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Most classes can heal HP damage, with wands if nothing else, though you need the heal spell to be able to heal a lot of damage quickly. Curing disabling effects is a bit harder, but most divine full casters, paladins (via mercies), and alchemists can do a decent job at it.
I am partial to the herbal witch (not the hedge witch, surprisingly). The poultice lets you remove some pretty unpleasant effects fairly easily and quickly. You don´t have any alignment restriction, so it can work for your case (also, I think it does pretty well as a poisoner, just in case you need one).
Hmm, it could be a wondrous item, the way the incenses and some elixirs are. Granted, they take action a lot slower, but you could have something to fit the niche. However, for minor effects I am more partial to non-magical alchemical items.
Bjørn Røyrvik wrote:
I am very disappointed in this thread. I came here expecting other things.
Go right, then third door to the left, there is a Companion to the Lonely discussion there :)
Skull and Shackles could work. You get a bit less personal dislike for the sub-villain, but beyond that, volume 1 is mostly just to get you used to the piratey mechanics.
Technically if you are level 3, you can start skip the ship grind and just get kidnapped, pressganged and escape after the ships split. No need to stage the whole island exploration bit.
Also, although I like book 1 of Carrion Crown, the exploration and grind is not so valuable to the plot. You can easily skip it after the burial and directly get to the hook for book 2. The whole AP has a "monster of the week" feel to it. Other than that, well, I think Giantslayer, Second Darkness Legacy of Fire, Skulls and Shackles and Kingmaker could work if you start from book 2 and just have a prologue where the plot-necessary ending bits of book 1 are handled. Considering that many APs get you to level 4 in the first book, it should not be too hard to start from 3 and have a 1-level prologue.
Fair enough. In that case, though I would suggest a spiritualist/phantom blade, unless you really don't like the mechanic. It covers the ghost angle, and the spell list is a bit more fitting. Besides, having the aid of a single named ghost is imo more the spiritualist's schtick, the medium strikes me as a generalist who is able to switch between different ghosts or relics.
I would probably consider taking magus instead of medium, to be honest. The "trinket" could be a focus for a bladebound magus. However, with a non-casting PrC it would be difficult to keep your magic attacks to a good enough level. The spiritualist has a similar archetype, the phantom blade, which can be refluffed to have a similar flavor.
You can probably keep being a medium, but I would strongly suggest that you do not take duelist or swordlord if you want more magic. That is not what they are supposed to do.
Their free combat expertise is no longer 'free', it costs a feat and all of bravery and they get the feat at 6th level but count as having it at 2nd. Compared to only costing Bravery 1
All of bravery AND a feat, considering the LW loses some armor proficiency (another feat) from the get-go? And you don´t actually get the feat until 6th? I can understand nerfing maneuver mastery, although maneuvers need a buff if anything, but who decided that this was a good change?
I hope this stays PFS only.
Alex Smith 908 wrote:
The quingong works well, because the monk has a bucketful of crap features that you can trade, but the fighter does not. You get 3 (before Armor/weapon mastery) and the bonus feats, so there is less to swap. I really, really wish that the class would get a decent unchained treatment.
As I see it, a ranger is sort of a "jack of all trades" and at higher levels s/he gets some attunement to the forces of nature (whether gods, spirits, or whatever works in your setting) that lets them tap in the power of the natural world and the elements and thus cast spells. Druids focus on nature magic, which is why they are much better. The spell list differences could be explained by rangers mostly focusing on just certain aspects of nature magic that are more likely to help them in what they do.
There are a few inconsistencies, of course - personally, I am a little miffed that rangers can´t cast Shillelagh, for example, because I have a soft spot for staff-using warriors.
How much of an upgrade would giving it Chained Summoner Spell list be?
A significant one due to the early access spells, though I might be more interested in giving them the standard action summon monster and the current list so they can actually function well as monster summoners.
Personally, if they are going to be about spreading hope and inspiration, I would give them the bard list and possibly access to some of the lower-level performances as vigilante talents. The familiar is cool, but I don´t see why it should be the main selling point of the class.
Overall, I´d say it is probably my least favourite - and likely least powerful - vigilante caster archetype. Definitely less of a pain than the brute, though.
(pirate / aspis town) 'kill the helpless aspis agent or the innocent family dies' what should a paldin do?
Quentin Coldwater wrote:
I've never really looked into Paladin codes, but is it written anywhere you cannot lie, ever?
I think it was mentioned that on Golarion, deity-specific codes take precedence, the one in the core book was meant to be generic and setting-neutral. Here is the code for Sarenite paladins:
• I will protect my allies with my life. They are my light
• I will seek out and destroy the spawn of the Rough
• I am fair to others. I expect nothing for myself but that
• The best battle is a battle I win. If I die, I can no longer
• I will redeem the ignorant with my words and my
• I will not abide evil, and will combat it with steel when
• I will show the less fortunate the light of the
• Each day is another step toward perfection. I
That said, I would have asked what the local laws say on torture, kidnapping and poisoning, and if the paladin has any social standing to dispense justice.
