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Blackfire Adept

cartmanbeck's page

RPG Superstar 2014 Top 16. Goblin Squad Member. RPG Superstar 7 Season Star Voter. Pathfinder Comics Subscriber; Pathfinder Card Game, Class Deck Subscriber. FullStarFullStar Venture-Lieutenant, Maryland—Silver Spring. 3,571 posts (12,257 including aliases). 9 reviews. 1 list. 2 wishlists. 40 Pathfinder Society characters. 36 aliases.


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Silver Crusade RPG Superstar 2014 Top 16

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To appease those such as Houstonian who would like to use the Witch characters without necessarily owning the Witch deck, and also just to add some variety to witch familiars for home games, I have created the following public cards on drivethrucards.com:

Tentaskull
Ugly Carp
Pygmy Orca
Wild Cat
Pet Rock
Poison Spider
Squirrel

Check them out, order them, have fun!

Silver Crusade RPG Superstar 2014 Top 16

Same!

Silver Crusade RPG Superstar 2014 Top 16

Xuefeng wrote:

Thanks

But Why has non of the witches an Arcane skill?

The Witch characters gain the Arcane skill from their Cohort cards. Unfortunately, those are not included in the PDF, so you actually need to get the Witch class deck in order to make use of the Witch characters fully.

Silver Crusade RPG Superstar 2014 Top 16

Alex Mack wrote:

Just a general note. I think you are overvalueing Weapon Evoker Mastery considering this feat exists, which ona normal day is a far better pick for martial flexibility in combat:

Dedicated Adversary (Combat)
Your repeated encounters with a particular type of enemy
have honed your skills against that foe.
Prerequisite: No levels in a class that has the favored
enemy class feature.
Benefit: When you select this feat, choose a specific
kind of creature, such as wolf, frost giant, goblin, or babau
demon. You gain the ranger’s favored enemy class ability
against this particular type of creature with a bonus of +2.
This feat does not grant the favored enemy class feature for
the purposes of prerequisites. If you later gain the favored
enemy class feature, you can replace this feat with a feat
for which you qualify and whose prerequisites include the
favored enemy class feature.

Wow, very nice! Agreed, that's a better option than Weapon Evoker Mastery. I'll make a note of that. Thanks!

Silver Crusade RPG Superstar 2014 Top 16

I added all of those, though I'd like to order them and add more detail for each eventually.

Silver Crusade RPG Superstar 2014 Top 16

skizzerz wrote:
Dunno if you have it on there yet, but Crossbows generally have "If proficient with weapons, discard this card to add X to to a combat check by a character at another location". That said, Crossbow doesn't appear to be a trait in and of itself.

Most Bows do this, actually, so I have that power associated with the Bow trait at the moment.

Silver Crusade RPG Superstar 2014 Top 16

Hannibal_pjv wrote:
This is most helpfull to those people who make custom cards in drivethrough, so that card will be consistant with other similar cards.

This is one of the major reasons I wanted to do this... I have designed a ton of cards on there, and it would be nice to make sure I'm adhering to trait specifics as much as possible. Plus, if I want a bane to do something specific but it's not based on a set character or image, I can pick a trait that will fit the mechanics and then go find the image that fits best, etc.

Silver Crusade RPG Superstar 2014 Top 16

TristanTheViking wrote:
Ridiculon wrote:


Also, you didn't talk about the Martial Focus feat at all. It lets you do the build with only Brawler levels since it can replace the Weapon Training req on Advanced Weapon Training. It's slower than using fighter levels but it is another option.

Martial Focus also lets you skip the brawler levels if you go fighter (martial master)

Martial Focus only counts as weapon training for the purposes of weapon mastery feats. Advanced Weapon Training isn't a weapon mastery feat, so you can't qualify using Martial Focus.

Yep, this is exactly why I didn't mention it. It would be really nice if that worked, but unfortunately it does not.

Silver Crusade RPG Superstar 2014 Top 16

Updated with all those, thanks Malcom, Codcake and Doppelschwert!

