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The Alchemical allocation extract allows you to gain the benefit of one potion without actually using it up.
Example: A level 9 alchemist or investigator with a potion of barkskin +2 (300gp +2 nat armor 30minutes) uses alchemical allocation, then uses the potion and activates both discoveries/talents. He would then get a +5 natural armor bonus that lasts 180 minutes.
Same with resist energy 10 which now gives +20 and lasts 180 minutes instead of 30.
Is there anything I'm missing why this doesn't work?
The special thing about the summoner is that he starts out with a companion, that is intelligent, doesn't need to be handled and is better than every martial at level 1.
The druid can exchange his AC at different levels to always have the best one. But it comes at some fluff and RP price. The summoner can just rebuild the eidolon.
And it is not silly to take off some of the summoner's worst sharp edges even is other classes still have potential to be a problem.
As is I will refuse to again play in a game with a summoner. It is an interesting class and because of that I would like a version that is not horribly, ridiculously broken (in a game hurting not only overpoweredness way).
The eidolon can not only out-damage a fighter it can instead out-skill a rogue. And it can switch between both modes at each level.
The summoner doesn't have to win. It is enough that he destroys other player's fun.
Others have said it but the easiest way to make them less of a problem would be to disallow summoning multiples lower level summons for the SLA and to give the eidolon some fixed forms with some utility/fluff evolutions to customize them.
I just hope they rebuild the summoner to be closer than the spiritualist.
As is the summoner just destroys games. I have seen it happen twice. Once it was because the master summoner made interesting combats a cakewalk by swarming the enemy with summons while using the eidolon as a skillmonkey out of combat. The other time was a base summoner with eldritch heritage -> familiar -> improved familiar with UMD who massively overshadowed everything through eidolon melee power and double spellcasting action economy.
- The summoner has the BEST companion (even with the hunter out)
Normally (arcane) casters are weak(er) at the low levels and get stronger after that. The summoner is among the strongest classes at level 1 and is a quasi full caster with the included power gain at higher levels.
Attacking in melee with a whip provokes AoOs same as unarmed attacks. That's what I mean. But if unarmed strikes don't provoke, whips shouldn't, too.
If you use aid another while unarmed without IUS provoke as would attacking?
SRD: Aid Another wrote:
You make an attack roll and you csn only do it if you are in a position to make a melee attack vs the opponent. But IS it an attack?
Hunters + pets can use outflank + paired opportunists because they can count as flanking while adjacent. And their AC gets animal focus permanently. And the hunter can teach it skirmisher tricks, which are strong.
Conclusion: The hunter's AC is the second strongest companion behind the eidolon, and the hunter is very capable in melee when teaming up with his AC. In addition the Hunter is among the stronger 6th level casters because of early access.
You are right. I was sure it was in there. My bad.
A knife like monk weapon would be the Lungchuan Tamo (Hidden Daggers)
As an alternative go fighter (Brawler) for close combatant (+1 to hit +3 to damage for the close weapon group). According to some FAQ this should count as weapon training as it basically does the same thing only for one weapon group. You get that at level 3 and it increases to +2/+4 at level 7. So stay in the whole 7 or bail out after 4 (to get weapon specialization) and go slayer 3.
Both ways open up weapon specialization. Both ways give TWF without a dex prerequisite. Sadly mixing both would need E8.
For the butcher flair add the anatomist trait (Butchers got to know what's where). It goes well with the kukri which could be refluffed as a butcher's knife. And river rat, certainly.
I could well see me combining some of your ideas with a 1 level swashbuckler or daring champion dip to get swashbuckler's finesse and by that qualify for slashing grace.
Half Orc daring champion cavalier 1/ slayer 8
STR: 10 DEX: 18 CON: 14 INT: 12 WIS: 12 CHA: 7
Feats and Talents:
9: Mages disjunction; shades
I did not have the time to complete the list. But I would fill some high level slots with lower level spells.
