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Roper

joeyfixit's page

970 posts. Alias of Peter Heleva.


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Cao Phen wrote:
Why use a bow when you can throw a rock?

Because no?


DrDeth wrote:
joeyfixit wrote:

A low-level Sorcerer may be "easier" to play, but there's a potential for a newb to get really bored casting the same two spells for more than one session.

"I cast Mage Armor. Whee."

"I cast Grease. Again. Whee."

I use my Bloodline ability.

"Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier."

I shoot it with my Longbow.

I fire a Acid splash on it.

As versus the Fighter- "I hit it with my sword" or
Ranger= I shoot it with my bow."

True Strike might be a good option, if she's planning to shoot things with a bow.


DrDeth wrote:
joeyfixit wrote:

A low-level Sorcerer may be "easier" to play, but there's a potential for a newb to get really bored casting the same two spells for more than one session.

"I cast Mage Armor. Whee."

"I cast Grease. Again. Whee."

I use my Bloodline ability.

"Minute Meteors (Sp): At 1st level, you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier."

I shoot it with my Longbow.

I fire a Acid splash on it.

As versus the Fighter- "I hit it with my sword" or
Ranger= I shoot it with my bow."

Right. You can have all that plus have to think about what spells to memorize today, which for me is the meat-and-potatoes of playing a caster and a fine way to introduce someone to magical classes. Personally, I'd go Wizard or Arcanist. Depending on which way the player goes, we'll find out if the player wants to be a spammer or a thinker.

Also, I see no reason to poop on martial classes. A melee fighter can decide whether he wants to bull rush, charge, trip, grapple, overun, intimidate, power attack, stand in front of caster and ready an action to cut apart the first enemy that approaches, drink a potion of Enlarge...


MaxAstro wrote:

The sniper is such an archetypical character concept that it's weird that it's so hard to build one in Pathfinder. I'm running into this for a campaign I'm writing right now - one of my PCs once to be a sniper-type character.

I would definitely suggest slayer over rogue. Studied target is awesome and has no range limit. At low levels you are basically going to be a standard ranged rogue - i.e. sucking pretty hard. However, once you can save up the money for a pair of sniper goggles things start to look better. You will also want endless ammunition on your crossbow - expensive, but you are basically paying for style points. Yes, bows are stronger, but heavy crossbows are cooler. Plus you can fire a crossbow while prone, and you just aren't a sniper if you aren't firing prone.

I would also suggest a dip in shadowdancer for hide in plain sight, although slayer camouflage works just as well if you are willing to wait until 10th.

Is this an outdoorsy campaign? Because here's the thing - like any good sniper, you will need a lot of preparation. You need to be willing to split yourself from the party. Ideally, you need to find a vantage point where you can see the party, but are at least 150-200 feet away from combat. At that distance, with your high Stealth (your stealth is high, right?), the penalty on monster perception checks should be enough to keep you from being spotted. Don't forget to ask your GM for situational stealth bonuses because a) you are prone and b) you half buried yourself in dirt and leaves.

Also, carry something you can use to signal the party in a hurry. A wand of fireball with enough UMD or some kind of flare or something. Some way to say "guys, the sniper just got ambushed!"

Vital strike will probably also be your friend if you are going for the whole "one shot, one kill" feel. I would talk to your DM to see if there is any way he will let you get the gunslinger's "dead shot" deed. If he is really, really nice he might house rule that you can...

You definitely want to save up for Sniper Goggles.

An evil sniper NPC tore our party up a few years ago with a well-prepared ambush. We were tenth level and he gutted the Ankylosaurus I summoned in one round. And killed my PC, come to think of it.


StrangePackage wrote:

Sorceror, followed by Witch, and then Wizard.

Arcanist and Magus are complicated with additional resource tracking and rule sets that may be prohibitive to the enjoyment of a novice player. Even archetypes may be a little dense, as not only do you have to learn a whole new set of rules, but then toss some out and add new ones. Speaking from experience with novices, that can create problems.

Sorcerors are fun, easy full casters who sling spells like a drunk sailor spends coin. With a little advice on the best spells she'll be exploding things all over and enjoying it.

Witches are full casters with great flavor and hexes are just too useful to ignore.

Wizards are the most challenging base class to do right, but starting at low-levels, it's hard to go too wrong.

Give her options, let her pick. Once she has made her base decision, give her more options, and again, let her pick. This is her character, so let her decide how it works.

+1.

