I favor a light crossbow & 50 bolts (35G & 5G) for starting magic blasters, for the range (at level 1 the damage cantrips have a 25' range, ) and the damage (1d6/1d8 versus 1d3 for cantrips). You can sell it off when you get some levels but at the beginning of a blaster's career, when spells are scarce and magic item non-existent, the light crossbow should see considerable use. If not a blaster wizard it isn't as essential but is still a good idea.
Not really, spell synthesis is only usable once per day.
There is no facing so you cannot teleport "behind" people to sneak attack, you need to flank them or catch them flatfooted or some other way which deprives them of their dexterity bonus to sneak attack. The most common way to do this is to flank and Dimensional Dervish allows you to provide your own flanking.
It would seem that only one spell is used and the teleportation from that spell is "divided into increments", not multiple spells. As least that is how I read it.
Open with a crossbow attack with a screaming bolt, this forces a 14 DC will save to avoid shaken. Follow with regular attacks modified by your shatter defenses feat, provided one of those hits (and the will save is failed) you should be able to get the extra attacks on most rounds.
Also you can just throw a stunning fist in and if the stun takes (Fort save DC 10+ 1/2 monk + WIS) then Medusa's Wrath attacks can be made. What else were you using your frees stunning fists for?
Nonsense, make a pacifist combat character, a sap vivisectionist alchemist. Although mixing your non-leathal damage with other characters lethal damage is not all that good, having sap master doubles your sneak attack non-lethal damage so that you can try to "race" the other members of your party to see if you can knock an opponent out before they kill it.
Alternatively how about an alchemist with non-lethal bombs - smoke, stink, tanglefoot, blinding and such.
Two Weapon Fighting. The only duelist ability which doesn't work with TWF is precise strike, and it still works with a weapon in the off-hand as long as attacks aren't made, so it works out to be a bonus to damage when moving and making a single attack and when a few hard hits are better than more light hits. A DEX TWF fighter build actually feeds in to the duelist rather nicely.
The abilities also work with light weapons, not just 1-h piercing weapons which can be important to keep in mind.
The dice pool allocated system works to produce results like that. Players get a total pool of dice (30 x 6-sided dice as an example) and allocate them to the attributes. Roll all the dice allocated to the attribute and take the highest three. If a character wants to guarantee a high strength then they can allocate 15 dice to strength and usually get an 18 while the other 5 attributes are the result of a straight 3 dice roll.
1) pistol training applies to one-handed firearms, not pistols so it isn't a factor.
2) rapid reload has to be bought multiple times if the pistolero uses different types of one-handed firearms, but that is the only feat which has to bought multiple times in the typical pistolero build.
I don't really worry much about that, to tell the truth, maybe it is from spending too much time with old style make a character out of random rolls, but you are correct. A barbarian who rolled straight 15s would be a 42 point character but a decent 20 point build barbarian with a 17 strength and 16 constitution would be hitting more often and harder while raging longer.
As usual when comparing the charts miss the advantage point buy has over rolling, the greater utility of even ability scores over odd ability scores because most of the breakpoints for scores are at even numbers. Spells and magic items which affect ability scores do it by an even number because of this. A bard with a 15/13/11/8/11/17 (a 25 point character) is not 25% better than a 14/12/12/8/10/17 Bard (a 20 point character) and all other things being equal is somewhat inferior.
Darksol the Painbringer wrote:
What do you consider high level play, since spell perfection requires level 15?
An "Intensified Maximized Empowered Fireball of Doom and Sadness" would be a level 9 would only be available to a level 17+ arcane caster, to get 135 damage to each would only apply to Frost Giants which are vulnerable to fire. A level 17+ party would rarely have a problem with CR9 or lower giants anyway (Frost Giants are CR9 and only have an average 133 HPs, Fire Giants are CR 10 and have an average of 142 HPs and immunity to fire). An optimized level 9 wizard (the peak of optimized fireball power, the wizard's fireballs will never get any more powerful) would be able to cast a maximized fireball at spell level 5 to do that amount of damage using a 16,500GP empowered metamagic rod or by casting an empowered fireball at spell level 4 using a 27,000GP maximize metamagic rod, but would be very limited when not casting fireball (needs magical lineage (fireball) and gifted adept(fireball) traits to make it work. Hardly has much to do with optimization though since an unoptimized level 10 wizard with a maximizing meta-magic rod and a prepared empowered fireball of spell level 5 can also do that damage.