I think any trait can be useful to include. I'll add some of the racial traits to the "Grouping" traits section today (Human, Elf, Goblin, etc)

Silver Crusade RPG Superstar 2014 Top 16

Wow, I have no idea how they got duplicated like that. Fixed that.

Is Golem a trait? I thought they just had the Construct trait.

Curses... I'm holding out on that one, because I think the definition will be different when Mummy's Mask comes out.

How many Rogue banes are there? And my problem there is that Rogue is also a trait a character can have, so that complicates things.

Silver Crusade RPG Superstar 2014 Top 16

Here's the Google Doc

So far, 49 traits and 3 non-trait groupings.

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

Hahaha you guys are MEAN! :-P

Silver Crusade RPG Superstar 2014 Top 16

Mike Selinker wrote:

<notices thread, gets out popcorn>

Fair warning: Our template list is 615 lines long. Today.

Nice! I wanna know ALL OF THEM! :)

Silver Crusade RPG Superstar 2014 Top 16

Just a Guess wrote:
cartmanbeck wrote:
Olaf the Holy wrote:

Your heavy Constitution investment kind of suggests kineticist.

Technically, their blast thingy fits the requirements for a Conductive weapon, so you could just build a fighter that incidentally delivers a kineticist blast each round through his sword when he's making full attacks.

Great call on the Conductive weapon idea!
The problem I see here is that conductive weapons can only deliver ranged touch attacks if they are ranged weapons. At least that's how I understand them. So blasts would only work with ranged attacks. Or are there melee touch blasts?

Kinetic Blade:

Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none

You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.

Silver Crusade RPG Superstar 2014 Top 16

KS_brkfst wrote:

To sum this all up and make sure I'm understanding everything 100% -

I encounter the Blood Demon and plan on using The Staff of Cackling Wrath.
The Blood Demon's text says I must succeed at a check to play spells wit the attack trait.
The staff has text that reads "this counts as playing a spell"
To use the staff for my combat check I must first succeed at the check stated on the Blood Demons card.
If I succeed at the check stated on the Blood Demons card, and use The Staff for my combat check, The Staff, because of its card type (Item) and the text on the card that states it counts as playing a spell, would then use up both my item and spell slot for that encounter.

That's how I'm understanding everything. Please correct me if I am wrong.

Seems correct to me.

Silver Crusade RPG Superstar 2014 Top 16

2 people marked this as a favorite.

Google Doc get!

Thanks guys for all your help, and keep them coming! This could actually become a useful resource!

Silver Crusade RPG Superstar 2014 Top 16

Excellent, thanks!

Silver Crusade RPG Superstar 2014 Top 16

Excellent, guys! Since I can't edit my first post, consider these added to the lists:

"Hard" traits:
Mongrel - These cards require you to draw a random card of a certain type, and their checks to acquire or defeat are based on difficulties listed on the drawn card.
Mount - Allows you to move when you normally wouldn't be able to.

"Soft" traits:
Polearm - This weapon can be discarded to reroll a failed combat check, or gives a bonus when using a Mount.
Knife - This weapon can be discarded to add to a combat check with another weapon.
Scythe, Light Pick and Heavy Pick - Max dice rolls are treated as a higher number (to represent critical hits).
Bow - If proficient with this weapon, you can discard it to add to a combat check at another location.
Corrupted - Confers some sort of penalty upon use unless you remove the Corrupted trait or fulfill a specific condition.

"Grouping" traits:
Servitor - Used in Wrath to allow for increasing difficulty of commonly summoned monsters.

Non-trait groupings:
Sharks - Can't be evaded
Crabs - Force a re-roll if you succeed at your check to defeat.
Swarms - Must be defeated by a significant number past their actual difficulty to be banished, otherwise they shuffle in.
Bunyips - Are awesome, 'nuff said.

Silver Crusade RPG Superstar 2014 Top 16

skizzerz wrote:

Basics are removed starting at Adventure 3, and Elites starting at Adventure 5 -- you wrote 4 on each.

Missing the Lycanthrope trait which increases difficulty based on the top of the Blessings discard.