I'd teach some helpful but not combat relevant low level magic to others and apart from that just try to have a good time and help my community.
For late start spellcasters I always like to take the Magical Knack trait. It would also boost your Arcane Strike by two levels.
Bloodrager has full casterlevel once he starts getting spells.
@Gruugdúrz: What I meant was that the trait could help you if you want Arcane strike from level 1.
The samurai can draw a katana as if he had quick-draw. But for the equipment trick you need quick-draw as a prerequisite.
@AVR: Sounds good, I'll have a closer look when I got more time. It would need to be strength based this way. One of the reasons I did my build with the swashbuckler level was to get slashing grace and with that dex to AC, attack and dmg. Seems easier with low point buy.
You just have to word the ready action carefully. If you ready for him casting there is no bead yet. But you could ready for the fireball to impact.
I took part in several PF games with old friends via Skype. The others gathered around the table and my place was the TV screen with the webcam on top.
So that might be an option, too. For a whole game Skype was too bad. But a good TS or mumble server might do. I do not know roll d20 but that sounds like it is something similar?
And +1 for many Germans being here.
Swashbuckler 1/Sword saint samurai 8
Tactic: When facing a worthy opponent challenge him, move up and if able attack any goons with the sheathed sword (combat sheath). Next round I use Iaijutsu Strike. As the weapon is drawn as part of Iaijutsu Strike I can then activate the hurling scabbard equipment trick and throw the scabbard at the foe (provoking for throwing in the threatened area). If the scabbard (made of a fragile material) hits I use splintering weapon to cause bleed damage.
This attack does: 1d8+dexmod+samurai level+2+4d6 and the scabbard does: 1d6+strength mod+1d4 bleed
I might even be able to use a 5ft step between drawing and striking to avoid the AoO for the ranged attack.
And which compartment in an efficient quiver would combat scabbards occupy? The second (like javelins) or the third (like bows)?
And a tricky question: Could I combine this with the sword saint samurai's Iaijutsu Strike?
Iaijutsu Strike states that the weapon has to be sheathed before using it. Check. And you mustn't attack the target before using Iaijutsu Strike. Check. You draw the weapon as part of the strike. So can you use hurl scabbard during or after the Iaijutsu Strike?
A sword saint can perform a lightning quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.
After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.
At 10th level, a sword saint learns to focus faster and is able to make an iaijutsu strike as a standard action, and the penalty to his AC is reduced to –2. This ability replaces a samurai’s mount.
Because the group I build this for gives different pointbuy depending on the amount of spell levels you get. No spells to 4th level gets 15, up to 6th gets 10 and 9th gets 10 with an additional penalty.
Which ways are there to get attacks in addition to what you normally get? I'm not speaking about additional attacks on a full attacks but generally bonus attacks.
Some I found:
Medusa's wrath and step up and strike offer options but are more specialized. Because they need certain circumstances.
Can I use the equipment trick hurl scabbard with a fragile scabbard (bone?) and the splintering weapon feat to get a swift action attack that deals bleed damage?
Other Types of Ammunition:
While Kyonin archers
prefer alchemical arrows to other missile weapons,
characters can infuse other ammunition and thrown
weapons that deal piercing damage (such as crossbow
bolts, darts, and shuriken) with alchemical effects.
Aside from differing base statistics, these alternative
types of alchemical ammunition have effects identical
to the alchemical arrows listed here. However, firearm
ammunition can’t be imbued with alchemical ingredients,
nor can ammunition types that don’t deal piercing damage
Edit: I missed that combat scabbards do not deal piercing damage and thus can't be made pheromone. But the rest should work. Or am I missing something?
It is not one of the types you listed but I'll include it for others who might look for moral bonuses to damage:
The Groupleader/Bellflower-tiller PrC at second level gets:
Group leader wrote:
p.s. Bellflower tiller is the original name, group leader the d20pfsrd name.
I would not call it consensus. Perhaps a slight majority.
