Thod wrote:
Yeah, just look at the list of German VOs. Things are definitely in motion now! And you're always welcome here, of course!
Andreas Forster wrote:
I didn't mean to say that we were the first to do so or that nobody else did, because I don't know how to find out who ran PFS games in Germany in the past. All I meant that for us, the being-VC and the establishing-PFS started back then. :)
Fellow Pathfinders, it is my great pleasure to present to you Germany's first 5-Star-GM, Sebastian Schirrmeister! Not quite a year and a half ago, Sebastian and I became VCs here and began establishing Pathfinder Society in Germany. I would never have believed that, such a short time later, I'd already be congratulating him to his 5th star! Approaching 200 tables of credit, Sebastian has been doing an outstanding job of promoting Pathfinder and the Pathfinder Society not only in his region, but all over Germany. Last Saturday I, along with a group of players from my region, had the privilege of seeing this truly outstanding GM run a game! From his vivid portrayal of NPCs to the way he described both scenery and action, his presentation really made Golarion come alive for us. His remarkable preparation of the scenario, his wealth of background knowledge and his firm grasp of the Pathfinder rules all helped to provide an extremely fun, fair and memorable game for us! He is also a shining example of a Venture-Officer, travelling far and wide, always ready to run a game or three and to help out at a convention or game day. I am truly honored to serve alongside him! So please join me in congratulating him for this achievement!
Chris Mortika wrote:
I just re-read the chase rules and I can't find a single word of this in them. Could you quote the sentence(s) you're referring to? It'd greatly help me in running even more fun chases. :) The idea of a chase seminar for conventions is pretty cool, I'll keep that in mind!
**Warning, Spoilers about Rise of the Goblin Guild lie ahead!** Chases can be tricky due to the high level of abstraction in the rules and the fact that some of them require a high amount of creativity on part of the GM. I believe there are several issues with the chase rules. These are things I had to consider when thinking about how to "fix" chases:
There is also one important advantage of a chase scene:
It's all in the presentation. First I try to bring the players on board, warn them about some abstractness ahead and ask them to help me bring it to life: "The Goblin leaps out of the window and runs for it. This is a chase and you gotta catch the little thief! Now, the chase rules in Pathfinder are abstract, so what I need you to do is to focus on what I describe, picture it in your head, and help me make it cinematic! The rules are there so we get to roll some dice. Rolling dice is fun! Here's how the rules work: <explain chase rules>." From the moment the chase starts, I have two main jobs:
The first is relatively easy.
The second can be more tricky, especially with the way chases are written. Some things I found helpful:
Now for some examples of how I would/did deal with certain situations, spoilered as this post is already too long. :) Examples:
The regenerating door Find a reason why the obstacle is still there after the first person solved it or explain why they can't just use the same way the first person did. Maybe the guy who picked the lock allowed the door to slam shut again or the fighter who broke it down also made half the doorframe/wall come down and the way is now unusable. Guess you'll have to unlock/break the heavy wooden shutters on the window now, sorry. As that gets weird soon, you can then move on to presenting a different obstacle (flavor-wise) to the remaining players. Okay, they're all out of the house and in the alleyway, but those who haven't done the obstacle yet see a (supposed) shortcut that they decide to take, a shortcut that just so happens to have the same kind of obstacle. This is the one that needs the most good-will from the group and you should try to pass by this kind of obstacle fast, with lots of Smoke and Mirrors. If I cook one pack of noodles twice as long as I should, why are my two packs of noodles now both al dente?
Haha, I cast win the entire chase!
I don't need to be a Diviner, the map is right there!
Some of these ideas take quite a lot of control away from the players, but if you keep the pace brisk and remind them that it's abstract and that a chase is supposed to be chaotic, they'll usually appreciate it.
If nothing else helps, remind the players that it's their decision whether they want to focus on the fun of the scene and have a good time or bemoan the abstract nature of the rules and kill their own fun.
Thanks for all the advice! First of all, while I agree that a divine class like Cleric or Inquisitor would be a much superior choice for multiclassing, the problem is that this does not fit the fluff of my character at all. And I love that fluff. Character Background:
The man now known as Jacques Rostand grew up with the far more prestigious name of Alain, Comte de Mieville. A former Galtan nobleman who had to make a quick getaway when the Grey Gardeners decided it was time for his head to roll, he was always good to his servants and never hurt anyone. Seems that don't stop them none, though.