They still spell them out explicitly because they want to avoid the piles of keywords that other card games suffer from which increases the learning curve. There are still a couple of keywords ("invokes" comes to mind), but there'd be far more if it was based on the traits only. There's a post by Mike (I think) to this effect, but I don't have time to search for it right now.

I thought it was 4 and 5? Fixed the second one though.

Lycanthrope is a good one, i've added that one.

Silver Crusade RPG Superstar 2014 Top 16

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Hi all!

A few weeks ago, one of my friends in our PACG group learned something that shocked him, and the fact that he didn't realize it sort of shocked me. While we were playing, he had a revelation that the "Veteran" trait is only on cards that have some sort of numerical increase on them based on the scenario's adventure deck number. This was something that I had realized back in the Rise of the Runelords days, but then I realized that not everyone might see patterns like that as easily.

With all that in mind, I figured I'd start a discussion of how traits are designed to affect the card text of cards they are added to. There are several traits that do this (which I will call "hard" traits from now on), so I'll list the ones I can think of here (Note that I'm not including traits like "Magic" which other cards or powers might refer to, but don't have a mechanical effect on the text of the card they're printed on or based on the basic rules of the game):

Basic - Cards with this trait can be chosen as a starting card when building a new character (for boons) and when you start adventure 4 of each of the adventure paths, you start to remove these from the game (for boons and banes).
Elite - Cards with this trait start to be removed in adventure 5 of each of the adventure paths.
Veteran - Cards with this trait have some sort of increase to numerical bonuses or check difficulties based on the scenario's adventure deck number, which can be multipled as well. (Example: Pig From Hell, which has 3 checks all increased by 3x the adventure deck number)
Incorporeal - Banes with this trait require the Magic trait be used on the check to defeat them, otherwise they are undefeated.
Giant - Banes with this trait deal damage to all characters at the location.
Undead - Banes with this trait are immune to the Mental and Poison traits.
Mythic - Banes with this trait grant you a mythic charge when you defeat them, and may add your number of mythic charges to some numeric part of their text or cause you to expend mythic charges, etc. Boons with this trait add your number of mythic charges to some numeric part of their text.
Abyssal - This trait is given to location cards, and banes at this location lose the Outsider trait.
Lycanthrope - The difficulty to defeat banes with this trait is increased based on the current top blessing of the blessings discard pile.

Now, one of the reasons that I made this thread was to ask the designers if there are other traits that cause specific card text to be included on the cards. For example, do all cards with the "Healing" trait have to have the words "shuffle into your deck" or "recharge cards from discard" or something like that? Or is 'Healing' a more abstract trait that can apply to anything that adds cards to your deck?
Here are a list of ones I thought of, but don't seem to be consistent. I'll refer to these as "soft" traits:
Liquid - Required to have at least one "Banish this card to" power (except for poisons).
Gambling - From what I can tell, cards with these traits have a difficulty to acquire or defeat which involves adding or subtracting a dice roll, OR let you reroll dice, OR makes you roll a die to keep it/not take damage/etc.
Healing - See above.
Attack - Generally, this trait seems to be given to cards other than weapons which have the "For your combat check" style powers where you set the base dice to be used on a combat check. This trait can also be added to spells that add dice to OTHER combat checks, such as Wall of Fire, etc.
Magic - Added to any card that represents a magical item or weapon, and to (all?) spells. Required to defeat Incorporeal banes.

EDIT: I've had someone suggest to me the idea of "Grouping" traits, which are traits that really just let you apply a set of powers to a whole set of cards by naming them. These may have some similarities in the way they're written, but don't seem to have the hard-and-fast rules of some of the others. Here are a few examples of those:
Swashbuckling - These are cards that represent weapons or objects that pirates might use. I haven't been able to figure out specifics other than that.
Aquatic - This trait is given to banes and spells that have to do with water or the ocean.
Finesse - These are Melee weapons that might lend to the idea of being more dextrous with your attacks, pinpointing an opponent's weak spot and stabbing them there. Mechanically, these can be used by several characters with their Dexterity as a base die instead of Strength like most other melee weapons.
Construct - Generally, immune to the Attack trait.
Outsider - This trait is lost at Abyssal locations.
Demon - Generally immune to several elemental types, and ALWAYS have the Outsider trait.