The more I think about the topic the more I come to this conclusion:
Southeast Jerome wrote:
If a 12 year old wants to spend time socializing with grown ups, that's a good thing to be encouraged. He might even need some hand-holding, just like you would with an apprentice in real life. Historically, 12 years old is when a "child" would go to work with a master to learn a profession. Work that into the story. If your friends are willing to quit a game that's about killing goblins because a kid wants to learn and without giving him a chance, they're not acting like adults.
That answer is rather short sighted.Most adults have little time for gaming. And if a player wants to use his precious little time having fun without burdening themselves with teaching someone I can understand that. For some people that might be fun. For others it is depriving them of what they started the game for.
And really, what is the best for the child:
- Tell him that the grown ups want to be on their own
Perhaps. But I'd be much more willing to play with children while their parents are not around. The only one influencing a player should be the GM. And the GM should treat every player as equal. And that's hard enough between couples. In most cases it will be worse between parent and child.
I believe if the player believes his son is mature enough to play in the game then he deserves the reason they do not wish to play with him be told to his face.
To his face or his son's face? Because doing the latter might lead to kid's tears and by that a destroyed friendship between OP and player. Most parents are not mature enough to be able to face someone criticizing their children.
Both abilities are nearly identical. But they have different names, give unnamed bonuses and because of that should stack. Or am I wrong?
At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.
At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.
The daring champion cavalier should work well with a strength build, just ignoring finesse.
Order of the hammer cavalier gets full monk unarmed damage when dealing non-lethal. Combine that with 2 levels of brawler to be able to deal lethal unarmed damage, too. Take the dragon style line of feats to get full use of the high strength.
Add enforcer, intimidating prowess and hurtful
I've been in a game where dad was the gm and mom, two kids and two others (one of them being me) were the players. I gave it a try and left.
In more detail:
We had to fight something like an imp with regeneration and the little bugger offered to become my or the wizard's familiar in our heads. He would then stop attacking us. Turned out we could not defeat it and it was about to slaughter the party when I agreed to accept it as my familiar.
Later the, instigated by mom, the daughter and mom ambushed me and banished the imp, permanently crippling my pc because there it has permanent consequences when you lose your familiar.
The reasoning was: Is was evil it had to go. Sux to be you.
Better no playing than bad playing just because mom is being an A**hole to other players in order to teach the daughter black and white thinking.
Abraham spalding wrote:
Not in mine. Giving out mercy like candy makes you weak and dead, not good. And redemption seldom works, really.In the real world we have few options but to try. In PF we can kill them all and let Pharasma sort them out.
Feats are nice and all but so is dark vision. And as long as I nobody convinces me otherwise I'll go half-orc.
Swashbuckler (inspired blade) 3/ Investigator (sleuth/empiricist) 6
Sacred tattoo, city raised
STR: 8 DEX: 16 CON: 12 INT: 15 WIS: 8 CHA: 14
I'm thinking about how to build a sleuth/swashbuckler with main focus on the investigator part. The PB is 15 and core races are preferred (but not mandatory). Total level is 9th.
For a human I'd take a PB like this, but I'm not at all set on human:
As a swashbuckler archetype the inspired blade would be an option, giving me both int and cha to panache.
Not totally clear. If read strictly a nauseated PC can not use free actions as a single move action is the only action he can use per turn.
I do not think that is the RAI because there are a lot of free actions he should be able to perform. Drop stuff held in his hands or shift grip, drop prone, mutter a few words just to mention a few.
Edit: I meant RAI not RAW. Fixed it.
This.If the guild only takes individuals trained in poison use they might notice that you are not. You could just be someone immune to poison, someone who likes the risk or someone who obtained a slow poison and/or neutralize poison to be accepted. Is that what they want? By RAW no. Would they accept you despite this? Maybe. GM call
Not having to care about arcane spell failure is at least something that should be looked at when comparing them to other classes. It makes them much stronger for multi-classing or dipping than most arcane classes.