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I suspect it came from the original wording of the adopted trait allowed a player to select a racial trait from the adopted race (see this post), which was often incorrectly read to include allowing a half-elf to get a bonus feat as an adopted human. This has been changed for clarity and now the adopted race trait refers to "race traits" instead of "racial traits".
If the gunslinger doesn't have the deft shootist feat (unlikely before level 15) consider pumping dexterity (cat's grace etc) combined with combat reflexes and reach (either weapon or enlarge potion), each attack and each reload draws an AoO. Move adjacent and hit him with armor spikes or weapon (reach weapon or large size) so he can choose to either 1)full attack and eat every AoO you have or 2) move and only fire one shot. Viability is dependant on how many AoOs you can make, but AoOs are made at full BAB and you can get two AoOs for every shot he takes if he is using early pistols (one for reloading & one for shooting).
Without feat retraining don't waste a feat on TWF if you don't plan on going for ITWF (& GTWF if you get to level 15) as well as double bane and double slice - inquisitors just have too few feats to waste one on TWF without making the most of it. Take a look at the min dexterity for ITW too, that can be deciding as well - can you get dexterity to 17 by level 8?
IS TWF with an inquisitor worth it? Not the best damage output but it can still work. The damage bonuses of the destruction judgement and bane mean a TWF inquisitor can pump out a whole lotta damage, if they can hit with full attacks. Ask yourself 1) am I gonna get a lot of full attacks, 2) can I get enough buffing to hit, and 3) am I gonna be one of several in melee? If all three of your answers are not "yes" than forget TWFing. Less than full attack actions are rough on TWFers, if you can only make one attack a round then you want to make it the strongest you can. Inquisitors are better than rogues for TWF because they have decent self-buffing capability, bane is +2, wrath is +1 to +3 and divine favor is +1 to +3 - so if you have time to buff and use bane then you will be able to hit far more often than a rogues. The flanking bonus to hit is so useful it might as well be essential, also since most of your non-teamwork feats are going to be spent on TWF feats you need solo-tactics to replace their effects (precise strike and outflank are nice).
The king of Denegal is barely in control of some parts of the country and has limited intelligence capability the part of Denegal where the mercenaries are based. With the consolidation of power and invasion of Reece he has just had more pressing problems to deal with than investigating rumors of a mercenary army the hinterland. With the Kingdom's most competent and trustworthy agents busy keeping an eye on the king's brother-in-law, aunt & stepson (all of who think they would make a better monarch), the kingdom's next most competent and trustworthy agents watching the various factions in the capital which might start a coup, the kingdom's next most competent & trustworthy agents sent with the army in Reece, the kingdom's next most competent agents keeping and eye on Abagaard to be sure that the Abargardians don't take advantage of the majority of the Denegali army being in Reece - why the agents left to investigate rumors of a mercenary army being raised in the hinterland would not normally be considered competent or trustworthy.
Don't know how, wasn't my character but the GM OKed it/
with the right build the acid splash cantrip can be a good goto attack until you have enough real spells to use those regularly instead, the question becomes can the wizard or sorcerer you want to be work with that build? A classic is a dwarf dragonic(black)/empyreal crossblooded sorcerer who uses the racial favored class bonus to cast acid splash for 1d3+1 at level 1 and 1d3+2 at level 2 (build combines nicely with the elemental spell (acid) metamagic feat, toss acid balls around instead of fire balls). If your build doesn't support adding damage to a cantrip then use a crossbow - alchemical weapons are also an option but you might not be able to afford 10GP/round when not using spells, and watch because doing 1d3 with a cantrip to a touch AC you can hit is better than not doing 1d8 with a crossbow to a regular AC you cannot hit. Once you get a few levels under your belt (level 4-5 for me seems to be the leave the crossbow at home point) then you have enough spells to avoid the one-and-done, you can afford using scrolls, and should be looking to have some pearls/runestones of power to help keep magic flowing.
When the GM grabs the rule book and reads the rule himself to see if it works like that - then it is cheese. When you have to explain a rule that makes the build work by reference to the glossary, an online FAQ, a description from the equipment section, the class rules for a class which is not part of the build & two separate areas in the combat rules - then you are into the too cheesy zone.
When you, as DM, can no longer keep them straight then you have too many gods. Don't worry about the players, not being able to keep deities straight is expected of them. When the DM confuses Viscula (the Ulnerian goddess of the west wind and harvests) with Vascula (the lich who has acquired some of the trappings of divinity after centuries of worship by a tribe of axe-wielding barbarians) it will result in a player actually remembering the details of two of the 1,317 gods and cause problems.