Magus really isn't any easier to play than Wizard, because they're melee focused. Melee is tougher and tends to be more rules intensive than ranged combat. On top of that add in Spells, DC's, areas of effect, spell combat, swift actions, arcane pool points, and having to keep track of different constantly fluctuating bonuses and types of damage, and it'll make a newb's head explode. And that's before we get to rules about charging, threatened areas, flanking, attacks of opportunity, grappling, power attacking...

An archery ranger's one of the better ways to go for a beginner, IMO. If she's not having it then I say let her play a Wizard or an Arcanist. A low-level Sorcerer may be "easier" to play, but there's a potential for a newb to get really bored casting the same two spells for more than one session.

"I cast Mage Armor. Whee."

"I cast Grease. Again. Whee."

What's the rest of the party?


Undone wrote:
Isn't "Deadly Archer" Redundant? All archers are deadly.

Clever Archer, then.


houser2112 wrote:
Secane wrote:

Firstly, I would advice you not to go with just 10 wis, try placing more points into it. Even if it is just to a 12.

I have seen way too many games ending badly due to the damage dealer getting dominated. Carefully Hidden is a very good choice!
As a damage dealer you will want great will save, because if you get dominated, chances are the party is doomed.
Since most of the nasty spells that target Will saves are also Mind-Affecting, I like Sound Of Mind better for this purpose.

Interesting.

Actually, after doing a little research, pretty much all the offensive Will saves are mind-affecting, even fear effects or illusions like our good friends Color Spray, Phantasmal Killer, Rainbow Pattern. In fact, even divinations like Seek Thoughts are mind-affecting. Necromancies that aren't mind-affecting tend to be Fort saves anyway. Certainly Murderous Command qualifies, which

Done.

Good suggestion.


BTW, has anyone ever heard of a spell or effect that's divination and offers a save that doesn't target Will?


claudekennilol wrote:
joeyfixit wrote:
Secane wrote:

3) Adaptive - Planning to get a Str boost from bull strength? Or a +2 str belt/ioun stone later? Adaptive is a cheap way to up your Str rating on your bow, when you need it as you need it.

4) Holy (optional) - You should not much problems hitting targets as you reach higher levels. Holy is a great way to get more damage per hit. More so as your an archer! With 4-6 attacks at mid lvls, each hit by an arrow nets 2d6 damage against the most common enemy alignment type.

3) Is this worth a +1? Couldn't I just adjust the level of the Compound Bow?

4) 3rd level sneak attack damage against ALL CREATURES OF AN EVIL ALIGNMENT? Well, how often is that going to come up in PFS? (Yes, please). Hmm, this could also serve as a poor man's detect evil.

3) Only if you plan on buying a completely new Composite bow every time your strength gets adjusted. And if someone hits you with a drain and you can no longer use your non-adaptive bow then you're screwed.

4) I can pretty much guarantee at least once a scenario as the bad guy at the end is almost always evil (at least in my experience). I do remember a Chaotic Neutral one once, though..

joeyfixit wrote:
Charon's Little Helper wrote:
Of note on the will save - you can always spend a trait to get as much benefit as 2 points of wisdom. Not an amazing trait - but good if you don't have any other traits you really want.
What do you mean exactly?
Faith Traits wrote:

Indomitable Faith: You were born in a region where

your faith was not popular, yet you never abandoned it.
Your constant struggle to maintain your own faith has
bolstered your drive; you gain a +1 trait bonus on Will
saves as a result.

The dude said worth two points of Wisdom. So I assumed there was a trait that would give you +1 to Perception checks, sense motive, heal checks in addition to Sense Motive. I already picked Carefully Hidden, which is +1 on Will saves AND +2 vs divination (like Discern Lies).


claudekennilol wrote:
joeyfixit wrote:
Secane wrote:

3) Adaptive - Planning to get a Str boost from bull strength? Or a +2 str belt/ioun stone later? Adaptive is a cheap way to up your Str rating on your bow, when you need it as you need it.

4) Holy (optional) - You should not much problems hitting targets as you reach higher levels. Holy is a great way to get more damage per hit. More so as your an archer! With 4-6 attacks at mid lvls, each hit by an arrow nets 2d6 damage against the most common enemy alignment type.

3) Is this worth a +1? Couldn't I just adjust the level of the Compound Bow?

4) 3rd level sneak attack damage against ALL CREATURES OF AN EVIL ALIGNMENT? Well, how often is that going to come up in PFS? (Yes, please). Hmm, this could also serve as a poor man's detect evil.

3) Only if you plan on buying a completely new Composite bow every time your strength gets adjusted. And if someone hits you with a drain and you can no longer use your non-adaptive bow then you're screwed.

Sure, worth a thousand bucks.


