mithral Medium armor you can get (if you care about evasion and uncanny dodge), or just go full plate if you trade those out with a rogue archetype.

Bear with me, I know most people say rogues suck. But, if you look at the ARG, and the Surprise Follow Thru and Imp Surprise Follow Thru feats, you will see that they do not require you to be a half-orc, they just put them in that section because one archetype gets them added for rogues.

I don't mind dumped Stats, so I'd start with
Str 17 Dex 14 Con 16 Int 8 Wis 12 Cha 6
on a dwarf, for those wonderful feats with a cleaving build. Increase Str with all, and really get it up there for the double str damage option. You could also do
Str 17 Dex 14 Con 14 Int 10 Wis 12 Cha 8 (only lowered stat is from racial)

Damage numbers are bare, no magic items and no buffs factored in.

Attack/Damage at level 4: +8, d10+11 All medium or smaller enemies within reach. (reasonable to expect another +1/2 attack/damage from items, -2/+6 PA)
Attack/Damage at level 8: +12, d10+9 (+1d6 to any target after 1st, reasonable to expect +4/5 to attack/damage from items, -3/+9 PA)
Attack Damage at level 12: +15, d10+11 (+3d6 to all after 1st, reasonable to expect +6/7 to attack damage from items, -4/+12 PA)

Magic Buffs should easily balance the PA penalty, as well as adding damage.

Start Fighter, then switch to rogue for a while (5-8 levels, but you could go all the way, only using your highest attack means you will pretty much hit with all the bonuses)

1, Power Attack, Cleave
2, Goblin Cleaver
3, Orc Hewer
4, Great Cleave
5, Darting Viper
6, Combat Reflexes
7(Rogue1), Surprise Follow Thru, +1d6 on cleaves and denied dex 1
9(Rogue2), Imp Surprise Follow Thru, Fast Getaway(RT): after making a sneak attack, can withdraw as a move instead of full round, great cleave is a standard action, so long as you hit at least 2 targets at full BAB you're golden to single move as a withdraw so first square doesn't provoke.
10(Rogue3), 2d6 sneak on cleaves and denied dex
11(Rogue4)Cleave Thru, Either Offensive Defense or Befuddling Strike(RT), to make up for the -2 AC from Cleaving)
12(Rogue5), +3d6 sneak on cleaves and denied dex to AC
13(Fighter8), Strike Back, Giant Killer
14(Rogue6), Slow Reactions(RT) So after running in and great cleaving the whole area, anyone you hit with sneak attack can't make AoOs, now your allies can move in freely. Could be taken earlier, depending on party make up.

If planning 8 levels of rogue, go scout. That way, when you move into combat, the first guy is flat footed too.
If planning less, go Rake for the free intimidate on a hit, then take intimidating prowess (feat or RT) or a trait that makes intimidate str based (not sure if there is one, there's several switch stats for social skill traits).
You could also go Thug, and take Enforcer and Bludgeoner feats if you don't mind non-lethal, replacing Strike Back and Giant Killer I would guess, if the campaign doesn't use a lot of large creatures, or you can be enlarged regularly.

Spend the 5 gold on a Springsheathe form the Adventurer's Armory (PFS legal) for your CLW wands. Swift action draw, full round to load back in, but usually not worried about that so much at the end of the fight.

Also, if people were within 1 move action from her body, and had their turn before hers came back around, they should have been allowed to do so. The Stabilize cantrip (divine usually) is also 30ft range when you get it, and immediately stops someone from bleeding out.

But in any case, I wouldn't parse the Draw/Sheathe weapon rules so finely.

It states weapons take a move, it then includes wands under this rule as weapon like. It then adds that once you have proper training (BAB +1) you can draw a weapon along with a single move. Since it states in the previous paragraph that drawing a weapon actions include wands and other weapon like objects, it should have been allowed.

I can see rules-lawyers with fine-toothed combs using this in court cases to say they are different clauses, but (especially in the levels before you could legitimately afford raise dead) this is a d!@$ move by the GM in question.

Depending on your relationship with the local group, you should talk to the GM, then if needed the Venture officer over your area. (A list is in the PSGOP, Pathfinder Society Guide To Organized Play, free in the downloads section of additional resources.)

The faq was in response to the fighter archetypes and gloves of dueling.

It basically said that for feats and items that modify the original, you look at the new ability and see if it references the old one or says it works as the original, then it counts.

This Spell

Initiative is a Dex ability check for the record, so shaken, which gives a -2 to ability checks, will also penalize Initiative rolls.

The save penalty, combined with the Wis damage, will lower will saves as well.

