Level 11 - Wind Walk - 60mph gaseous form flight for 3 characters for 11 hours, good for sending messages, keeping an eye on the borders, spying on neighboring kingdoms, etc. My Barbarian 1/Oracle of Lore X in Kingmaker loves this spell.
Level 10 - Doppelganger Simulacrum discovery - mid-level alchemist creates multiple clones of himself and distributes them around the kingdom or planet, spends a full round action to shift consciousness into any of his clones at any distance as long as they are on the same plane. Then hops into each of the other clones or returns to his real body. My Alchemist in Jade Regent is building toward this. An awesome ability.
EDIT: Fixed caster level for Wind Walk
Since the Plane Shift spell is capable of sending unwilling targets to other planes on a successful touch attack and a failed will save, this seems to be a viable in-combat option.
A few levels ago, I got grief when I declared that my chaotic good Barbarian 1/Oracle of Lore 14 was going to send a captured enemy to the Ethereal plane. The general consensus at the table was that it would be an evil act.
I didn't agree with the group, but retracted the action anyway. The character now keeps a demiplane in existence to use as a dumping ground for certain enemies, but I'm still curious about the morality of the originally planned action.
So what is your opinion of exiling an enemy to the Ethereal plane? Would your opinion of the act change depending on the destination plane?
Some folks are assuming that the spells referenced in Polymorph Any Object limit PAO to *only* what those example spells can do. However, this *assumption* contradicts the flavor text and the chart.
The referenced spells (and their dependencies) are the following:
None of these above spells grants the ability to transform anything into a wool coat or a marionette. However Polymorph Any Object explicitly permits those unusual transformations *in addition to* the transmutations referenced, while the body text says . . . "You can use this spell to transform *all manner* of objects and creatures into new forms"
From my reading, it seems that PAO can transform a pebble or anything else into a wool coat, a marionette, a giant, a zombie, or almost anything else.
Should the spell be this permissive? That's for someone else to decide. But I think it's safe to say that PAO is not limited to just the things the referenced spells can do.
Inspired by the classic Cooper-Fowler party game "Counterfactuals", my point was that in a world where dead people really do rise up and kill the living from time to time, is it possible that society might have developed different funerary and corpse disposal practices? Where dislocating jaws and severing the extremities of the recent dead is not only commonplace, but expected.
Also, if their rate of inclusion in adventure modules is any indicator, I would say that undead uprisings are pretty frequent in all parts of Golarion. Most people would probably know someone who knew someone who claimed to have encountered a skeleton or zombie.
If you have even one divine caster or anyone with ranks in Knowledge: Religion in the party, then knowing basic stuff about low level undead probably isn't metagaming.
Also, and more importantly, humans have an almost compulsive need to create and share stories (both real and fiction); drawing inspiration from a wide variety of sources. Parents make up cautionary tales to keep their kids safe. Local news outlets alert audiences of virus outbreaks, describe symptoms and issue instructions on how to stay healthy. The modern film industry even has taught me to look in my back seat before getting in my car.
Why should we think that the campfires, bedsides, barstools and town sqares of Golarion would be any different than ours.
Golarion is filled with magic. There's an entire nation filled with undead. Surely someone has written a play set in Geb about a pair of star-crossed young lovers. Or a romantic thriller about a love triangle between quick, dead, and thrall involving a kitchen knife and a boiled pet rabbit.
Let's allow Golarion to have a rich literary culture, filled with entertaining and enlightening news and stories. And let's allow our PCs to learn from them.
Hmm. Interesting. Never tried gestalt. I like the idea though.
Lately I've been imagining a flexible Quing Gong-type archetype for every Pathfinder class.
For example: if you don't need Armor training or proficiency - swap them out for an extra combat or teamwork feat.
Imagine every class feature in a base class and all of its archetypes gets weighted and grouped by level availability. Let the player build their own fighter how they want, as long as they honor the guidelines.
I Can't help but wonder how much player and GM opinions of multiclassing and dipping is influenced by where they land on the chaos/law axis. Might be interesting to research/survey. I tend toward CG in real life, myself.
To the original topic . . .
Multi-classing players are too often accused of cherry picking and power gaming the class system. I hear those comments, either from my GM or other players, almost every session.
Fortunately, Pathfinder, just like real life, allows mid-career profession changes, sometimes with similar motivations and cost/benefit relationships. We humans tend to pursue both our interests and our needs to varying degrees. We meander on our journeys to becoming who we are.
If it's ok for us real people to make our own way through life, why must our player characters hop on just one train and ride it to a pre-determined capstone?