I see him as kind of a 19th century aristocrat, with lots of leisure time and lots of money, so he spent that on his hobbies: the study of all things arcane and scientific. He's a scholar and an inventor, maybe not as good one as he'd like, but not all men are gifted with Intelligence on the level of a Prof. Percival Quizzlenobs and it sure as hell didn't stop him. In the end, it might have been the weird lights coming from that upstairs window that caused all this talk in town, and ultimately led to him jumping out a window, the mob in pursuit. If it hadn't been for Eliza Petulengro of the Woodsedge Lodge and her Shadow Lodge contacts, he probably wouldn't have made it out of there alive. He briefly served in the Taldan military after that, but while a soldier's structured life suited him better than he feared, there just wasn't time or space enough for his primary interest, the thing he felt driven to more than anything: the pursuit of knowledge. So, as soon as he could, he retired and made his way to Absalom to join the one organization he knew that shared his intense desire for knowledge, his boundless curiosity, his love for things that go boom: The Pathfinder Society. So yeah, it's gotta be something arcane.
The cost of it isn't all that steep at first look:
Why wearing no armor isn't that bad, really:
Wand of Mage Armor lasts an hour and gives me the same +4 that a chain shirt would have given me. It also carries no DEX limitation and no skill check penalty, as opposed to that chain shirt. Even a Mithral Chain shirt only allows a maximm +6 DEX bonus and still doesn't give me more armor than Mage Armor. Once I enchant it, that armor bonus goes up one point above Mage Armor, but I feel like I'd rather spend that money on my gun, DEX belt, INT and/or WIS headband or other stuff. Sure, I could go for a +1 Agile Mithril Breastplate, as the +7 armor and max DEX bonus of +5 might put me 2 points above what I'd have with Mage Armor at the point where I can afford 5900 gp. Either way, I'd lose 4 points of shield bonus from the shield spell I could cast instead... The main cost of the Wizard level, though, is delaying other things. Assuming I take the Wizard level at 2:
So yeah, that one level is painful, but I don't really see another option to get some "arcane" into my gun. I basically trade damage for utility, which is the trade I decided to do. The question is: how to do it best? At least I now know that Explosive Missile isn't an option for 2handed firearms, so that'll save me the hassle of figuring that out. Alchemist levels would still add some interesting utility, allowing me to deal splash damage with bombs and alchemical items, and I could still use funnelled alchemical weapons by taking a 2-level-dip, but it'd further delay my BAB and Gunslinger class abilities. I don't believe that would be worth it.
Thanks also for the advice about Abundant Ammunition. I'll definitely make sure to get that as I take great care to do all my bookkeeping right, especially with Gunslinger ammo. Abundant Ammunition would actually enable me to use Adamantine paper cartridges without having to cry every time I roll to hit. Now for feats: Combat Reflexes was first as, in that build, the Alchemist levels cost me another point of BAB, meaning that Snap Shot was not available at level 7 (BAB 5) to me. Now that I won't be taking Alchemist, this might be different.
New Feat tree:
I'll delay Precise Shot to get more damage right away and to have Rapid Shot available at level 4 instead of 5. -4 to hit for a lot more damage. Might work. Might be an enormous waste of ammo. I'll see.
Feel free to comment on this and give me any advice, of course, but I'm quite set on multiclassing at least one level to get some arcane stuff and some utility. A pure Gunslinger doesn't quite fit the background and mental image I have of Jacques.
1) Is there another multiclassing option you can think of, that would fit the background and give me better advantages than a level of Wizard (Foresight)? 2) What feats would you pick at 5 and 9, and why? 3) Anything I missed/got wrong?