More seriously, less than 6 major gods is too few and the 9-12 range is a good area to work in. Experience tells me that a new homebrew setting with 29 gods to choose from makes deity selection by players more a chore than fun, so the maximum number you should create lies somewhere between 12-29.
1st. Yes but you have to have BAB of +6 to get ITWF
2nd. one pouch of ammunition with abundant ammo cast on it will handle both pistols. the spell is cast on a container not on a weapon.
3rd. The change to weapon cords (see the bottom of this page) makes it really, really hard to use two pistols as a gunslinger unless you have revolvers (note, if you have revolvers then it does not work at all well with abundant ammo). If your GM is willing to allow it a glove of storing can work, but it requires favorable GM rulings on grey areas of the rules - allowing the gunslinger move 2 pistols between hands as a free or quick action and that a glove of storing free storing & recovery works on whatever is in the hand instead of being keyed to an object and allowing the glove to store that object when it is in the hand. Alternatively the gunslinger needs a 3rd "hand", which can be obtained by two levels of alchemist or having a prehensile tail or similar.
lastly, this is thread necromancy and there are more recent threads which discuss gunslinger and two weapon fighting issues in more detail and incorporate the clarifications and changes to the rules.
Why do prophecies always have to be so damn cryptic? It's a cliche, and a frustrating one used primarily by lazy storytellers who want to be "Ooh cryptic" for no adequate reason other than that they want to reveal tiny snippets of their plot that will probably turn out to be misleading later.
The more specific and clear a prophecy is the more likely it is to run afoul of free will, and the harder it will be for the prophecy to come true.
A prophecy could say: "On Midsummer, 3214 at 8:07 PM the Dragon Smeagle will be slain by a party of adventures 3 miles north of Marston Moor. The party will consist of the humans Ker-el & Niacie, the elf Silandor and the dwarf Stan and, while all in the party will survive, the dwarf Stan will become corrupted and later (see prophecy no. 23,123) bring about the death of 2/3rds of dwarf-kind and 10,027 years of dwarven slavery." Want to bet any dragon named Smeagle is going to be within 100 miles of any place which might in any way be considered a Marston Moor on that date, or that the name Stan is going to given to any dwarf ever?
Dunno, it's been so long since anyone playing a paladin has not acted in character that non-deliberate falling is a non-issue. The best part of playing a paladin is that you get to be a rule-bound moralist, if you want to be morally ambiguous then why play a paladin? If you want to power-game a heal-tank then play a cleric, ranger, feral druid or some other class because they are more amiable to min-maxing.
hmm, would something like this work?
When the victor spoils and reveals the names,
The city must find a route,
Make what is needed and pay high cost,
The characters are acting psychotic-neutral (pushing the line to psychotic-evil), so that's the way the campaign should go. Get yourself a copy of the Newman/Redford film, maybe some of the Eastwood "dollar" movies, and reset your campaign to match.
I already said that I personally would say an eidolon "diffuses the sunlight enough not be direct sunlight." However there is a valid argument that can be made that since translucent materials allow light to pass through, a translucent eidolon would allow direct sunlight to pass through. It comes down to a GM judgement call
Ah a much better idea.
Have a sleazy gnome appear after each of the battles and offer to trade arrows or bolts for "one shiny gold piece for one shiny arrow, well maybe not that shiny but I'm sure the blood on the fletching won't lower the chance to hit that much". Before the flying fight he can have a light crossbow for only 200GP, "like new, only used by a little old lady for her trip to church on sabbath day". He might also upon occasion offer a vial of Dr. Zongo's Incorporeal Pest Elixir, apply internally with prejudice (oil of bless weapon) for the amazingly low price of 250GP, buy now and get a second one for only 150GP more.
After a trip paying jacked up prices for basic supplies they're unlikely to set off unprepared again.
I'd be more inclined to throw in a partially depleted wand of abundant ammunition than actual arrows, it keeps the player able to function despite their oversight while inflicting the penalty of having to use the wand before being able to fight.
Joex The Pale wrote:
Combat Patrol sorry, my mental feat name checker gave me the wrong one.
