Gunslingers are great fun.
Over all if your groups ok with it, I would say look into builds and try it out.
Depending on what you face a lot of Oracles (of life) can do this.
The groups you are comparing are Race, Class and, Feats.
Looking at the book the Tieflings, the "evil" version of Aasimar, don't get a Demon Wings feat. So why should an Aasimar get a angelic version?
As you stated your Aasimar's wings never go away! There are no minimum cast times or maximum cast times. Meaning you can fly whenever you want without worrying about how many minutes you have used them today.
The witch and Oracle ability to fly per the hex spell or Revelations maxes out at 20 min. Adding to this using their ability forces them to use AT LEST 1 min of the spell per casting that is a minimum of 20 casts.
Combat isn't the only time you may find yourself using your wings. Climbing? - why bother? you can fly up that cliff at no negative impact to you.
That Oracle or witch they have to burn 1 minute of their hex / revelation to do the same thing. That is 1 less minute they will not have for later on.
So I feel that the feat is very balanced.
For the character in question optimizing his survivability started up after level 5. As the Gm found ways to push my character into melee as a ranged character. I didn't think of it that way, Thank You. I will have to start playing/acting that up when RP is going on.
I'm in that kind of situation as well. I like numbers but, the rest of the group is more roleplay based. Long run to me it's fine because, I just like hearing the story. So being asked to town down my power is no big deal. When it comes to handing out items / gold I pass up on items i may need for others to get them with the understanding that they give me a little extra gold. This lets them get good items to match my numbers but, also lets me get gold for when we get to towns. works out well.
I own all three and they are well worth the money.
Apollyon Horseman of Pestilende
Are the four listed and have several pages dedicated to them.
Pathfinder wiki has a very small amount of info on them but, should help present you with ideas. For example who there worshipers are.
james maissen wrote:
Yes please post a link.It's the best way to support what your saying.
So it does come into play.
However, I would still talk it over with your GM.
I will have to get back to you on the shirt. I didn't look up were ts from. as I didn't when I built it. So I can't directly look it up until I get access to that pc again.
So because He is the creator and his cure spells are effected by Enhanced Cures, I would say the wand is also effected. (Only because he crafted it). Perhaps make sure your gm feels the same way after a polite talk would be best.
The only thing I found against what I said is that the spells are normally cast at lowest form but, again he is the creator and there for can set spell level to his liking.
Well a Somatic component is something you hold in your hand some undead can paralyze you. So you can't exactly grab or use components if you can't get at them correct? Still spell removes that issue.
Honestly no probably not but, if they get hit and drop below 0 but, are not dead dead. Then you auto stabilize them without moving, on your turn with that ability as they received healing.
Also self made wands are amazing, because you made them the normal + cap doesn't exist for healing spells. so even your cure light wounds heals for a minimum of 21 points of damage!
First I would like to say I have never gotten to 20 let alone 20+ but, If I did this would be my 20 level character.
I believe I only spent 305820 GP.
Magic item list:
Ring of Protection +5
Headband of alluring Charisma +6
Neckless of Natural Armor +5
clock of resistance +5
shirt of Faith
Belt of incredible Dexterity
Boot's of Levitation
Celestial Armor (Mithral)
Shield, Heavy Steal (Mithral)
Heal = max
Knowledge(Religion) = max
Knowledge(Plains) = max
Spellcraft = max
That leaves 2 skill points per level.
(3 left over)
The build results:
Str: 14 Dex: 22 Con: 16 Int: 14 Wis: 16 Cha: 33
HP: 180 (max first level, average(4) the rest, +1 per level (except 4 that were +1/2's to revelation effect))
spell fail: 10%
fort: 14 = 6 + 3 + 5
CMB: 17 = 15 + 2
as for weapons a wand (perhaps you created!) of cure X wounds should be your weapon as well as your spells.