Cyrad wrote:
Thanks a lot for your input! Some thoughts/comments of mine: 1) All my characters so far have Zero multiclassing. This is the first one where I wanna do it. The idea was to synergise. But that's out the window, now that... 2) Explosive Missile doesn't work. Oh. Okay. Thanks a lot for the pointer! I completely missed that. So I can load my heavy crossbow, longbow and pistol with it, but not my musket? Makes total sense. -.- Of course that makes Alchemist highly questionable for this build as it now adds nothing to my Boom. 3) Feather Fall is USELESS on a wand, as you don't have time to draw it. Vanish is pretty useless at 1 round duration anyway. Mage armor always lasts an hour, whether I cast it off the wand or not. And it can easily be cast out of combat, then the wand is put away and then I do other stuff. It's better to use in-combat-spells like Shield "naturally", as that saves you the actions of drawing and sheathing a wand. Methinks. Of course some things change if you take more than one level of Wizard, but even then Mage Armor is the second best wand you can get. (CLW being the best) 4) Well, the idea was to add the 2d6 to my shots via explosive missile. Not an option now. 5) PFS goes up to level 12 so that's why I plan that far. I don't need to think about stuff past that. As a VC, I get a lot of GM credit to level my characters, so they tend to get a bit further than most, I guess. 6) Yeah, but does that happen? It's so rare to have long-range encounters at all and I guess I'd rather move into the first increment (or point-blank-range) than waste expensive ammo at long-range shots that don't hit. True Strike costs me a full turn! I never understood who would ever want to use that spell, eeeever. 7) I don't know... The sweet spot for me is 30 feet away, just as for any other ranged character, no? I get to use Point Blank Shot and that's nice. Ten foot more doesn't make me all that more safe but costs me +1 hit and +1 damage. Also, with Mage Armor and Shield, I'm at +8 to armor class. What Gunslinger runs around in heavy armor? :) Snap Shot potentially gives me a lot of free attacks. But Vital Strike would be nice too for the cases where I have to move and can't full attack, now that Explosive Missile is out the window. My main question is: What would you do differently? I really don't see any benefit to going past level 5 on Gunslinger. Multiclassing would give me a lot more options, even if it's just Fighter for more feats.
john sweeney 328 wrote: Drop the wizard level, take the perk to get UMD as a class skill and just put points into it and get wands of mage armor and shield. If there is a sorcerer or wizard in your group at early levels you can have them use the wand on you (at least the mage armor). Don't like alchemists personally and gunslingers destroy at higher levels, I would just go straight gunslinger and that's it. You're probably right that that would be the most efficient option, but it's not really an option for flavor reasons. I'd have built a spellslinger or gunmagus if that was possible, but it isn't. So I'll take some spellcasting even if it doesn't really interact with the main class. Can you explain what it is about gunslingers that makes the higher levels so great? I just don't see it. You don't really get anything all that strong after level 5 for musket master. Am I missing something?Musket Master is a must if you want to use muskets, as it's the only way to get full attacks on them. And I want to use a musket, as the character is inspired by the image I linked. That's also the reason for the must-be-arcane-in-some-way condition.
Hi all! My newest PFS character is a Musket Master inspired by this fine piece of artwork. For style reasons, I don't want to use armor. Thus, access to wands of Mage Armor and a Shield spell or two would be nice. My plan is to take one level of Wizard (Foresight) at level 2 for some utility, magicness and all that, then four more levels of Musket Master for Musket Training and then four levels of Alchemist (Grenadier).
Here's the build I'm planning: STR 10 INT 12
Level 1: Point Blank Shot, Precise Shot
At Level 10, when I get my 4th Alchemist level, I'll take the Explosive Missile Discovery. Wizard spells
Alchemist extracts
I'll be using scrolls of comprehend language, disguise, and all that stuff, and a Wand of Mage Armor, all via the Wizard level. Now my questions: 1) What do you think of the build in general? Any huge issues you see with it? 2) What discovery should I take at level 8, when I get my 2nd Alchemist level? I was thinking about Spontaneous Healing or Explosive Bomb. The problem with the latter is that with 4 levels of Alchemist and INT 14, hardly anyone will ever fail the Ref save for my bombs' splash damage, right? 3) What Wizard spells and Alchemist extracts would you recommend for this character? Can you think of better choices than the ones I've listed? 4) I'll have a total of 6 bombs at level 10, which will do 2d6 damage. Is that enough to be worth all the hassle? 5) What classes should I take for the remaining two levels? More Gunslinger? Alchemist? Wizard? Fighter? Or would Rogue be worth a shot? 6) Do any of you see any reason to use True Strike? Seems like a wasted action to me, if I could instead just shoot at touch AC... 7) I went the Snap Shot way for this build, as the extra AoOs would potentially add a lot of damage. Do you think other feats/feat chains would be more useful? Vital Strike, Improved Critical, and such things, for example?
I want to build a PFS character based on a kind of "Magic Musket" concept. He's gonna be a gunslinger, but he's also gonna be a Pathfinder! He'll be Int-based, have lots of knowledge skills and utility stuff. More than just a guy with a gun. A Pathfinder with a gun! Sadly, Spellslinger isn't allowed in PFS, so how to do it? My thought is:
Race: Human
Ability scores: Two options, depending on the Wizard school. For Transmutation, the best stats seem to be STR 10, DEX 16(+2 racial), CON 13, INT 12, WIS 14, CHA 10
Now that's the first big question: What school would be best for this build? Divination seems solid as with Foresight both level-1-powers are and stay useful on the character. Divination, though, means that I'll kinda waste one spell. I don't really see any level 1 Divination spell I really want...