What you are complaining about is not optimization but the sheer power magic users, especially when they have free access to all kinds of expensive magic items.
1-H finesseable weapon with reach. If you get significant static bonuses then the low die roll for damage isn't all that important. I played with a whip&shield DEX based fighter who was devastating - an agile whip and combat reflexes gave him the ability to shut down the center of the playing field while he was effectively unhittable and was also still capable of doing the melee damage on par with what is expected of melee fighters. Mind you, he was a little weak at lower levels (he didn't use a whip then, though) but at level 8 he became a major factor in combat (provided he didn't need to make a will save). I'd probably give whips a pass without the agile enchant being available, but if the agile enchant is on the table then they can be very powerful.
How high a level you thinking of?
At level 12 a rogue could have the dimensional savant feat and self flank (which allows sneak attack damage), all it would require is a monor houserule allowing dimensional savant to apply to long step, which seems to be compatible with RAI. If lower level it would require a bigger houserule to create a special variant of dimensional savant but the concept of teleporting to get sneak attacks is already possible in the game so it isn't completely out there.
295. The House Haunter's Guide It isn't known what the exterior of this book is like because the cover can only be seen out of the corner of the eye (although the consensus is that the cover is probably blue) as the book exists mostly in it's own special pocket dimension. Nor is it known how many pages are in the book, as new pages appear and old pages disappear while the book is being read. The flyleaf indicates that 'Laughing God Productions" produced the work, but disclaims any responsibility for the contents, effects of following the contents, effects of reading the contents and/or the usability of the contents. Inside there is a piece of loose paper which falls out when the book is opened which says "what sort of stupid joke book is this." This book is apparently a guidebook for how to haunt although it is not stated what is doing the haunting and many of the directions contradict other directions.
It's tough to find a non-caster/non-ally way to make it work because most stuns are 1 round only so they cannot be combined with a dastardly finsh action. There are some feats which can multi-round stun or fear, but they require a BAB 16+ which is going to be tough for a character with rogue(ninja) 5 / master spy 1 / assassin 1. There is a magic item (hellscourge, a whip with the affiliated feat tax) which can do it but it is expensive and unreliable (hit once and fails save to frighten, hit second time in same round and fails save to cower, 75% chance to not have cower only last 1 round, and you have to combine it with an intimidate build of some kiind to produce the shaken effect.)
Sure, that would true for a farmer or banker, but your average
I suppose a detect curse would give it up too.
According to Hollywood it is possible for a person to contract lycanthropy and not know it even after changing. If the character doesn't know then there is no reason the player should know until the character finds out about his lycanthopic alter-ego. Waking up naked in a ditch covered in blood after a full moon would give it away to most people, but given the lifestyle of the average PC, the character might write it off as too much to drink. If you play things right you can get a few months of hinting that the character might be a lycanthope before you have to reveal to the player whether or not the character is a lycanthrope.
hmm, ideas, ideas.
I like quirky characters who do odd-ball things in combat, so fighters are the most fun because they have the feats to play with. There is nothing quite like the imagery of a halfling mobile fighter fighter as she dances through combat picking out targets for her pair of whips, tripping this one, disarming that one, then slashing her initials into the back of a third. A ranger is able to get the feats to be similar, but a ranger just doesn't present the same image.
It really depends on the player though, what floats your boat decides what class you find the most fun. For instance, I love gunslingers but I wouldn't consider them the most 'fun' because they are so unreliable and only have one combat tactic, but if reliability and variety were less important than gunslingers would be number one.
Ah but if Bob's stunning fist lands then the dragon is out for a turn, which is a help for the party. So we finally have an answer to what a monk brings to a party in terms of group utility, a melee 1 round duration single target control effect. Hard to imagine how a group could manage without that.