If my own real life work history was statted out in Pathfinder's class format (with years in notation), I would be a . . .
Factory Worker 1/ Data Entry Clerk 1/Computer Tutor 1/Programmer 2/Teacher 10/ Administrator 3/Artist 1
. . . which is might be equivalent to . . .
Commoner 3/ Wizard 2/ Expert 10/ Aristocrat 3/ Bard 1
Looking at this "resume shorthand", it might appear that I just woke up one morning and decided to cast code or craft art.
In reality, every career adjustment in my life had a story element attached to it - some hard work, a bit of serendipity, a bad case of nepotism, youthful naïveté, unmanaged burnout, desperation, bliss.
So here's my challenge to the posters on this thread . . .
Stat up and share your real life professional resume in Pathfinder class notation, similar to the example above. Count years of paid employment only.
Then tell us again what you think of multiclassing in Pathfinder.
Perfect balance works great for a lot of games. But Pathfinder isn't just a game.
Pathfinder attempts to simulate a fictional biosphere full of fantasy ecosystems. And ecosystems are filled with optimal and sub-optimal designs.
If you look around at real-world flora and fauna, you see that certain features dominate in similar ecosystems.
Chlorophyll, wings, and tail fins might be overpowered options in their respective realms. But who are we to complain?
Pathfinder is a wonderfully unbalanced game inspired by a brutally unfair world.
Intelligent cestus with:
Speech - 500 gp
Cestus becomes your spotter helping you target squares you can't see (miss chance still applies for some spells/attacks). Won't help for everything. Ranged area effect spells preferred.
Enter Image spell plus a few hundred cartoon drawings of yourself scattered around the battlefield. It's on the Bard and oracle lists.
Intelligent items with at will or x/day spells are good for improving action economy. Let your item use it's standard action to buff you/party while you use your action to summon, dominate, blast or punch (if that's your thing).
Very late to the party, and even though you've decided already, here's my idea:
Build a suit of adamantine armor, attach various weapons to it
I will stat up the animated suit later. Should be fun.
Off to work.
I usually build my characters 1-20 in Hero Lab, with each level as a separate HL file. And create multiple development forks when a character is about to advance so I can experiment with several paths before he or she levels up.
I generally prefer playing half-elves. I like that they are somewhat long-lived, that they are 'children of two worlds' and the way they look. Also, I like that in Pathfinder, they are taller than humans (totally hated that TSR/WOTC half-elves were so short).
From a mechanical standpoint:
Responding to the reach weapon 'backed in a corner' query.
I'm playing a high dexterity, higher strength Dervish Dancer bard with a fauchard, cestus, arcane strike and combat reflexes.
My character has had to drop her pole arm once or twice, but she never lost momentum. She just continued the fight with her spiky leather fist and high damage bonus. Scored a couple of nice kills that way, even decapitated a fellow party member. Good times.
Anyway, with the right backup equipment and feats you should never feel trapped using a reach weapon.
Player characters regularly encounter creatures that threaten with claws, fangs, horns, barbs, hooves, tail spikes and even their beards. Such creatures cannot be disarmed (unless they are dismembered). The non-humanoid enemies our characters face use all of their powers to hunt, to kill, and to eat. In a more savage world, player characters and NPCs would do well to employ some of the same weapons many of their opponents were born with.
Of course plated and spiked gloves (like the Cestus) were used in Earth's more brutal past. They served the same role and threatened harm for all the same reasons they do in the Pathfinder RPG.
So why aren't spiked gauntlets and cesti celebrated in art and song? Just a guess, but it's probably because they don't identify as easily as symbols of male sexual power. The sword and the axe and the spear and hammer have all been used for that purpose in various cultures throughout our history.
I am currently playing a level 3 human Dervish Dancer Bard named River. She wields a Fauchard (1d10, 18-20/x2, reach, trip) with Combat Reflexes (4 AoO per round) and uses her Cestus or Kukri for close combat. Battle Dance as needed, Arcane Strike with every available swift action, Remove Fear and Feather Step when necessary. Grease when advantageous.
Her ability scores are STR17, DEX16, CON15, INT11, WIS13, CHA13 (4d6, drop lowest)
Eventually, the plan is to go Urban Barbarian 1 / Dervish Dancer X. I'm aiming for a River Tam feel (from Firefly / Serenity), skilled with almost any weapon, controlled rage (STR & DEX), Power Attack, Lunge, Cleave feat tree (maybe), Two-Weapon Fighting, etc.