The question is whether it won't hurt me too much. I'll get everything one level later.
So, I basically know how to build a gunslinger. I just don't know how to add some Arcana to it without hurting my effectiveness tooo much. I'm okay with giving up a little bit of power for the whole flair thing and utility, but I also don't enjoy playing characters with lots of useless abilities, etc....
Looks very promising, but I strongly dislike the look of the bar with the card name in it. It cuts through the art and is way too far down. Cards of the majority of games I know have the name as the very topmost thing and for good reasons, I believe. I'd remove the "Rise of the Runelords" text and instead just print a symbol of that edition, then I'd move the card name to the top of the card and have the card type (Adventure B, Monster 4, Spell 4) right below it.
Also, the monster card's orange is a bit... dunno... weird... A more dull tone or card borders with a pattern might work better. Either way, I'm really excited about this! With artwork the quality of Paizo's and stories as great as we know from you guys, it's gonna be a blast!
Lamontius wrote:
Great observation! Indeed, if I increase the CHA bonus of the character, all saves go up. Report sent, sure they'll fix it soon. Until then, I'll perma-adjust the saves down by 1. Thanks for your help everyone!
Hey everybody! I just levelled up my friend's Fighter/Oracle with him and we can't figure out why this character has a +1 bonus to all resistances in the "Misc" column of the character sheet. According to our calculations, he should be +2, +1, +3.
Stats: Tasheir Al-Jabar
Male Human (Keleshite) Fighter (Polearm Master) 1 Oracle (Enlightened Philosopher) 1 LN Medium Humanoid (human) Init +1; Senses Perception +5 -------------------- Defense -------------------- AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 18 (1d10+1d8+3) Fort +3, Ref +2, Will +4 Resist oracle's curses (tongues [ignan]) -------------------- Offense -------------------- Speed 30 ft. Melee Dagger +5 (1d4+4/19-20/x2) and . . Masterwork Glaive +6 (1d10+6/x3) Oracle (Enlightened Philosopher) Spells Known (CL 1): 1 (4/day) Shield of Faith, Protection from Evil, Cure Light Wounds 0 (at will) Read Magic, Detect Magic, Guidance, Light -------------------- Statistics -------------------- Str 18, Dex 13, Con 10, Int 14, Wis 10, Cha 12 Base Atk +1; CMB +5; CMD 16 Feats Furious Focus, Power Attack -1/+2, Toughness +3 Traits Indomitable Faith, Tomb Raider (Perception) Skills Acrobatics -2, Climb +5, Craft (armor) +8, Diplomacy +5, Escape Artist -2, Fly -2, Intimidate +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (local) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Linguistics +6, Perception +5, Ride -2, Sense Motive +4, Spellcraft +6, Stealth -2, Swim +1 Languages Common, Dwarven, Ignan, Kelish, Osiriani, Osiriani, Ancient SQ mysteries (metal), revelations (armor mastery) Combat Gear Potion of cure light wounds, Wand of cure light wounds; Other Gear Masterwork Breastplate, Dagger, Masterwork Glaive, Artisan's tools, masterwork (Craft [armor]), Backpack (10 @ 17 lbs), Bedroll, Belt pouch (4 @ 13.18 lbs), Festtagskleidung, Flint and steel, Mug/tankard, Signal whistle, Spell component pouch, Trail rations (7), Waterskin, Whetstone, 609 GP -------------------- Special Abilities -------------------- Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Tongues (Ignan) You can only understand and speak one language in combat. -------------------- 175 cm 74 kg Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Hello! I've encountered a few hickups trying to grapple my way to victory. Maybe somebody can clear things up for me? 1) On the turn when I initiated a grapple, do I get to perfom one of the actions (Move, Damage, Pin) already or do I have to spend one turn initiating the grapple, give my opponent one chance of breaking free, and then confirm the grapple with +5 before I finally get to pick one of those options? 2) Multiple grapplers. If an opponent is grappling an ally, can I grapple that opponent or do I have to first help my ally escape/turn around the grapple via aid another before I can become the active grappler?