The basics of this build make you a healing beam of awesome. The basic idea is to make it so you do not require movement, speech, or a divine focus to cast spells. (At lest until this point as Oracles don't require a divine focus.) With Safe Curing, Channel (Positive) Energy, Energy Body, Enhanced Cures and, life link as revelations you will be healing massive amounts of damage. Safe curing makes any cure spell you cast NOT provoke and Enhanced Cures makes that cure _____ wounds heal for the dice + Your Oracle level! You will find that helpful as your teammates take damage (with life link attached to them) you'll be taking 5 damage for them a round until they are only missing 4 hit points. Then when you cast channel positive energy to heal, the over all amount of damage healed is a lot greater. Then lastly energy body this is just pure win for hurting any undead. If you haven't read it I'll post it its that good.
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
If you have any questions regarding the build please let me know and I will do my best to answer them. As a final note the level 7 Oracle I had was able to heal over 300 points of damage in one day of combat when I played him.
I have played an oracle before they can be quite fun.
With a little more information I don't mind posting a build I would use in a undead heavy campaign.
Thats true or he could enchant the weapons with:RELIABLE GREATER enchantment. Lowers the mis fire chance (can be found in the firearms section. )
Azelyn and chaoseffect are incorrect.
So with the above in mind take Deadly Aim then rapid shot.
GM DarkLightHitomi wrote:
Ok i can work out a good background based on that.
I think str and dex fit the best. so +2 str, +2 dex.
I haven't thought that far ahead for a backstory quite yet as, I'm not sure what kind of lore dragons have to begin with in your setting.
An Idea for a back story is forming but, before I think to much I should probably find out what kind of lore you have for dragons.
no activity here eh?
total 20 rp
I would like to play a gunslinger if that is ok (Musket master archtype.) The class fits in nicely with the trait i have in mind and the starting location is very close to were the gunslinger class comes from. (Considering Nex is a war loving nation I'm sure the nation of Alkenstar and the starting nation ?Katapesh? would be in trades with each other to stay alive.)
I own Skulls and Shackles (running two of them, a PC in one), kingmaker, Rise of the Runelords (A PC in one that seems to be dieing), Carrion Crown and, Jade Regent.
I think Rise of the Runelords, Curse of the Crimson Throne, (maybe) Second Darkness, Kingmaker, Carrion Crown, Jade Regent and, Reign of Winter sound fun to play in. Perhaps a homebrew depending on whats going on.
I plan to stick with Adventure paths for the time being as a GM because, I'm new to the GM scene.
GM Singer wrote:
Congrats to all who got in!
So to be fair. The basic opinion is it should/shouldn't be allowed because, as GM/Player feels entitled to it. When it should be will my players and I be able to have a good time as a group if x class is aloud? (Even if said class probably not be in the campaign, perhaps there the first of there kind revolutionizing and adding new adventurers to the roster and the need for supplies why not make a group quest out of it?)
That is true based on the argument. Perhaps it was an alignment issue? I like the ninja for the most part but, it could/should have been an archtype or the rogue in my opinion same with the samurai.
perhaps this is why, REASON. It would be a little silly to have two classes named the same yes? (on another note Cavalier = Samurai)
Belle Mythix wrote:
Yes, Yes, it is. I would hope as a parent if the choice was buy a book or put food on the table, you would pick food.
I myself have to make those kinds of choices, not for my kids lives but, for my own. Being in debt has that effect. So I understand others situations are different or just like mine.
So if you look at my post again. I hope you will find I am not expecting you to do much more then read and work with me to see if you could fit my character, in any way, into the game as is.
As I would be allowing access to the required sources.
If its the player with that mentality then they can suck it up and play a core class but, if I would like to play a gunslinger for example in "your" kill the undead invasion campaign. You can be sure I will bring any and all information on the class and guns with me each time so the group has access to them. I would even go so far as to give you the characters magic item wish list. As to take away as much work on your part to fit the character and concept into the game.