Charon's Little Helper wrote:
Of note on the will save - you can always spend a trait to get as much benefit as 2 points of wisdom. Not an amazing trait - but good if you don't have any other traits you really want.

What do you mean exactly?


Faerie Dragons are smarter, have a breath weapon, better telepathy, and you get them at the same level. Why wouldn't you want one?


Ideally I should have an intelligent Seeking Weapon that can cast Echolocation once a day. I have no idea if this even feasible in PFS.


Secane wrote:

EDIT!: One VERY IMPORTANT thing to add. Grab the following Ranged Weapon Qualities on your Bow ASAP!: (from most important to least)

1) Impervious - Your Bow is your life! Don't allow it to be sundered, or made useless with a simple spell like Warp Wood. Impervious will protect your bow and make it tougher and protected from spells like Warp Wood or a rust monster.

2) Seeking - Got an invisible enemy? Facing a caster with the Blur spell? Or Mirror image? Fog? Seeking solves all those problems. Target the right square and you won't have to roll for a miss chance.

3) Adaptive - Planning to get a Str boost from bull strength? Or a +2 str belt/ioun stone later? Adaptive is a cheap way to up your Str rating on your bow, when you need it as you need it.

4) Holy (optional) - You should not much problems hitting targets as you reach higher levels. Holy is a great way to get more damage per hit. More so as your an archer! With 4-6 attacks at mid lvls, each hit by an arrow nets 2d6 damage against the most common enemy alignment type.

5) Glamered (optional) - Some times... you will have no choice, but to enter a location without your weapons, or your weapon may be peacebonded. This helps in sneaking your bow across.
Now a bow is useless without arrows so get a normal quiver or 2 in a handy haversack or better yet a Pathfinder Pouch and your set to pull out a weapon, when your enemies expect none.

1) This is a good suggestion. Also note that a Weapon Master gets a (tiny) bonus vs. all that stuff with his chosen Weapon.

2) Seeking? Natch.

3) Is this worth a +1? Couldn't I just adjust the level of the Compound Bow?

4) 3rd level sneak attack damage against ALL CREATURES OF AN EVIL ALIGNMENT? Well, how often is that going to come up in PFS? (Yes, please). Hmm, this could also serve as a poor man's detect evil.

5) Glamered - this is interesting, but kind of circumstantial. For four grand I think I'll pass. If I can't take my bow into the party, I think I'd rather not enter the club and instead use stealth to sneak in through the back or sit up in the rafters and keep a bird's eye view of the party.


Secane wrote:

I have a PFS fighter-archer character who is a Seeker.

Firstly, I would advice you not to go with just 10 wis, try placing more points into it. Even if it is just to a 12.
I have seen way too many games ending badly due to the damage dealer getting dominated. Carefully Hidden is a very good choice!
As a damage dealer you will want great will save, because if you get dominated, chances are the party is doomed.

Secondly, Your explanation for Focused Shot is sound, but I would still advise you take up Rapid Shot or some other feat instead. The extra damage for a single shot is just not worth it.

Playing an archer from lv 1, you will realize your play style changes as you level up. You start off as more of a support role, playing second fiddle to front loaded classes like the barbarian or summoner, but as you level, you will get a lot better and outpace the other classes

As a Fighter-archer, you want to focus on getting as much static damage on your arrows. Weapon training + dueling gloves, weapon specializations and its greater version, are what separates a fighter archer from rangers or zen archers.
Basically, you fire 1-2 less shots, but you hit better and deal more damage per shot.

Your selection of Clustered Shots is well chosen! That feat is almost a must have at higher levels. Especially in the face of robots and demons, all with DR. While others cry over DR, you can scoff at it.

Finally, I would suggest Combat Reflexes + Snap Shot and Improved Snap Shot line over Disrupting Shot.
The reasons are:
1) The Snap Shot line is almost a fighter exclusive, due to the number of feats required. Most other archer types like the zen archer or ranger can't afford the feats to enter this line.
2) As you have mentioned above, you want to remove hit points from enemies. And from my own experience in PFS games, it is almost always better to full round attack and deal as much damage as possible to an enemy, instead of readying an action to disrupt their spellcasting.
A dead enemy can do...

You're probably right about the Will save. I had actually toyed around with dipping a level or two of Investigator - far as I know, this is the only non-monk class with good saves in Will and Reflex (what the fighter lacks). I couldn't justify nerfing my BAB and didn't want to bother with extracts.

I am considering dropping Charisma another point to get that +1.