The rest of the party is made up of a demonic Tiefling Paladin of Iomedae (longsword and shield), a stoner Aasimar cleric of Pharasma (Aspergilium and shield), a Changeling Sorceress (Shocking Grasp), a Sverniblin Rogue (dagger and sling), and a shaved Dwarven Monk of the Four Winds (fist, elbow, foot, knee, etc.)
When everyone initially announced their characters, the GM commented that River was going to die. He's probably right, but I'm doing my best to make her combat viable. I've always hated Bards so this character was built as a bit of a challenge to myself. So far I'm really liking how she's developing.
Edit: I'm using one of the Hollow Waif minis from Wyrd/Malifaux. Pic (not mine)here.
Why not consider the Fauchard (Classic Horrors Revisited)? It's an exotic reach/trip weapon that does 1d10 damage with 18-20/x2 crit capability. I'm using it with one of my characters (in Carrion Crown) and it's pretty great. Yes it requires an EWP feat for anyone except a Half-Elf, but with decent strength, high Dex and combat reflexes, it rocks.
I like dicenomicon for my iPad when I'm running a game. It's not free, but it is a really cool app. I love HeroLab but since laptops are not really welcome where I play, I am eagerly awaiting the HL iPad app if it ever comes out.
I'm playing a core Barbarian 1/Lame Oracle of Lore 10 in our Kingmaker game and absolutely loving the character. I always have tons of options available both in and out of combat.
I play him as self-buffing rage bruiser who never gets fatigued (Lame curse/benefit). He has decent ranged attacks (with Searing Light, Brain Drain mind probes and a composite longbow). When necessary, he can move around the battlefield without drawing attacks of opportunity (casting Grace on himself first) to flank opponents or to buff/heal/resuscitate allies.
With a bit of notice (1d6 rounds), he can identify weaknesses in almost any bestiary opponent or auto-succeed on most INT skill checks (Focused Trance) a few times per day. He can use his CHA bonus in place of INT for all knowledge skill rolls and all of those are treated as class skills for him. Very soon, he will be able to cast one wizard spell per day by sacrificing a higher level oracle spell slot (Arcane Archivist) - as long as it is in his spell book. Yep, a divine caster with an arcane spell book.
My only complaint about a multi-classed barbarian/lore oracle is now I have a hard time wanting to play anything else.
Neil Spicer wrote:
Brace yourself. We were not particularly kind.
Ah. That was mostly what I was expecting. Still, I'm glad to see that corprosynchronous elicited a smile.
Thank you for digging up my item and sharing your comments.
Due to a computer problem, I no longer have the actual text of my Wondrous Item submission. The basic item information is above, minus the description paragraphs.
The goal was to create an item that would work well for the Pathfinder Savant (PrC) who, at third level, can use his or her own caster level when casting spells from scrolls. I added some Ioun Stone features (orbiting, treated as an attended object, etc.) and 'speed dialing' functionality to make the lectern more suitable for use in combat.
I'm hoping that one of the judges could post my actual entry in this thread. After reading comments about everyone else's items, I have some ideas of what I did wrong, but am curious what the judges had to say.
I don't think you need to specify a daily activation limit on your amulet. You may have noticed that the Core Rulebook never mentions Wondrous Items with more than 4 activations per day. However, there are WIs that do not specify any per-day activation limits and are treated essentially as usable at will. The listings for those items do not raise market prices above the SLxCLx2000 rate.
From what I can tell, the use per day mechanic seems to be designed only to lower the price of limited utility wondrous objects, not elevate at-will items above the base rate formula.
Here's one specific example, but I found several more . . .
Horn of Fog:
Horn of Fog
Aura faint conjuration; CL 3rd
Slot —; Price 2,000 gp; Weight 1 lb.
This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Requirements Craft Wondrous Item, obscuring mist; Cost 1,000 gp
Based on these observations, I would say your Amulet of Life Protection should be priced at 56,000 market (or 28,000 craft) and can be used at-will an unlimited number of times per day.
My Wondrous Item submission was the Living Lectern and I was hoping for some feedback on it. Unfortunately, I do not have access to the final version I submitted, so if someone from Paizo could post it to this thread, I would greatly appreciate it.
All critiques are welcome.
The dragon disciple you list can actually get 42str (+2 size from a relatively cheap permanent enlarge person). A druid as a Huge Earth Elemental or Huge plant creature can also get 42 str indefinitely. On the other hand, I don't see a way in PF core to boost a casting stat anymore.
In core, age progression increases Int, Wis and Cha stats (+3 cumulative at venerable age for race) - useful for casters. However, physical stats suffer greatly at advanced age.