The wording is "[t]he synthesist wears the eidolon like translucent, living armor", nothing about being encased in it. Being encased in the eidolon can pose problems. Does a synthesist with a snake eidolon transmute her skeleton so that the body can remains encased in the eidolon as the snake eidolon moves in ways impossible for beings with only a few dozen vertebrae? How does a synthesist encased in a eidolon with hooves manage to make the finger gestures needed for somatic spells? I like the idea and imagery of the sythesist encased in the eidolon, but it doesn't necessarily follow from the description and may even be impossible.
An eidolon is restricted to being translucent. Translucent is a word which means light goes through, not quite the same as transparent which means sight goes through, but far from opaque which means light doesn't go through. Translucence limits eidolons to colors which can pass through light. It may be that my imagination falls short and it is possible to be "black as night" and still pass through light, but the two seem to be opposites.
Personally I'd say the eidolon diffuses the sunlight enough not be direct sunlight but an argument can be made otherwise.
First note that the eidolon as armour is translucent and cannot be black as night unless by "black as night" you mean twilight in a poorly lit, not brightly lit, area. Transparent - allows light and images to pass through, translucent - allows light through but not images, opaque - light and images do not pass through. Think of translucence as letting light through but jostling it in the process so that instead of being able to see for sure what is on the other side you can only see a shadow.
Second note that there is no reason to require that an eidolon encase the entire body. Instead of encasing the body like a translucent force field the eidolon might instead be worn "like translucent, living armor" leaving the head and hands exposed, which could be rather nasty.
Shift is not dimension door or abundant steps, and dimensional agility has as a requirement "[a]bility to use the abundant step class feature or cast dimension door." Shift is it's own special ability which says "as if using dimension door", it doesn't say "can cast dimension door" (see synthesist summoner). Shift isn't a Spell Like Ability (which "function just like spells") but a Supernatural Ability, it isn't "cast" but instead is "used". A GM might rule that shift can be used to qualify for the dimensional agility as a house rule, but it would be a house rule.
Create a generic small "dungeon" (a bandit infested keep, overgrown graveyard, farm as cover for a cult of demon worshipers etc), monstered so as to be a challenge to the party, and when the party sidetracks have them come across that dungeon. Don't even try to fit it into the story arc/campaign before the party encounters it, when they encounter the dungeon you can either add it to the story arc by tweaking it or not.
Alas a synthesist summoner level 9 cannot have dimensional dervish without feat retraining because they have to wait to level 7 to get a feat to pick up dimensional agility, level 9 for a feat to get dimensional assault and (like any other summoner) level 11 for the free feat to get dimensional dervish. And the dimensional assault line are not combat feats so a fighter dip doesn't help, nor are they ranger combat style feats so a ranger dip doesn't help either, nor are they on a monk bonus feat list and even a wizard cannot use bonus feats for the dimensional assault feats. Without feat retraining, to get dimensional dervish at level 9 a character has to have dimension door by level 5 and a +6 BAB at level 9.
3 levels of horizon walker with astral terrain dominance can get you dimension door at level 6monk/level 3 horizon walker, if you are looking for a way to get dimensional dervish as a monk.
Aside from the fetchling which I don't think is legal, the fastest way to start the path to dimensional dervish is a samsaran witch (possibly also wizard but consult GM) with a Mystic Past Life as a summoner who can get dimension door at level 5 as a level 3 spell from the summoner spell list. The problem is you have to switch to a full BAB class after level 6 to have the +6 BAB for dimensional dervish by level 9 and that doesn't give you many uses of dimension door (2 + INT bonus, minimum INT of 13).
A synthesist summoner can get dimension door (maker's jump) at level 6 and can use eidolon's BAB to qualify for dimensional dervish, so with feat retraining (from UCamp) can have dimensional dervish at level 7 when the eidolon's BAB hits +6.
Kobold Cleaver wrote:
I wouldn't even bother with the janitor, unless the players specify otherwise I assume that the characters brag about their exploits in bars and replay their fights to impress the local lads and lasses. Any reasonably intelligent opponent who knows they are facing the party can get a good idea of how the party likes to operate just by asking around.
Or you could do like I do and set the world up around the 30 second day. Have 3-5 encounters per "dungeon" and let the players actually use their limited use abilities. I've played the other way and it gets irritating as a player to not be able to use your abilities because they might be needed later.