NO, my bad, I missed the additional resources section on the Advanced Race Guide note which says: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Sorry for any confusion caused by my mistake.
Right, missed that note, was looking at what was banned/allowed and skimmed right over it. Darn.
Dhampirs already have detect undead as a scaling spell like ability, unless they trade it out for fangs or dayborn...
Instead take the social trait:adopted and have gnomish adoptive parents who taught you gnomish magic (which also scales CL). If the idea of being adopted by gnomes doesn't excite then eldritch heritage scales at level-2 and there are many sorcerer bloodlines which grant SLAs while if the idea of being adopted by gnomes does excite you then seeing a psychiatrist is a good idea. Wait, there are several racial SLA traits which scale besides gnomish magic so your adoptive parents don't have to be gnomes.
It's not listed as being banned on the additional resources page so as long as you have the Advanced Player's Guide, are playing a human character, and have two non-combat feats to burn it should be PFS legal although it would be reasonable for a PFS GM to require you have Grippli/Kisune enabled character sheet. The bolded would be the biggest discouragement for me wrt PFS, but there is still the adopted social trait from Ultimate Campaign which is also society legal.
Blinkback belt usually beats out Belt of Mighty Hurling and Belt of Physical Might for a non-shiruken, non-2H weapon thrower. Returning quality lets the weapon return at the end of the player turn while blinkback is after the attack, and the interaction with AoOs is a problem. With the Blinklack belt for multiple attacks in a round the same weapon can be used over and over again and, unless money is unlimited, one (or two, my GM ruling was that even with blinkback a character using TWF to throw with both hands needed two throwing weapons) + 4 axe(s) has the same damage and hit chance to a +6DEX/+6STR Belt of Physical Might and multiple +1 returning axes. A Belt of Physical Might increases AC & reflex save so the blinkback belt is not superior in all ways and the Blinkback Belt doesn't work with 2H weapons or shiruken.
If you balance STR & DEX at creation the best (increase in damage done) feats early tend to be quick draw & rapid shot (requires point blank shot), if you go with a high STR route then the + hit feats (i.e. far shot, precise shot, two weapon fighting) become better. This isn't an absolute rule by any means and requires some reading of the GM, if your game has you fighting high AC opponents often it is better to attack twice and hit once than attack three times and miss three times.
Rapid Shot feat might be slightly superior to TWF feat as a first choice. Both allow you to make a second attack with -2 to hit on all attacks, but rapid shot applies to 2H throwing and TWF doesn't and if you have rapid shot you can still get another attack in by untrained TWF albeit at a significant accuracy penalty. The major advantage of TWF feat is that it opens up ImpTWF and GreaterTWF, but compare
level 6 fighter effective BAB with RS&TWF 4 attacks at +2 +2 +2 -3
No clear answer as to whether it is better to take RS early and TWF later but my experience tends to favor RS first followed by TWF.
It's been a while since I tried a throwing build but I'll pass on what I can remember about it.
Throwing builds are tough to make work well because they are a bit MAD, STR for damage but DEX for hit. Try to keep STR & DEX balanced at creation instead of emphasizing one, as they are about equally important.
For throwing more than one axe/round the quick draw feat is essential, if not chosen at level 1 then you want to consider throwing shiruken (which are ammo so can be drawn as a free action) instead of axes and wait on throwing axes until you get quick draw.
TWFing beats out the two-handed thrower in terms of damage, however it is so feat intensive that two-handed thrower is a better option for a non-fighter/non-ranger.
Look long and hard at the snap shot feat line. If you can get these to work, combined with combat reflexes and a DEX focus (after creation) these can double your damage output. Utility depends on reading your GM though, not very useful if you can only get 1 or 2 AoOs per round out of them.
Petty Alchemy wrote:
Ah but you could appear to be another race with sufficient disguise skill, if you need to appear to be a goblin for some reason then alter self spell does a much better job of creating that appearance (because you actually become a goblin) than disguise skill can.
Oh as for the original question,
arcane eye makes scouting rogues/monks unneeded
The Quite-big-but-not-BIG Bad wrote:
Don't forget that any wizard who gets a pearl (of power) necklace has many more effective spell slots. A wizard with a strand of ten level one pearls of power (5,000GP if self-crafted) can cast charm person or hold portal (was the wittle fighty-wighty going to wedge that door shut) eleven times/day for only one spell slot of level one.