EDIT: didn't see the apl, so make sure to Heighten it to a level 5 or so spell, making the save at least DC17, more with higher than 15 casting stat and feats spent.

And, for the record, you can have both a Masterpiece and a Performance up at the same time.

They are different abilities that share a cost pool, not the same ability.

Unless there's something I'm missing, between Pageant and Versatile Performance, you definitely don't need the massive Int. Dump that to 12 or so and get your Cha north of 20 at level 10, with stat boosts and item. Also, as was stated, at the level you're starting at, the Good Hope spell makes up for a feat and 18k worth of gear, in addition to tying up your hands. Buy a couple 9k pearl/runestones for the 3rd level slots if you really want to spend the gold on buffs.

Str 8 Dex 16 Con 12 Int 12 Wis 9 Cha 21 is what I would expect at your level with that low point buy and your race choice.(I usually play with 20 pt buy, PFS and homegame standard for us).

A Musetouched Aasimar would get you Cha 22 with the other stats the same, and has a +2 racial to perform (which you use for bluff anyways)and diplomacy, and a free Glitterdust (based on your caster stat so full DC for you) per day. Aasimar also lets you trade FCB for +1/2 to a performance, so you could get the full +4/+4 at 12th level (with no banner needed). Scion of Humanity Aasimar can also choose the human FCB, and get more spells known (use them for extra masterpieces).

That still gives you 7 skill points/level, and with no need to put more than 1 rank in the knowledges (assuming you built like you played it from level 1) you should have 10 skills maxed, (factoring in 3 versatile performances that don't overlap). Sing Dance and Keyboard would make Acrobatics, Fly, Bluff, Intimidate, Sense Motive and Diplomacy maxed out.

Instead of Skill Focus Bluff, take the one that gives +2 to 2 performance skills, granting you +2 to 4 skills instead of that +1 more on knowledge/int checks (which you are already high enough on).

For total buffs:
Good Hope (precast, minutes per level)+2 morale, Haste (standard)+1 Attack and AC Dodge/reflex, Inspire (move) +3/+3 attack/damage/some saves, Blistering Invective (Standard after enemies have closed the distance). Net +6 hit, +5 damage, double movement speed, +1 AC, and -2 to all d20s the enemies roll(no SR), plus those who fail the save are on fire, which is just fun.

I guess Pageant could be useful in combat (not sure why), you should have activated it at the same time as Good Hope, it lasts 10 min per use, make your knowledge rolls, then change it to a more useful masterpiece in the 2nd round. Like Rondeau of Heavenly order (enemies all have to move in straight lines) or Rheumy Refrain (non casters have a good chance of being staggered) or... next level Vindictive Soliloquy. All those are sing based.

Blackened is legal.

If you don't mind a permanent -4 to all attack rolls, you can take Dual-Cursed Oracle and have blackened and deaf, so you get fire spells and silent spells. You also get to pick which one progresses (I say blackened for scorching ray and flame sphere, but you pick).

A single level dip into Sorcerer is fine for PFS, since you cap at level 11 anyways (12 is the retirement arc, unless you go to lots of conventions), the single level doesn't hurt. Bloodline Orc (gets another -1 to hit in daylight) gives +1 damage per die of any type and darkvision 60, Elemental lets you change anything to fire for the caster level boost from pyro.

Best build based on your current concept: Crossblooded Orc/Elemental sorcerer 1/Dual Cursed (Deaf/Blackened) Flame Mystery

Fire is generally weaker than most because it is the most common immunity in the beastiary.

As an alternative, you could consider the Arcanist from the ACG playtest which is PFS legal. They get to pick sorcerer bloodlines and wizard schools, and can get amazingly good damage fairly quickly because of this.

Example, Gnome Arcanist starts with 2d4+2 burning hands, (spell focus evocation, orc bloodline exploit, gnome pyro racial). At 3rd they take spell mastery, maxing out burning hands at 5d4+5. At 4th they switch spell mastery to Scorching Ray, getting 2 rays doing 4d6+4 each, and still having 5d4+5 burning hands. They also take the Wizard school exploit(choice evocation or admixture, depends on you) if evocation they get to add their level to a spells damage for an arcane point, if admixture you could change energy types freely for all 4 elements, no dip required.

NOTE: this is a playtest class, and the book comes out next month. So far, nothing shows these options won't still be there, but who knows.

Dirge Bard x/Crossblooded Fey/serpentine Sorc 1.

With Int as your secondary stat, you make up for not having versatile performance.