1) I had played around with this, but I feel like it just eats up too many feats, and worse, it puts me toe-to-toe with the enemy. I dumped Constitution down to 12 because I wanted to avoid this. I should be nowhere near the rabid trollbears or whatever when they're full attacking. Also, my 6th level feats are full and Improved Snap doesn't even kick in until level 9, when I REALLY shouldn't be standing within 15' of the dire dragon devils with their crispy skunk auras or whatever. This feels more like a Switch Hitter/Stabbing Shot kind of feat.

3) I agree that Disrupting Shot is circumstantial. It wouldn't really come out until the the party is getting Pwned by a major caster. Probably one I can hardly hit with a full attack due to something like Displacement. This is when my Weapon Master reroll will come in handy.

You're right that it limits me to once per round. But on the other hand I get to do it every round, which could potentially swing the battle. Say if my melee troops are bogged down with the enemy caster's entangle spell, or if he's summoning more undead trollbear minions every round, it might turn the tide if I'm goofing up his spells every round. The penalty to concentration doesn't care about a bad guy's DR or his immunity to piercing damage or his fast healing.


Kazaan wrote:
joeyfixit wrote:
Heck, you can probably even Flurry with a natural attack like a bite (I actually have no idea what the rule is on this).
You could only Flurry with a natural weapon if you took Feral Combat Training or, if it's your deity's favored weapon, Crusader's Flurry.

Crusader's Flurry would be the way to go, but it requires WF.

So something like

Cleric 1/Monk 1/Druid X

1 Channel Smite/Guided Hand
2 Dodge (bonus Monk feat)
3 Weapon Focus: Quarterstaff
5 Crusader's Flurry
6 Retrain Favored weapon to Bite and retrain WF: Quarterstaff into WF: Bite
7 Natural Spell

Assuming a 22 Wisdom by level 8, that's AC 17 + Dex + Natural Armor + equipment. An Amulet of Mighty Fists +1/Natural Armor +1 should only run you 6k.

Wildshaping into a Lion at that level will give you 40 speed and a bite at +11 for 1d8 + at least 2 (assuming a base STR of 10) plus grab and a minimum AC of 19 (plus Dex). That's before a belt of strength/dex or a ring of protection.

Dex should be your second highest stat, followed by Strength, then Consitution. Dump Charisma.


Artoo wrote:
joeyfixit wrote:
Ranger doesn't have the feat slots that I need to keep the arrows flying. And hitting.

Huh? Ranger gives you a feat at level 2 from Combat Styles. If you're just going for a 2 level dip it's just as many feats as Slayer.

Taking Ranger levels also lets you use wands of spells from the Ranger spell list without UMD.

Before I'm able to cast spells? Doesn't sound right.

A Slayer has access to Bluff and Knowledge Local. I want those more than Knowledge Nature. And I want a Studied Target more than I want spells.

Spells are someone else's job. This build is for removing hit points from enemy.

EDIT: Looked up Spell Trigger. Guess you're right.

15K for a wand of Cure Moderate Wounds. Money better spent on Magic Armor/Ring of Protection/Cloak of Resistance.


River Shadowhand wrote:

This would be for PFS btw.

It seems that the most likely suggestion to work would be the 1 level Cleric dip. I guess my two options would be a 1 lvl dip Monk, 1 lvl dip Cleric, then rest Druid. Or, a 1 lvl dip Monk and rest Cleric and settle with domains that give druid spells.

Does it sound worth it?

I believe you choose 1 of the two favored weapons and stick with that, I don't think you get both.

I'm curious - why Druid instead of Cleric or Warpriest? What spells are you interested in? Personally I love Druids.

If a Sorcerer can retrain his bloodline, I see no problem letting you retrain your choice of which of the two weapons that your deity offers for a favored. Quarterstaff for the first five or so levels and Bite after you start Wildshaping. Heck, you can probably even Flurry with a natural attack like a bite (I actually have no idea what the rule is on this).


Claxon wrote:

Slayer does round out your skill options, but thats about all it does it for you.

Have you considered just taking the ranger package? It gets nice skills all the time, and can pretty much do everything else you want. If you're worried about FE being usuable I believe Freebooter archetype is available in PFS.

Freebooter's Bane doesn't thrill me. It requires my buddies to see and hear me. So, in almost every situation the enemy will also see me, and see that I'm rallying my buddies. That's like a bullseye target.

No thanks. I'd rather hide in the shadows. This is a striker build, not a leader.


Charon's Little Helper wrote:
Why do you need the 14 Int? Just for skills?

Yes. I want the character to be good at something outside of combat.