To maintain a TWF rate-of-fire now (post weapon cord FAQ) requires a dip (2 levels of alchemist for a vestigial hand works), magic item (cheapest I've seen is a monkey belt, or being a teilfing/grippi with a prehensile tail/tongue. I'm not certain that switching weapons between hands is a free action if both hands are full, moving a weapon into an empty hand would fall under this FAQ but I am unaware of any official ruling which says switching weapons between hands both of which have weapons in them is a free action. A monkey belt costs slightly less than a glove of storing and has a +2 dex BUT it only lasts for 5 minutes/day AND also takes the same slot as a belt-of-exceptional-dexterity/beneficial- bandolier.
The problem with the TWF double barreled pistol build is misfires, prior to level 13 when pistoleros cease to misfire, misfires are going to decrease the rate of fire. Racially the best option is to be a dwarf gunslinger which can use the dwarf favored class option to lower the chance of misfire. The are a number of ways to use magic items to lower the chance of misfire as well, but none in the 400GP range.
To make 18 hit rolls (9 attacks) with two double barreled pistols as a tiefling you would need a build something like this :
and your combat sequence might look something like this:
round 2: off-hand has pistol in it
It works, but is not advised for the lactose intolerant.
Useful yes, and that is why there was so much surprise when SLAs allowed characters to qualify for arcane strike. The swift action is a problem with the action economy though, the limit of one swift OR immediate action per round and the way immediate actions can be pushed into the next round means that there won't be a swift action available for arcane strike when you most need it.
" Watch the tongue sweetheart, I've seen him lick his eyebrow clean." Works to replace weapon cords for a TWF gunslinger, I dislike the visuals of slurping a hot pistol with the tongue while reloading the other pistol, but mechanically it can work.
Look up Charles Beaudelaire's Flowers of Evil and rip some of his stuff off. Example poem:
The Man Who Tortures Himself
To J. G. F.
I shall strike you without anger
The waters of suffering gush forth
Like a vessel which puts to sea,
Am I not a discord
She's in my voice, the termagant!
I am the wound and the dagger!
I'm the vampire of my own heart
— William Aggeler (trans.), The Flowers of Evil (Fresno, CA: Academy Library Guild, 1954)
Umbriere Moonwhisper wrote:
I wish you'd follow that thought to the conclusion. IF CLW wands aren't around then adventures grind to a halt as players fight one battle then spent 6 weeks in the hospital recovering, fight another battle then back to the hospital... . While this is certainly more realistic, it causes problems with gameplay, especially when back-liners usually go through combat without a scratch and have to wait for the front-liners who lose 80% of their HPs in a battle to heal up. The game is designed for healing between encounters and characters having full or near full HPs at the start of each combat.
If you get rid of magic healing it is easiest if you come up with a means of non-magic fast healing. The next best alternative is to design the campaign on the one-fight-then-hospital-time model (if unfamiliar with how this works see if you can find a Call of Cthulu adventure). If you don't want to do that then you should spend the intense amount of effort needed to change the combat rules so that Damage-per-combat times combats-between-hospital-rest-period is less than front-line hit points. The only other option is some form of send in the clones where characters get replaced every two combats.
"The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble that region's architectural styles. The changes a gargoyle's appearance undergoes are slow and subtle, but over the course of years, it can shift radically."
Well if the gargoyles have been there long enough and there are no statues for them to grow to look like then they might take on a less statue type appearnce, perhaps they begin to look like carved stone chairs instead of statues. Sure the adventures know not to sit in those stone chairs in the corner, but they know it is because the chairs are trapped, not because they are gargoyles.
fyi, PFS has retraining rules in the latest (5.0) guide.
My inner goblin tells me the answer is "fireballs, lots and lots of fireballs." Of course, my inner goblin says "fireballs" is the answer to everything, so take it with a grain of salt. Well everything except fire elementals, for those my inner goblin says "gimme gimme must have."