So, does anyone know of other traits that do things like this? Would the developers like to chime in and tell us of any other "hard" or "soft" traits that they use in the design of the game?

Silver Crusade RPG Superstar 2014 Top 16

KS_brkfst wrote:

So by that logic, If I made a successful check to play attack spells, I would also be able to play an item because the item (Staff of Cackling Wrath) now counts as an attack spell and would fill the spell slot for playing one card of each type during a check, which in turn leaves the slot for an item to be played during the encounter vacant.

I would still like some more input on my first question. Don't take that the wrong way cartmanbeck. I like what you had to say and am leaning that way too, but I'm just trying to be as informed about the situation as I can be.

- Edit -

Not to get too much into semantics, but I wonder if the word "counts" could be a clue?

If it counts as playing a spell then, in my opinion, that would mean for that encounter your one spell has been played. Staff of Cackling Wrath is not a spell card. It is an Item card with the attack trait and not a spell card with the attack trait. I think it will fill the spell and item slot when played.

If that sounds like the ranting of a madman, please, someone hit me

I don't totally agree with that... if you play an item, you've played an item. In some items' cases, though, they ALSO count as playing a spell, so you've used both your Item and your Spell slot for that check. It doesn't say "playing this item instead counts as playing a spell", ya know?

It doesn't sound like the ranting of a madman, though, as these things are not straightforward. :)

I would ALSO love to hear Vic's or Mike's take on this question, for the record.

Silver Crusade RPG Superstar 2014 Top 16

KS_brkfst wrote:

Quick question about cards that say "this counts as playing a spell"

There are some monsters and henchmen that say can't play attack spells or make you succeed at a check to play attack spells. I'm wondering how that works when you play an item with the attack trait that says this counts as playing a spell. For example-

I have to fight the blood demon.
I play Staff of Cackling Wrath.
Since this card says this counts as playing a spell and it has the attack trait should I have attempted the Blood Demons check to play spells with the attack trait?

I feel like the answer will be rather obvious. I'm just confused on if, while in my hand, it's an item and then once it is played it becomes a spell, or it stays an item, but counts as playing a spell so then I wouldn't be able to play a spell like Brilliance along with it.

Thanks for your help

I think the answer is yes, and that's exactly the reason why they add the "this counts as playing a spell" line. If you are making a check that has the Attack trait and you are either actually using a spell card or the card or power you're using says "this counts as playing a spell", then cards that are immune to spells with the Attack trait would be immune.

The question of whether you can play another spell is a BIT more subtle, but I would say the answer would be no, you can't then play another spell on the check.

Silver Crusade RPG Superstar 2014 Top 16

I think I'm all upgraded. Wizard 6 is a pretty boring level. :-P

Silver Crusade RPG Superstar 2014 Top 16

As a point of clarity, are you allowing it for Fighters automatically (the Free for Fighters option)? If so, that just frees us a feat slot for me. :)

Silver Crusade RPG Superstar 2014 Top 16

Raltus wrote:
are you allowing combat stamina?

I hope so, my character has the feat for it, so this question is pertinent for me as well.

Silver Crusade RPG Superstar 2014 Top 16

Captain Morgan wrote:
Gulthor wrote:
Captain Morgan wrote:

I'm pretty intrigued by this path. I'm curious what it looks like at higher levels though. Beyond 6,what is worth taking? More Brawler? More Fighter? Or would something like Skald be worth it for extra constitution and VERSATILITY? What sort of equipment should be bought for it since that'd obviously super important.

Also, it seems like while the item mastery feats provide some awesome utility, they don't really change your core job as a fighter: smashing face. The offensive options are pretty sparse. I think the guide could use a little more focus on how to best leverage the builds offensive power. Should you look at flurrying with a Brawler weapon? Or sticking to a two handed weapon for maximum damage and more feats to spend on item mastery? There are a lot of considerations.

