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If you wanted Enlarge Person, you could just be a Goliath Druid.
As for your question, the standard gish spell are what you want: Mage Armor, Shield, True Strike, Grease (less needed because your AC will be HUGE). Thunderstomp is great if you are wild shaping with natural spell, as you CAN use your charisma but nothing stops you from using your (very high) strength with it. Unseen Servent is nice if you are wildshaping too.
The Prestidigitation, Ghost Sound, Mage Hand and Dancing Lights Cantrips are pretty nice too.
I think Artifice's minor blessing could be put up a notch. It's OK to be able to use offensively, but the real prize is being able to slice through anything and everything standing in your way at level 1. It's the ultimate lockpick. A sacred fist can even use it to rip open a metal door with his bare hands.
Unlike Adamantine weapons, this works on hardness over 20, so NOTHING the GM pulls can shut down your lightsabering.
I'd absolutely take it over the plus 1d4 damage options.
David knott 242 wrote:
I'd put a note that said due to Planetouched's nature as mutants instead of a true race, their lifespans vary wildly. It would avoid invalidating any characters built with the old chart and fix the AP plotholes pretty nicely.
Oasis has a clause "If there is already a natural spring within 1 mile" that it reduces output of that spring. The spell says earlier its effect is "similar to a natural spring". Does this mean you can have multiple Oasis spells running right next to eachother?
Can Create Water's water be used for the material component?
A half-elf can Share Spells Paragon Surge.
A few magic items give feats. When in a wayfinder, some deep red spheres give Improved Unarmed Strike and incandescent blue spheres give Blind-Fight.
There's one or two mentions of a group of Asmodeus sponsered Demon Hunters in PF.
I think one of the Paizo people said that Cheliax doesn't want the worldwound closed, as it means all the goody goodies send their champions there and not Cheliax.
Air Crystals are actually pretty bad unless you are constantly being dispelled or crafting them yourself.
A potion of air bubble costs the same, allows you to open your mouth and doesn't kill you if you are prevented from using a free action each turn,
Big Cat without question. Even now that any animal companion with 4 legs can get pounce via a feat, the other options for primal companion are all pretty eh and Big Cat is still one of the best.
The right rage powers are pretty powerful. Everyone having pounce is huge if the party is melee heavy and doesn't otherwise get it. Giving everyone scents and using pheremone arrows is nice, though there aren't really rage powers that support archery skald beyond that.
"Studded" Leather is a misnomer, the actual improvement is from (fairly sizable) metal plates in between the leather that the studs keep in place. It's one of those D&Disms that never quite got killed when it should have been.
The sage bonus skill points is just 2 a level.
The high intelligence is still based on HD which means you get 1 skill point at 5, 7, 9, 11, 13, 15, 17 and 19. With the way Pathfinder handles class skills, these are actually semi-relevent.
Do however remember that a Sage gaining 2 skill ranks at each level does not replace the familiar's native skill point gains and in PF skill ranks are retroactive with intelligence increases. At level 5 and every odd level after that your familiar will gain an extra skill point per HD.
This can be as many as 32 skill points with a Tidepool Dragon or Pooka (who have the record of HD for familiar options with 4 each. Both also have types that give a good array of class skills)
edit: The dinosaur seems to have 1 rank in perception with the +3 class skill bonus applied and 0 ranks in swim, with a +2 dex bonus (as it is small enough to use it for swim instead of strength) and the +8 bonus to "perform a special action or avoid a hazard." from having a swim speed given as a general modifer (admittedly the bonus covers 99% of swim uses but...).
The effects of walking a foot off the ground through Air Step on tracking (-10 penalty on trying to track them) are less than the Lure of the Heavens hex/revelation do (You can't be tracked, period) for walking 6 inches off the ground and Horseshoes of a Zephyr do (also can't be tracked) with 4.
The Dumbshow of Gorroc is a very poor masterpiece that does fire/piercing damage to oozes and plants (but would still be pretty poor even if it wasn't restricted in target) in an area full round action. Problem: Many oozes have the split ability, which triggers on piercing damage.
The fluff text however describes it as being based upon a deal with a devil gone horribly wrong. Backfiring like that would fit that fluff. Was this intentional?
If you kept up on your perform ranks, you don't actually NEED to limit yourself to a second level masterpiece if you are spending a feat as a multiclass bard instead of a spell slot (though PFS work that way).
(I actually just realized that myself while looking over descriptions. I finally have an anwser to "why would you ever spend a feat on a masterpiece")
My favorites overall (not all 2nd level) are Pageant of the Peacock (you have EVERY int skill at your bluff mod. While poor for monster IDs, it's fantastic out of combat.) Winds of the Five Heavens (Control Winds is one of the best options for killing armies and destroying settlements), Legato Piece on the Infernal Bargain (Planar Ally with no component cost) and The Dance of Kindled Desires (If you have 3 rounds, anyone who fails a will save is compelled to do what you want as long as it isn't suicidal and their greatest desire isn't something you can't fufil: You can deny them after they complete it).
Unfortunately I think all those are prohibited in PFS (Planar Ally doesn't sound like the kind of thing they allow and I think PotP was specifficly disallowed) and I doubt Winds of the Five Heavens would be useful even if it's allowed (I don't think you fight "armies" with more than 2 digit numbers and I doubt you destroy that much either).
Rondeau of Heavenly Order isn't bad if you play with cluttered battlefields instead of square rooms. As mentioned above Battle Song of the People's Revolt is good, though PFS means your party changes a lot (Broken Wing Gambit is poor if you don't have any melee fighters for example)
Broken Wing Gambit is pretty neat, though the other two are pretty meh (one of the strongest parts of those feats is they work on an AoO).