Start with a 19 Cha, up it at every opportunity, and use your charm/compulsion spells on pretty much everything in the game with ridiculous DCs.

I did this in PFS, and sleeping skeletons, hideous laughtering Mummies, and charm person on a Bulette and Dire Lion are some of the fun things that have happened.

Str 7 Dex 14 Con 11 Int 14 Wis 10 Cha 19. Human for the feat and the extra skills/spells known FCB. Or Peri-blooded Aasimar with Scion of Humanity for the spells known and performance increases.

By level 8, you have +5/+4 to attack and damage for allies and -2 to all enemies in 30ft as your surprise round and first round actions.
(Good Hope pre-cast, Haste, Inspire Courage, and Blistering Invective using perform ranks for intimidate from dirge bard)

Unseen servant (from the sorcerer dip) to carry all the gear you don't have the str for, and to hand you rods for metamagic later.

Not only that, but for spells like scorching ray (or any other multiple target ranged touch attack ability), it provokes once for each ray, not just once for the spell.

Sorcerer, oracle, witch, bard, wizard, alchemist. Pretty much anything but a martial.

Take your favorite flavor of "dispenser of magical might" and run with it.

First, are they the Captain and crew, or just crew? That matters a lot. Either they need the leadership feat, or they have to be able to hold the crew in fear/awe.

2nd: Make yourself a random issue/encounter chart.

We did this a long time ago,(3.x) and the GM for it based it strongly on the 1600s Carribean in our world history. Instead of different deities, he used the Catholic Saints to house the various clerical domains. 3 major countries (France, Spain, England). Each country had a ship style advantage, English maneuvering, French speed, Spanish guns.

For time at sea, for each "week" we rolled on the chart. Things like Rats in the Hold (half rations, must make port or start taking penalties) Water Shortage, (same as rats except it was more critical, especially when cantrips were also limited use/day). Storm at Sea, possibility of ship damage, crew drowning, and usually led to Blown Off Course (sailor prof check to know where you actually were, and how to get back to where you wanted to be).

Dragon Turtle was one of the bad encounters, along with Kraken of course.

Profession Sailor checks should be important, every PC should have at least a rank in it (or in our case, 1/2 level).

If there are multiple nations, give them the option of being privateers for one (or more) of them for some political intrigue, they get sent after rival nations ships and are sanctioned "bounty hunters" for some country.

We used the old Stronghold Builders Guidebook from 3.x, it has some great rules for enchanting structures (boat that has fire resist 5 for example, hard to burn).

It is insanely viable.


Evil Eye Hex(works 1 round even if they save, no limit/day). Misfortune Hex. Cackle.

If they're mind immune, no evil eye.

Witch is the best for this, although a sorcerer dip is worth it if you can swing an 11 Cha with your points for the bloodline abilities, and Dual Cursed oracle is like a free misfortune hex(no save) that you can use after the roll.

Crossblooded Undead and Serpentine, Now Corporeal Undead that were once humanoids, Beasts, Magical Beasts, and monstrous Humanoids are all treated as humanoids who share a language for your spells.

Dual Cursed Oracle (Take the Misfortune Revelation)Take Blackened, Legalistic (if you are lawful minded), haunted for curses (remember, half non-oracle levels count towards the curse levels) and take the Sidestep secret revelation for cha to ac and reflex, making you Int/Cha all the way.

Half-Elf is good, take the racial alt that gets you +2 will saves and the elven FCB for Witch of spells known, Human gets the extra feat for an extra hex, but if you go Aasimar Peri-blooded you get int/cha which is awesome for the combo either way, and taking Scion of Humanity lets you take the human FCB for extra known spells.

Takes a bit to get into, but Dual Cursed Oracle 1/Crossblooded Sorc 1/Witch 10

Str 7 Dex 10 Con 13 Int 19 Wis 8 Cha 18 (Aasimar)
Str 7 Dex 10 Con 13 Int 19 Wis 8 Cha 16 (H-Elf or Human)

Increase Int and con at 4/8.

If you only do sorc you can dial the Cha back to 12 and fix dex to 15, which means int/dex for increases at 4/8.
If you take the oracle level at all, take it first and get the 8hp, and take the misfortune revelation and extra revelation Sidestep Secret.

Now, you can use all the person spells on humanoid undead, beasts, magical beasts, and monstrous humanoids without having to memorize the "monster" higher level versions. You have an immediate "no, you don't confirm crit" useable 1/enemy, or pretty much a guaranteed fail to a misfortune hex saving throw.

You never see the major hexes in play, but you will shut down pretty much anything you come across up to level 11 so... meh.

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