That's kind of the point, in my opinion. It's not especially feat or level intensive, so just build around the framework however you like. That's actually why I prefer going the slower path rather than Weapon Master - in exchange for waiting 1 level for your SLA versatility conning online, it opens up a lot of other great archetypes, and therfore more builds.

Yeah, this is true. However, it also occurs to me that very few of these abilities are actually save dependent. It seems unlikely that you are going to be casting a lot of lightning bolts or bestow curse instead of wrecking face, so should CON really be a primary stat?

Looks like there are 6 options that require a save, so that's not really a small number, in my opinion. You also have dispel magic, the effectiveness of which is based on your BAB.

That being said, wrecking face is obviously still a main part of your deal as an Iron Caster. This build is definitely about adding some versatility to a face-breaker character, not to make a true CASTER character out of a fighter.

Silver Crusade RPG Superstar 2014 Top 16

We're currently missing fleshed out characters from Philo, William nightmoon, Saiman, and Corsario. The GM had said recruitment would last for about a week, which would put tomorrow as the end of recruitment. No confirmation on that yet, but just thought I'd give a heads-up to those who had expressed interest.

Silver Crusade RPG Superstar 2014 Top 16

Well I was thinking that, since it's being very deity-specific, you could include a spirit guide of some kind that gives advice directly from Pharasma, or something like that.

Basically, I worry that you're just making a neutral Paladin archetype, which I distinguish from a hybrid class. A hybrid class should have at least one if not multiple NEW class abilities that distinguish it strongly from either of its base classes. Pulling ideas from other hybrid classes that have a divine component might be a good way to achieve that.

I don't think you need them to be both an ex-paladin and an ex-antipaladin... those are two very extreme belief scales and I think it would put undue burden on the player to roleplay that all out, even just as a backstory.

Silver Crusade RPG Superstar 2014 Top 16

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I'd say the biggest obstacle you're going to run into is that the class isn't going to be able to distinguish itself from the Paladin class and the Antipaladin archetype (yes, it's really just an archetype of the Paladin class). You should instead consider pulling in a couple powers from another class, like the Warpriest or Shaman, maybe.

Silver Crusade RPG Superstar 2014 Top 16

Figured I'd do a quick recap of submissions for the GM's sake, in order of posted interest:

jooker - Toram, Warpriest of Calistria
Jereru - Yue Fei
chuffster - Bambam the Goblin Alchemist
Cartmanbeck - Ser Archibald Langishire
Philo Pharynx - Dwarf geokineticist
Tin Foil Yamakah - Skarn Wasterahk
William nightmoon - <>
Saiman - <>
Corsario - Oracle of life?
trawets71 - Brivenz Glimttyv

Silver Crusade RPG Superstar 2014 Top 16

I'm going to give a very simple backstory for Ser Archibald at the moment:

Ser Archibald is a highborn young man, who was born into lavishness and opportunity, but as a fourth son, with no real chance of getting his father's huge inheritance. His father began training him from a young age in the ways of combat of the high-class, with the expectation that he would be a knight for some high lord. He went off to the most prestigious fighting school, in the peak of physical shape, carrying one of his father's more powerful magic swords, ready to become the best fighter at the school.

During his early training, Archibald learned the basics of sword combat using wooden faux-swords. It wasn't until two years later, when he was finally permitted the honor of brandishing his father's heirloom falchion, that a miraculous thing happened... he suddenly manifested magic, directly from the sword! He was quickly moved into the school for mixing arcane and martial ability, the Academy of the Magi, but he found that his magic was different from that of his colleagues in the school. He did not channel magic through the weapon he carried the way that they did... instead, he was able to coax the magic from the sword OUT, to manifest it in specific ways. This resulted in a small but diverse pool of magic at his disposal, but he was not able to learn standard written spells like his colleagues.

After graduating from the standard fighting school, despite his magical abilities, he was knighted by a local magistrate, and decided to go out into the world and experience more before he pledged himself to a king or queen for life. He now travels Golarion, trying to discover the best ways to increase his magical abilities while training his body for combat.