Paladins don´t murder, but they sometimes do carry out executions.
If there is a wizard or sorcerer on your team, you can ask for a mage armor. Buy them a pearl of power if you have to,it would be worth it. Fighting defensively is always an option when necessary, too, and with acrobatics and possibly the cautious warrior trait, you are at +4 AC for -4 to attacks. Later on, you can get the quinggong power for barkskin,and if you stick with fighting defensively, osyluth guile can be huge.
Still, early on with those stats you may have to accept that your AC won't be great unless you give a lot for it.
I do not think this is a realistic expectation, though, considering all the multiclassing that a 1E Bard would have to go through. 6-level casting would make perfect sense for a class that would normally require extensive multiclassing.
So a nature fang druid (or shaman, or an oracle with the right mystery) with VMC bard is definitely a powerful option, but a hunter with VMC bard might be a closer fit. My preferred option would be a bard archetype that trades a few features for the hunter spell list and companion and a rogue VMC.
Hi, I am interested in getting a relatively early draconic shapeshifting on a medium BAB class,ideally a druid. Apart from the draconic druid - which I am not a huge fan of - I see that Form of the Dragon is a level 6 dragon subdomain spell. Is there any way that a druid can take this domain, perhaps through its parent serpentkind domain? The Dragon Shaman sadly does not get it, maybe because it is an older archetype.
Hmm,I think the base paladin can function decently as a tank and as an "off-healer" if there is another caster in the group with access to healing magic like a witch or a divine caster.The hospitaler is a somewhat better healer, but at the cost of damage via less smites. A Hospitaler of Shelyn with a glaive for zone control could be a pretty decent thematic pick. The fewer smites will hurt, but having a full mercy pool and channel energy can give you a surprising amoung of healing. I would still recommend having a secondary healer, though.
What do you think about prestige class? Would the Holy Vindicator work for you?
My son is getting into playing PFS with me. He played his first scenario last weekend with a character we rolled up together. We initially made a ranger, but when I thought about it more, between the pet and casting spells, ranger can get a bit complicated.
Eh, if you are starting at level 1 he will have neither the animal companion nor spells in the immediate future. By the time his character gets to level 4 he will have a basic idea of what his class does and how to play the game.
For a starter class, the ranger is pretty great, probably my top choice. You get to both learn combat and basic skills, and a few levels later, when you already have a grip on the basics (presumably) you get to manage a few spells and a pet or a party buff. Fighters can work, although to me the barbarian is probably the most newbie-friendly class. It is not the best archer,generally, but a barbarian can still pick up a bow and put an arrow in someone.
Llyr the Scoundrel wrote:
Mutagen as more of a band aid feature than starring, the alchemical bomb being their prime aspect and every last element of the character building to improve that. Gotcha loud and clear.
It is sort of a bandaid, but imo so are the bombs. As I see it, at heart the alchemist is a 6-level "caster" with various self-buffs and a special damage mechanic (bombs, or sneak attack if you go vivisectionist). Everything comes together for the full package. It´s like the judgement and the solo teamwork for the inquisitor - they are some of their iconic tools and it helps them do their job when it comes to fighting, but there´s a lot more to the class than either of them.
Personally, I think an alchemist who is built for melee combat in mind can do well enough even after the bombs are done, but in that case you should have the physical stats and feats to match.
We have had many selfish NPCs such as bandits, killers and cannibals be CN, though. Sometimes the border between the two is quite iffy - I'd say some of it is probably malice. A drow who is selfish only inasmuch as s/he wants to protect their life need not be evil.
I would actually advise a liberator barbarian, they seem to be tailor-made for punching robots. The gearbreaker power makes it even better, if subtracting half your level form any hardness was too little for you. The bonus versus mages isn´t too bad either, as Numeria is the home of the Technic League, among others.
Fighters aren´t that bad imo, but it´s freaking Numeria, people. It and the Mammoth Lords region are basically Barbarian Central.
I want to try the noble fencer swashbuckler for that kind of a character - social panache looks great - but I never had the time. Still, it would not be quite the sort of investigator the OP had in mind.
What about a summoner with an ancestor-like eidolon? Summoners tend to be heavy on charisma, and nothing says lineage like being able to have your great-great-great-grandmother deliver a carriageful of whupass. The steel hound investigator is also a good idea for an anthropologist imo - investigators tend to be resourceful know-it-alls, and the archetype replaces the ignominous poison lore with the much more appropriate knowledge of firearms, these most civilized weapons.
There are a few other archetypes that could make sense in that case, like the archivist bard, the dandy or trophy hunter ranger, the courtly hunter etc, but it depends on just how much you want to focus on science and how much on being able to maneuver in either noble or frontier environments.