3) Moving the active grappler. A is grappling B. C (not grappled) now pushes A away from B via Magic, a Bull Rush or whatever. Does the Grapple between A and B break? Does B get moved along with A? Can A not be moved while grappling? Thanks a lot in advance!
Thanks for the info! I will ask them, of course. But if they'd rather play pregens than miss the time window for "being a part of it", then I'll run it for pregens. My most active players just hit level 3 after the game today, and there will be only one level 3 scenario in January. They'll actually start new level 1s so they can play more than once in January, and I highly doubt that their "mains" will hit 5 fast enough for them to participate while the results still count.
Fortress of the Nail is going to be a 5-9. Since my region is pretty new, I doubt my players will reach level 5 in time to participate in this while results still matter. The way to go, then, would be to offer them to play it with a group of level-7 pregens, playing down to subtier 5-6, and saving the chronicles until their real characters reach level 5, right?
Michael Brock wrote:
<3
I'll lean out the window and take the wild guess that the vaaast majority of scenarios gets finished successfully. So is this the first step of allowing player choice to have an influence? Like, further down the line, having scenarios with two different, "successful" outcomes that might change the story without people having to fail at their missions a LOT? :)
@asthyril: Well, I love all the input here, it's giving me tons of ideas for fun (future) gnome character concepts! @beej67: Magus I've ruled out because I didn't want to play a melee character this time. But thanks for pointing out the options. The Fairy Paladin concept hasn't occurred to me yet! @Bigwalker: Well, you're definitely right. I hadn't picked her as an option for my charakter because she's female and I prefer to play male characters, but the concept is certainly valid. Generally, I find it easier thinking up female gnome characters. Male gnomes tend to not fit so well in my mind. But yeah, now that I've given it some thought, I can actually picture a male version of that one, a bookish, tricksy gnome... Completely different question: is there a build that allows me to ride a giant spider? Disregarding familiars or even Sorcerer, any way at all to get this? http://carolina-eade.deviantart.com/gallery/#/d4ufv07
So, here's the Gnome I came up with, built entirely from GM Credit (thus max gold and PP). Zarbrosh Quizzlenobs:
Zarbrosh Quizzlenobs
Male Gnome Sorcerer 3 CN Small Humanoid (gnome) Init +2; Senses darkvision; Perception +1 -------------------- Defense -------------------- AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size) hp 20 (3d6+6) Fort +4, Ref +4, Will +5; +2 vs. illusions -------------------- Offense -------------------- Speed 20 ft. Melee Unarmed strike -1 (1d2-3/x2) Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Light (At will), Prestidigitation (1/day), Speak with Animals (1/day) Sorcerer Spells Known (CL 3): 1 (6/day) Reduce Person (DC 15), Identify, Magic Missile, Vanish 0 (at will) Disrupt Undead, Ray of Frost, Read Magic, Ghost Sound (DC 15), Detect Magic -------------------- Statistics -------------------- Str 5, Dex 14, Con 14, Int 14, Wis 12, Cha 18 Base Atk +1; CMB -3; CMD 9 Feats Eschew Materials, Taunt, Toppling Spell Traits Magical Lineage (Magic Missile), Wayang Spell Hunter (Major Image) Skills Acrobatics +2 (-2 jump), Appraise +6, Bluff +11, Craft (tattoo) +10, Diplomacy +5, Fly +8, Knowledge (arcana) +6, Knowledge (local) +6, Knowledge (nature) +7, Spellcraft +7, Stealth +6, Survival +1 (+3 to avoid becoming lost), Use Magic Device +10 Languages Common, Draconic, Gnome, Sylvan, Varisian SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, illusion resistance, metamagic adept (1/day), share spells with familiar Combat Gear Potion of cure light wounds, Scroll of Burning Hands, Scroll of Charm Person, Scroll of Color Spray, Scroll of Comprehend Languages, Scroll of Disguise Self, Scroll of Obscuring Mist, Wand of cure light wounds, Wand of Silent Image, Alchemist's fire (2); Other Gear Bracers of armor +1, Cloak of resistance +1, Wayfinder (empty), Artisan's tools, masterworkCraft (tattoo), Backpack, masterwork (2 @ 2.125 lbs), Bandolier (4 @ 2 lbs), Belt pouch (1 @ 0 lbs), Dice, Musical instrument (Flute), Scroll case (2 @ 0 lbs), Scroll case (3 @ 0 lbs), Waterproof bag (2 @ 1 lbs), Waterskin, Wrist sheath, spring loaded (1 @ 0 lbs), Wrist sheath, spring loaded (1 @ 0 lbs), 65 GP, 3 SP -------------------- Special Abilities -------------------- +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Arcane When a spell level is increased by a metamagic feat, it gains +1 DC. Artisan's Shop (empty) +1 to Craft for Day Job rolls and 5% discount on items of same type. Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day. Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day. Illusion Resistance +2 racial bonus to saves against illusions. Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it. Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time. Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day. Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target. Toppling Spell Spell with the force descriptor knocks targets prone. Wayang Spell Hunter (Major Image) Reduce spell level increase from metamagic for chosen spell by 1. Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250gp for members of the Pathfinder Society Construction