Silver Crusade RPG Superstar 2014 Top 16

Saiman wrote:
What's Standard gold WBL?

It's 16,000 gp.

Silver Crusade RPG Superstar 2014 Top 16

DeciusNero wrote:

"Devolutionist druids devolve animals and humanoids into feral ancestors (including their animal companion, a devolved humanoid)"

That might be the prime reason I'm buying this!

I came here to say the same thing. That sounds AMAZING!

Silver Crusade RPG Superstar 2014 Top 16

My submission, Ser Archibald Langishire, the Master of Magic:

Ser Archibald crunch:

Ser Archibald Langishire
Male human Fighter (Weapon Master) 5 / Brawler (Exemplar) 1
CN Medium humanoid (human)
Init +1; Senses Perception +9

DEFENSE
AC 22 Touch 12 FF 21 (+10 armor, +1 Dex, +1 Trait)
hp 15 (2d8+2)
Fort +12 Ref +4 Will +1
Special defense +1 vs. disarm and sunder

OFFENSE
Melee +1 keen falchion +12/+7 (2d4+5/15-20, +2 to confirm crit) OR
+1 keen falchion POWER ATTACK +10/+5 (2d4+11/15-20, +2 to confirm crit)
Ranged
Special attacks combat stamina (12 points, use 5 to use Martial Flexibility as a Swift action)
Speed 20 ft.

Item Mastery spell-like abilities (CL 6)
2/day - burning hands (DC 17), any element (or use both for lightning bolt, DC 19) <- (2/2 left)
Through Martial Flexibility: <- (8/8 left)
1/day - suggestion (DC 19) <- (1/1 left)
1/day - vanish <- (1/1 left)
1/day - bestow curse (DC 20) <- (1/1 left)
1/day - dispel magic (DC 19) <- (1/1 left)
1/day - fly <- (1/1 left)
2/day - minor image (DC 18) <- (2/2 left)
1/day - lesser restoration <- (1/1 left)
6/day - symbolic bolt (1d6+6 acid, cold, electricity, fire, positive, or sonic energy) <- (6/6 left)
1/day - telekinesis <- (1/1 left)
1/day - dimension door <- (1/1 left)
2/day - see invisibility <- (2/2 left)

STATISTICS
Str 16, Dex 12, Con 22, Int 12, Wis 10, Cha 10
Base Atk +6; CMB +9; CMD 20
Feats Weapon Focus (falchion), Power Attack, Scale and Skin, Combat Stamina, Extra Martial Flexibility, Advanced Weapon Training (Item Mastery [Energy Mastery]), Barroom Brawler
Skills [Ranks] Acrobatics +8 [4], Heal +5 [5], Knowledge (dungeoneering) +5 [1], Perception +9 [6], Perform (comedy) +7 [3], Stealth +5 [4], UMD +10 [6]; Armor check penalty -6
Traits Dangerously Curious, Defender of the Society
SQ brawler's cunning, martial flexibility (8/day), martial training, call to arms, weapon guard, weapon training 1 (falchion), reliable strike (1/day)
Languages Common

Gear
wand of shield, 50 charges

fighter's kit:
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
soap
10 torches
5 rations
waterskin
Belt of Constitution +2
+1 Full Plate
+1 keen scimitar

Backstory coming soon.

Silver Crusade RPG Superstar 2014 Top 16

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Olaf the Holy wrote:
Secret Wizard wrote:
Ridiculon wrote:
fair enough, what is the fastest way to get a +6 base fort save?
+6 BASE fort save from only one class. 8 levels in a good Fort class is your only option. (Or like, Hulk archetype Vigilante)
That's for PFS specifically. In most games, you can just be a Fighter 1/Brawler 1/Barbarian 1 and have done with it.

Agreed. There's nothing in the rules as written that says you can't dip into three martial class and fulfill those qualifications. If your GM doesn't like it, then they should require you to use fractional save bonuses, which is totally reasonable.