Unless your monsters are using firearms then heavy armour is still good against them, the trick to keeping heavy armour users relevant is to tweak the campaign setting so that non-firearms users are more of threat than firearms users. On the army versus army scale in a PF style fantasy realm gunslingers are no more unbalancing against heavy armour wearers than magic is,
When heavy armour wearers do have to confront firearms users they are likely to have some of the variety of spells which impart a base miss chance to ranged attacks (like the level 1 cleric spell entropic shield.) You might also consider lowering the price of amulets of bullet protection or at least make them a very common item.
Genocide. Back in 1E days we kept playing post demi-god level and someone had the idea to rid the world of goblins, so we did. Then the orcs were crushed beneath our heels. ... It was a fun couple of months making the world monster free with our massive powers 1) scry to find them 2) teleport in and 3) then lob fireballs around or let the fighter play with them. Until we got to the dragons and we did decrease the dragon population by quite a lot and I'm sure they weren't a significant threat for many centuries.
Umm, non lethal damage does stack with lethal damage. Said boss has 100 hp, if he takes 50 lethal and 51 non lethal, he falls unconscious.
Aye, it stacks. My bad, I was thinking of a different game system entirely.
Merciful doesn't turn arrows into bludgeoning, which is what is causing the attack bonus loss...
Blunt arrows are bludgeoning, the merciful weapon property is being used to eliminate the -4 penalty from using a lethal weapon for non-lethal attacks. Not sure if actually would work though, the merciful weapon property imparts it's bonus to the arrows so the bow itself might still be a lethal weapon and the -4 might apply - have to consider this.
The problem with sap-mastery non-lethal damage is that it doesn't stack with lethal damage. Effectively you will be attacking the BBEG solo. At level 9, doing @50 average non-lethal damage per hit, can you knock-out the BBEG any faster than it would take the whole party to kill him?
As for the actual build it really needs the sniper's eye rogue talent to work because of the concealment rules. Throw that it and think about ditching non-lethal combat to improve the effectiveness.
Yes, but the level rules in 1E were very different - roughly speaking to go up a level in one class it took twice as much experience so a level 9 fighter would have similar total experience points to a level 8 Fighter/level 8 Thief, so this character would require a similar amount of total experience points as a level 16 bard. Back in 1E many of the level based features (hit chance, saving throws etc) were not additive but instead based on the best one from the classes, so this character would be far more like a 3.5 level 15 character than a 3.5 level 32 character.
That said, dip some levels of fighter to get plate proficiency and some extra feats on a bard to approximate the 1E character. There are fewer things which are limited to specific classes (even a full bard can have plate proficiency if they spend the feats) but however this character is made it is going to take a hefty number of feats.
37. Court Agronomist- the name does vary from court to court but the role is actually very constant, in charge of improving the kingdom's (not the king's but the kingdom's) agriculture. Frequently the post is held by a druid but clerics of agricultural deities are not at all uncommon and even retired fighters have done quite well. Usually involves talking to farmers and herdsmen throughout the kingdom and giving them advice on the best crops to grow in this soil, how to breed better sheep and so forth. Most often found at the court in the planting and harvesting season when farmers and herdsmen are too busy to listen to advice.
38. Inquisitor General - responsible for maintaining the orthodoxy of the faiths in the kingdom. The normal practice is to have Inquisitors Inferior from each faith handle their faiths' orthodoxy and report to the IG who acts as a clearing house for information and referee between the Inquisitors Inferior.
27. Coven Master (Mistress) - reports to the king and is responsible for coordinating the Royal Coven, a group of arcane magic users scattered throughout the kingdom who are sworn directly to the throne. Many Royal families use the Royal Coven as a spy system although others use them to help the people.
My favorite characters are the melee oriented halflings. Doesn't matter which class, I just love the image of a 3' tall halfling going toe-to-toe with some baddie. Paladin with a lance on a war-dog, whip wielding TWF combat controller fighter, teleporting rogue backstabber, cleric who uses a mace to pound a fear of their deity into the unbelievers, barbarian who tears in with hands and teeth, whatever - they just work better with halflings. I've tried gnomes, but since 3.0 gnomes have become the wrong type of crazy unlike my halflings (even the halflings who had paperwork proving they were sane, or at least criminally responsible and competent to stand trial) who can be the right type of crazy.
have to come up with a way to get proficiency with a rock for weapon focus and specialization, I've also just checked and "rock" does not show up on any of the expanded weapon groups so weapon training (rock) is out too. You could make them into clubs of the material stone, but that would not work with "rock thrower".
baring some houserules this build just doesn't work, the rock is too sophisticated a weapon to be covered by Pathfinder RAW.