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Future plans: I'll be maxing Bluff (for Taunt) and UMD (for the Faerie Dragon) and will spread out remaining Skill points over Knowledge, Spellcraft and Linguistics. Feats:
What do y'all think? :)
Rycaut wrote: So if you don't like metamagic don't use it. Or just buy a few rods for occasional use. You don't need to be an arcane sorcerer. Lots of other bloodlines to explore. Well, part of the point of this whole thread was to find out whether any of my basic assumptions (hexes suck, metamagic is not worth the effort, etc.) were wrong. And I've gotten some great input on that. The other half of the input was people pointing out ways to build a character with improved familiar which I've missed so far. Also very nice. :)
So, I've read into that build a little and it sounds like even more fun than it did at first glance! Some questions:
asthyril wrote:
Illusions that are actually useful in combat!? Impossible! :D But how does your Sorcerer Build get a Familiar in the first place? Or is that an Arcane Bloodline build? I doubt that Reach Spell Metamagic will be any use at all in PFS play. The maps are so tiny, basically everything is in close range all the time...
Thanks a lot for the many responses! I indeed have a particular familiar in mind: Faerie Dragon.
With the low DCs on all its abilities (and stuff like sleep, which isn't going to target much at level 7...) I don't think it's going to be useful, but boy, is it cute! I'm also aware of the many cool options for Sorcerers, and the many cool options to have various types of familiars/companions/eidolons/etc., but the point here is that I want to use the boon I have. Since the character is a "GM credit baby", I get to decide how to build him just right for that familiar. :) Thinking of it, I should build more survivability into that character, he's got to live to level 7 to actually use the boon! My trouble with metamagic is that, ever since 3.0, I've completely failed to see why I should pay the horrendous price of at least one, but possibly several feats so that I can then cast a spell at 1-4(!!) levels higher for some tiny, little benefit. Sure, there might be that one spell that, at level 5 or higher, really benefits from a double duration. But it's so immensely circumstantial wheras the price you pay for it is everything but!
Thanks for the hint with the Tattooed Sorcerer, looking into that now!
Hey there! After a couple of months of judging PFS games, January will be the first time I get to play some myself, yay! Now what to play? I have four things I want this character concept to incorporate: - It has to be a (male) Gnome.
I imagine my Gnome more like this fine fella rather than this handsome, young lad. I see three options for classes with familiars:
I'd prefer the Sorc, since it fits the Gnome and the Pixie-style best, but unless I'm missing something, it breaks the fourth requirement: it's utterly useless. I mean, come on... Metamagic!? :( The next best fit might be the Witch. With an Improved Familiar later on, the high importance placed on the Witch's familiar is kinda nice fluff-wise. But not only is it Int-based and thus makes my ability bonuses ridiculously bad, it's also a Witch. Once again, maybe I'm misreading something, but the once-per-target thing Witches have going on with their hexes makes their class abilities a lot worse than any other caster's (well, apart from the Arcane Sorc maybe). That leaves the Wizard, which is barely pixie-ish, really. I mean, does this guy sit down every morning to read a book or five? :/
So my questions:
Thank you greatly for your time! :D
I made some Goblins + Personalities for my runs of Frostfur Captives. Most of it was blatantly stolen from this thread, so I thought I'd contribute what additions I made.
Zzapp - Claims to be a priest of Zarongel. Firmly believes he can (maybe sometimes) talk to the spirit of a dead being by licking it. Also believes licking a living person brings them good luck.
I whip up my own pawns when I find the time. For Frostfur Captives I used the following pawns: Icetooth Shaman - custom pawn with portrait from Scenario PDF
Azaelas Fayth wrote:
Can you link me to some kind of source? I find literally nothing on this :)
Azaelas Fayth wrote:
Are you joking or are you serious? Sorry if the question seems rude but I really don't know. :)
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