Silver Crusade RPG Superstar 2014 Top 16

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TristanTheViking wrote:
Iron Caster Guide wrote:


you can use the Warrior Spirit Advanced Weapon Training option to grant this property to your weapon each morning, choosing the Advanced Weapon Training feat as your Combat feat, and choosing the Item Mastery option, which gives you an Item Mastery feat. This is super circuitous, but it gives you one more switchable Item Mastery feat each day, and this one lasts all day, so you could use it to gain one of the long-term bonuses
I don't think this section is correct. The Warrior Spirit enhancement only lasts one minute. It's useful because using it means you don't need Martial Flexibility/Barrroom Brawler to get AWT Item Mastery, or using both means you can access two feats at once (which would take 6 brawler levels otherwise). It's a good option, but it doesn't give you any of the long-lasting buffs.

You're right, I read it wrong... it's actually BETTER than I thought. You can use it several times per day (based on your weapon training bonus) and each time you could pick a different Item Mastery feat, which would last a minute each. This basically gives you another pool of Martial Flexibility with which to use Item Mastery feats. I'll fix the text right now.

EDIT: Fixed. I love it.

Silver Crusade RPG Superstar 2014 Top 16

Gulthor wrote:

What about vivisectionist alchemist? The sneak attack is nice for a martial, and you can always pick Con for your alchemical stat boost from your Mutagen...

(On that note, wouldn't that make Mutation Warrior a desirable archetype for the Iron Caster?)

Mutation Warrior would definitely be a good choice if you go for a non-Weapon Master build. All three of the builds that I listed toward the bottom do use Weapon Master, though, and the two archetypes are not compatible.

Silver Crusade RPG Superstar 2014 Top 16

Secret Wizard wrote:
cartmanbeck wrote:
Secret Wizard wrote:
Inner Sea Intrigue.

I don't have access to that one, any chance you could tell us the text of it so I can evaluate it and add it to the guide if it's relevant? :)

+1 bonus (so it can be obtained easily through Warrior Spirit), mechanics text:

a training weapon grants one combat feat to the wielder as long as the weapon is drawn and in hand. The feat is chosen when this special ability is placed on the weapon. That feat cannot be used as a prerequisite for any other feats and functions for the wielder only if she meets its prerequisites. Once chosen, the feat stored in the weapon cannot be changed.

Thanks Secret Wizard, I added a blurb about that convoluted option under "Other useful things". :)

Silver Crusade RPG Superstar 2014 Top 16

Olaf the Holy wrote:

Your heavy Constitution investment kind of suggests kineticist.

Technically, their blast thingy fits the requirements for a Conductive weapon, so you could just build a fighter that incidentally delivers a kineticist blast each round through his sword when he's making full attacks.

Great call on the Conductive weapon idea!

Silver Crusade RPG Superstar 2014 Top 16

Azten wrote:
What would you recommend for on the other side of a gestalt using this build?

Hmm... good question. Since you don't need high BAB since you already have that on this side of the gestalt, I would say something like Oracle, to get full divine casting and Mystery abilities. A buddy class would also be a good fit, so perhaps Spiritualist to get some Psychic casting ability and a Phantom, or Hunter to get divine casting and an animal companion? No matter what direction you go with casting, you'll need to put some of your point buy into a casting stat, unfortunately.

If you REALLY wanted to push the CON-caster idea, you could go with Kineticist, giving you much more damage potential through Kinetic Blade, and you could even take your Kinetic Blade as your weapon training option, I believe. This would let you boost its damage, though your GM would have to rule whether it counts as a "magic weapon" for item mastery feats, etc.

Silver Crusade RPG Superstar 2014 Top 16

Secret Wizard wrote:
Inner Sea Intrigue.

I don't have access to that one, any chance you could tell us the text of it so I can evaluate it and add it to the guide if it's relevant? :)

Thanks to all of you for your input so far, and please keep it coming! If you think that I've rated anything incorrectly, please let me know, because there could be things I've missed as far as ways to use them, etc.

Oh, and no, I've never used fractional bonuses before, though I can definitely see the appeal for multiclassers. This is one case where it would actually hurt the build, so I don't think it's worth mentioning at the moment, since its' optional.