There are several ways to do it, but only one way to do it at low level (otherwise you're looking at level 10ish before it can be done), synthesist summoner with a quadruped eidolon can get pounce as a 1 point evolution, and a synthesist summoner would be better served using claws on a pounce than TWF. Hmm, with UCamp level retraining it might be an interesting idea to dip a level of synthesist summoner and train it away when another way of getting a full attack with movement becomes available, never considered that as a possibility (before there was no real sense to dipping synthesist summoner, go big as a synthesist or not at all).
I call it a superscript usually and the number varies by where the table is found, for instance on this table a superscript 3 is required. also note that only the higher enhancement bonus (the +1-5 to hit and damage) from the bow or arrow is used but the special abilities (flaming, shocking, bane etc) on both arrow and bow affect the attack.
Off the top of my head (assuming cohort is level 5 so sorcerer bonus feats aren't on the table) the only options I can think of are class limited:
dodge and mobility are combats feat so can be bonus fighter feats.
a rogue or ninja could use rogue talent or ninja trick (combat trick) for dodge or mobility.
a vanilla monk can take dodge as a bonus feat at level 1+ but mobility only at level 6+ ( I recall an archetype which gets dodge automatically at level 1 and can take mobility as a bonus feat at level 2 though).
magus can take dodge or mobility as a bonus feat at level 5.
synthesist summoner (do I need to say more?)
oracle of waves with the fluid nature revelation gets dodge at level 5.
If the bard has the agile weapon enchantment he should be doing acceptable damage with a whip. If the agile weapon enchant is not in play then consider changing the melee based feats to archery ones and let him use a short bow as a primary weapon - rapid shot & multi-shot would have him firing 4 arrows/round which can be very devastating if poisoned.
1) Pathfinder is not all about simulating reality, there are darn few dragons in reality. Pathfinder is rules to model unreality (a fantasy realm) and realism often take second place to balance. In reality if someone were teleport behind a combatant they probably would be unable to respond, in a fantasy world with magic ninjas, teleporting mages and mystic monks able to land unharmed from falls of skyscrapers a combatant would know that such an attack was a realistic possibility and not be caught so unaware.
2)It is questionable that shift can be used with dimensional assault. Shift is not actually the Dimension Door (DD) spell, instead it is a Supernatural Ability which functions "as if using dimension door" Some Spell Like abilities let you cast spells (ie gnome magic) but the description of Shift is such that it only functions like the spell not is the spell itself.
3)You can use dimensional assault to get into a flanking position if someone else is in a position to be your flank partner. Dimensional savant allows you to do something like that, by using yourself as a flanking partner so all your attacks after the first are counted as flanking.
4)The operative concept with dexterity bonus is knowing the person is there. There is no reason stealth could not be combined with the shift supernatural ability to make an attack against an opponent who is then denied their dexterity bonus, provided your stealth attempt is successful. This may not be a viable option for you character as you need an ability like hide in plain sight to use stealth when under observation, but even invisible creatures need to use stealth to make attacks which deny the dexterity bonus, although they get a +40 bonus to their stealth attempts.
I agree with Drogos, better to get the signature abilities from one class (judgement & bane) before dipping because they add so much to the class. I'm not certain I'd go for 4 levels of weapon master as Mors suggests (but the weapons specialization feat, weapon training with gloves of dueling as well as 3 bonus feats for the feat starved inquisitor is very tempting). As for the capstones they aren't an issue, greater bane hits so late in the game that it isn't much of a factor and stalwart is useless if you are in heavy armor, which is why you want to take the fighter level. Taking the dip after level 5 does raise the character level before getting 2nd judgement, spells, and judgement3-4/day lowers the rate of progression on judgements but none of those are "game changers" (2nd judgement is awfully nice though).
Not sure if it applies as much to archers as their ammo is so much cheaper but for a gunslinger a wand of abundant ammunition is almost mandatory and it affects silver and CI and so forth ammo (I had a gunslinger who only used a total 7 actual silver bullets in 14 levels of a campaign which needed many of them thanks to abundant ammo). If you are looking for something to get you past a magic weapon DR then a scroll of magic weapon costs less than a single +1 arrow (25G versus 40G).
It's a choice, good or bad depending on how much it costs and how much use you have for it. Add the lunge feat, a reach weapon & enlarge spell for more utility. That said, it is useless against single opponents, opponents which are widely spread out & combats where you cannot stand still and take a full attack action - if that is what your fights are like then forget about it.