What's the Stamina ability of Shadow Strike (the feat tax to be able to shank someone in a dark ally)?
The problem is that craft is int based and the DCs are all fairly low for non-alchemy stuff (with the purpose being that higher skill mods mean you can craft faster), so Wizards.
Even in the hands of a Sorcerers or Clerics with the right domain, it's still capable of doing what Passwall, a spell of equal level, does with a longer duration (instantaneous instead of 1 hour/level) at the bare minimum.
Ian Bell wrote:
I think you're wrong, for basically the same reason that the classic article in PF#8 has for remove disease not ending plagues. There just aren't going to be enough level 9+ casters to have a significant effect on the volume of stuff in the world.
Didn't know about that. I always thought it couldn't stop them because
Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
meaning that unless everyone was cured in one go, they'd just catch it again. It's also a good reason why even rich people would stay sick if it wasn't life threatening: Antbodies are worth the week in bed.
PFUC is PF UA: It's just published suggestions for house rules*, so it's, more than normal, what the GM wants.
*technically every printed tRPG product EVER is just published house rules for a bunch of people around a table, but hardly the point
Deliquescent Gloves only work on natural weapons or unarmed strikes, but Demonic Smith's Gloves (8000 GP, also has a +4 craft checks with a drawback that never actually come up if you just take 10) however work on all weapons.
Removing the +4 checks would make the item cost 5600 GP.
A +1 Bladed Belt (can turn into any piercing or slashing weapon) would be 4000 GP so that's a good baseline.
I'd probably cost that at an even 5000 GP and explicitly note the bonus will apply to throwing weapons and weapons created by spell effects such as Flame Blade or Thorn Javelin (which would make it worth the cost for throwers, who normally throw away items worth more than their weight in gold, or a character who liked those spells, which currently have little to support someone specializing in them, and the rest is just gravy).
Giantslayer has a magic grenade (with little cost increase) that ignores ALL miss chance and concealment, so it can attack foes in murderholes/arrow slits with ease.
But yes, they seem largely useless thanks to the variable fuse (which makes no sense when it varies by up to 12 seconds).
There isn't really much a Sorcerer NEEDS to function if spells are picked semi intelligently (buff animal companion), so focusing on the AC is good.
I'd take (assuming Human)
For the companion itself, Rhino's Rush is a good feat when it has pounce from evolve companioon. It allows it to ready a pounce charge for something that triggers immediately as a standard action.
Cap. Darling wrote:
super pet or the SLA cheese are no longer in the game.
They killed boosting an animal companion giving revealation with FCB? When was that?
If you will hit a town soonish, get the armor but sell it the first chance you get. You absolutely don't want it on at level 7 (there's enough all day and no somatic component spells for level 1, but you lose some amazing 2nd level ones).
I would normally not recommend this because the GM would just even out your WBL, but you are playing a published AP, so there's a finite amount of money
edit: As mentioned under me, you traded out your spell casting (which was a poor move, but whatever), so absolutely get it. While other armor will eventually surpass it, an extra 6000 GP will be a decent amount then.
I've seen what happens to familiars of dead wizards discussed here before.
One thing I remember is someone mentioned that there were multiple Paizo written adventures that featured familiars of dead wizard who kept their intelligence long after the master's death, but I have no idea which these are.
Eldritch Heritage doesn't work anymore because of FAQ.
As you have high int, you could potentially get arcane spells from the Spirit Guide archetype and the Lore spirit. It even mirrors a wizard's ability to change the spells daily.
I'm assuming the power level is supposed to be in-line with the (likely not particularly high) SG itself, so I'll avoid focusing TOO much on poor choices unless there's stuff heads and sholders in core or the alchemist's home book (APG).
Spellcraft (mandatory if you want more formula than the 2 you get for leveling up) is more important than Craft:Alchemy (you make it better with class features and that's it). Charisma is your dump stats, and DCs are fairly high with no take 10 so a single rank in UMD is questionable.
Splash Weapon Mastery is WAY better as a choice at level 5 than Weapon Focus.
As melee alchemists seem to be assumed to use feral mutagen instead of longspear, cleave is pretty lame, though I'm not sure what to replace it with at the level. While you are mid BAB, all 3 (maybe more) attacks work off your full BAB, so Dazing Assault is an option for your level 15 feat. If you ARE using a longspear, lunge is pretty nice when its takable
It's a basic example of the magic schools being extremely poorly defined.
Quick! Is mage armor, a basic defense spell that creates armor out of force in abjuration, which is focused on defense and stuff that interacts with magic, or evocation, which is focused on manipulating elements (including "Force")?
No, I don't know why its conjuration, the school of transporting stuff to a different location instantaneously and creating something from nothing, either
There's actually at least 4 ways to negate Arcane Scent:
Negate Aroma spell (simplest and easiest), first level spell that negates it for 1 target/level for 1 hour/level. Its even in a main line book), a Liar's Robe, Incense of Dulled Senses and a Pull-Ring of Scent.
I'd definitely ditch the rogue levels for Empiricist Investigator then add another level next level up (Find some potions that last a long time and use alchemical allocation. Remember you only have to pay for the potion once) and your first level extracts are pretty good on their own.
I'm not sure if that's possible in PFS though
I think 3.5 had a feat Dragons could take that gave it and you could port it/homebrew it (you are the GM and it's not like the players can be true dragons to meet the requirements). The changes in polymorph would mean they keep their strength/dex score in that form, but all the dragons that actually have it get that.
Is Drill Sergeant's ability still called "weapon training" (so it works with the gloves of dueling)?