Silver Crusade RPG Superstar 2014 Top 16

Same, PbP all the way.

Silver Crusade RPG Superstar 2014 Top 16

Definitely interested. I'm thinking I'll make a character using the build I talk about in this guide I just wrote. Iron Caster

Might go with Strength-based and Power Attack instead of Dex-based though. Gotta play around a bit. :)

EDIT: Would you accept a hobgoblin as a PC?

EDIT AGAIN: Nevermind, I'm gonna go Human. :)

Silver Crusade RPG Superstar 2014 Top 16

cuatroespada wrote:
which also means its less likely to ping the nerf radar.

Totally true. And besides, the clarification that you can't stack Fort save bonuses from different classes in PFS for this build really hurt it. It's best to stick to a home game with this. I can't wait to make a character with these options myself!

Silver Crusade RPG Superstar 2014 Top 16

Zedorland wrote:

Also, haven't finished reading yet, but none of the advanced weapon training options from magic tactics toolbox are legal in PFS, which may limit the applicability for many people.

MTT: "The advanced weapon training options in this book are not legal for play"

Ah, I had missed that. Just means this is not a PFS-legal build, oh well! I'll update the guide right now.

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Hi everyone!
I wrote a quick guide on a build that came up recently, a Fighter who can cast spells using Constitution as the casting stat. Please read it and let me know what you all think!

Guide to the Iron Caster

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Hi Broken Z!
Here's a new one that probably should go in the Guide to the Builds. It's about making a Con-based caster using the Fighter and the new Item Mastery feats from Weapon Master's Handbook.
Cartmanbeck's Guide to the Iron Caster

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TristanTheViking wrote:
cartmanbeck wrote:


ANOTHER EDIT: I'd also be interested in any Paizo-legal way for a Fighter to get Martial Flexibility WITHOUT trading out weapon training. I've only found two archetypes that give Martial Flexibility, the Martial Master and the Free-Style Fighter, and they both give up weapon training.

Combat Stamina lets you use Barroom Brawler as a swift action. Costs another feat, but Combat Stamina is worth it anyway. It's not quite Martial Flexibility, but it's as close as you can get without losing weapon training or multiclassing.

Question for you, Tristan. What is this quote about in your reddit post? " Just don't take Advanced Weapon Training as a normal feat, or you won't be able to flex it with Barroom Brawler."

Since you can take the feat more than once, a Weapon Master should be able to take it with a bonus feat and still flex it using Barroom Brawler or Martial Flexibility, right?

Silver Crusade RPG Superstar 2014 Top 16

TristanTheViking wrote:
cartmanbeck wrote:


ANOTHER EDIT: I'd also be interested in any Paizo-legal way for a Fighter to get Martial Flexibility WITHOUT trading out weapon training. I've only found two archetypes that give Martial Flexibility, the Martial Master and the Free-Style Fighter, and they both give up weapon training.

Combat Stamina lets you use Barroom Brawler as a swift action. Costs another feat, but Combat Stamina is worth it anyway. It's not quite Martial Flexibility, but it's as close as you can get without losing weapon training or multiclassing.

I know nothing about the Stamina system, but that is VERY interesting. So that lets you do all this without a single Brawler level. Very nice!

I'll have to put in a specific section about that as a build option for those with access to the Stamina system. Unfortunately, PFS doesn't include this system.

Silver Crusade RPG Superstar 2014 Top 16

alexander leah wrote:
cartmanbeck wrote:

Here's the preliminary guide that I've put together. Still need to work on build details, but I've pointed out a few ways of getting off the ground with the build and rated each of the Item Mastery feats.

Cartmanbeck's Guide to the Iron Caster

Please give me feedback on what else you'd like to see in the guide! I'm gonna work on a suggested build now.

I cant acces the guide yet, but as a general suggestion you may give credit to https://m.reddit.com/u/TristanTheViking that is the one that posted the build for firstt in reddit

Access should be fixed now. Sorry about that.

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