Well, it could be well hidden or simply misinterpreted. After all, a drow noble would hardly expect another drow noble (especially one she herself raised) to be so... morally deficient.
To be honest, I would expect a bit more story about what the character accepted rather than just what she rejects (and rejection of the family need not mean not agreeing with their values). Mind you, chaotic neutral can work as a sort of "I don´t care for your rules, leave me alone" character. The problem is making it possible that the character can bond with the other party members and getting to terms with the fact that most subterranean intelligent life wants her dead, dismembered and possibly eaten.
Then again, I think there were one or two CN drow detailed in the writeup of Zirnakaynin, and they weren´t particular hermits. Someone smart and humble enough not to draw too much attention could survive for a time despite their moral failings.
Well, it could be well hidden or simply misinterpreted. After all, a drow noble would hardly expect another drow noble (especially one she herself raised) to be so... morally deficient.
To be honest, I would expect a bit more story about what the character accepted rather than just what she rejects (and rejection of the family need not mean not agreeing with their values). Mind you, chaotic neutral can work as a sort of "I don´t care for your rules, leave me alone" character. The problem is making it possible that the character can bond with the other party members.
No problem, the warlock is a pretty fun class. I´d say the bolts are just a minor feature - you are a 6-level caster with all the vigilante social talents and half the vigilante ones. Personally, I would say for a vigilante rogue-like character check the teisatsu stalker (you get a lot of ninja goodies), but casting is definitely handy.
Mind you, an aether kineticist can be a decent rogue replacement as well ;).
Veldan - what I was thinking about was making bravery give you +1 per 2 levels to saves vs fear and your stamina pool, with an option to spend up to that number of stamina points as an immediate action to get the same bonus to any save, basically either a last-minute frantic action or soldiering on through the pain.
The second bonus is powerful, but even at higher levels it consumes a fair bit of stamina and an immediate action. Plus, I fighters as the combat stamina specialist class, so I am hoping they could get some tricks with it.
Oh, this is going to be good. Are the links going to be posted here or sent as PMs to the winners? I love seeing how text descriptions of a character come off in artwork
If you are still taking offers, I am currently playing a character (half-elf oracle with the wood mystery) in a tabletop game which I hope lasts a bit longer. It would be
Young half-elf in what passes for his late teens.
Hmm, what 3.5 did better... You know, I was a big fan of the binder and the totemist (and incarnum in general). The Medium sort of works like a binder in theory, but in practice they have only 6 "vestiges", and I haven´t seen anything close to incarnum. I guess the system kind of works like an occultist´s focus and the synthesist summoner can approximate a totemist, but I don´t really think it is a good equivalent.
Speaking of nonmagical healing, has anyone used the technology items and hemochem in particular? It is non-magical, but requires a medical lab to create and those are kinda hard to find.
The thing is, right now healing magic is just cheaper and accessible enough to most people so they do not need nonmagical healing. The pressure to innovate isn't there.
Sorry for sort of throwing that here, but I was considering shaving 1 spell slot per level off the maximum for every caster - so wizards top at 3 spell slots per level (before bonuses), sorcerers at 5, etc. Do you think this would be a meaningful limitation on casters at mid-levels by making them be more conservative with spells without making them too weak, and what do you think about the ideas in Unchained?
Forgot about the fact that the twf kinda kills your offhand for grabbing things or if you have the ability to cast a spell...not to mention the added cost of having to purchase another weapon.
There are several types of TWF that keep your off-hand free enough to cast. My favourite is using a light (spiked) shield. Sure, it isn't the greatest possible weapon (although if you take the feats for it, it becomes pretty scary) but you can cast spells, and your defense is surprisingly good. Plus, sword and shield is to me one of the iconic ranger styles - I know most people think of Drizzt, but who taught HIM how to be a ranger, and how did he fight, eh?
As for the headman's blade, the assassination attack is a gimmick, but for a slayer (or a sanctified slayer inquisitor) looking for a two-hander the weapon is just great. Do note that the enhancement bonus increases against any studied target, to me this is the main draw.
Normally, I would say either many extra attacks with ki expenditure, medusa's wrath, etc, or being able to use a two-handed weapon with power attack and flurry. The ascetic style line does eventually let them treat a monk weapon's damage as that of their unarmed strike (with a few levels less), but some of their damage-adding abilities don't work with weapons imo.
Velvet blade is good overall, but the removal of the extra damage and attack on the studied strike turn me off. Without them, I'm not sure I will have enough reliable damage as a slayer with such small weapons.
Outslug weave... well, I was mistaking it for outweave sprint. So yeah, in that case it might be an issue, and I missed it requiring sprint. Wait, didn't Outslug Style use to give bonuses to attack and AC?
I had not seriously considered unchained monk, but it might be workable. Still, I would have to go a few feats into ascetic style to use fans with significant damage. I will be more mobile, sure enough, but I still worry about not being about my offense being a bit on the weak side. I would probably have to forget about sneak attack.
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