Also, a 14 Int qualifies her for Focused Shot. At first level that's Deadly Aim without having to miss. And without having her fleet glued to the floor for an extra attack at a -2. (and probably missing twice).

So, not missing because she's going for a headshot and not getting creamed because she stood still and took an extra attack (and probably missed anyway). That's at least a two-point swing.

Once she affords a Compound Longbow she'll be hitting for d8+5, still at level one. This is before buffs from a cleric or a singing bard. With a little luck she'll have an Alchemist handy to poison her arrows.

Later on, when hitting stuff and being mobile isn't such a problem, she can retrain Focused Shot for Manyshot.

Also, I get to play her as clever. I like clever.


Claxon wrote:

Slayer does round out your skill options, but thats about all it does it for you.

Have you considered just taking the ranger package? It gets nice skills all the time, and can pretty much do everything else you want. If you're worried about FE being usuable I believe Freebooter archetype is available in PFS.

The Slayer gives me a bucket of skill points, and at 2nd level gives me a bonus feat (either Weapon Training or Crossbow Style Deadly Aim, take your pick). So, no net loss in feats or BAB for the two-level dip, and a massive gain in skills and an ability that will come in very handy at low levels.

Ranger doesn't have the feat slots that I need to keep the arrows flying. And hitting.

EDIT: No, I can't use Studied Target at high levels and still full attack. Dummy.


Fearspect wrote:
What about flipped around? 1 level dip Cleric to get channel, then do Druid X (and whatever Monk things along the way, if still required) taking Channel Smite and Guided Hand as your 1st/3rd feats?

Ninja'd!

A Human Cleric 1 can take both of those feats at first level. A one level dip in Monk will get you the AC bonus.

The Magical Knack trait applied to Druid will keep you from falling behind on anything related to caster level, such as duration/level.

Apsu's favored weapon is a bite or a quarterstaff. A quarterstaff is a monk weapon, so you can flurry with it. It is also one of two weapons that you can cast Shillelagh on (+1 enhancement and 2d6 damage).

Since Apsu's other favored weapon is a bite, I see no reason why you couldn't also use Wisdom to bite once you're using Wild Shape to turn into critters.

Do you have to choose one favored weapon if a deity has more than one?


... sounds like you want to play a Druid with a level dip in Cleric, no? Wisdom is their stat for spells, after all.


Archer:

Str 14
Dex 18
Con 12
Int 14
Wis 10
Cha 8

Fighter 1 (Weapon Master)/Slayer 2/Fighter X

Traits
Armor Expert/ Carefully Hidden

Feats:
1 Point Blank Shot, Precise Shot, Focused Shot
2 No feat/ Slayer level. Studied Target.
3 Weapon Focus: Longbow. Slayer Talent: Deadly Aim.
4 Improved Initiative
5 Rapid Shot
6 Weapon Specialization. Retrain Focused Shot into Manyshot.
7 Clustered Shots (or Iron Will, if I'm flunking too many Will saves)
8 Disrupting Shot
9 Improved Iron Will or Hammer the Gap

The first four levels of this build are about taking one monster shot. I keep trying to work in Improved Init before level 4, but I really like having a Focused Shot at first level and I really like taking WF and Deadly Aim together, to offset Deadly Aim's penalty to hit.

At fourth level with a +1 Composite Longbow I'm seeing +12/d8+6 or +10/d8+10, with a move action to position or tumble. Or I could five foot and study for +11/d8+11.

The Slayer levels are mostly there to give me Stealth, Acrobatics, and Bluff (every character should be good at least one face skill, right?). The studied strike is icing on the cake; I plan on keeping fairly mobile once I pick up Stealth and all those skill points at level two.

Since she won't be an optimized sneak or acrobat at level one, I'll probably pick up some Medium Armor right away to offset squishiness - Hide for session one and Scale Mail after. After that it's a Chain Shirt plus Ring.

The terrible Will save is bugging me; I'll probably invest in a Cloak of Resistance before getting a Ring.


Kalvit wrote:

I've said in the original post that I'm building this for a level 17 adventure in a couple months or so. I was told it was going to be one module, and I could go nuts on this. So I get a chance to make a dream build, as well as test the possibility of its viability.

Let me expand upon the abilities the build I'm going for would grant.

4 levels of Sleuth Investigator:

* Pool of luck points that can grant a number of useful abilities. Need to go to 4th level to gain all of them, including a bonus to Initiative, an active Evasion ability, limited increases to mobility/defense, and some rerolls. Pool is derived entirely from my character's Charisma score, which makes it work nicely with the Paladin. Can be increased through Extra Grit and other things that you might use on Swashbucklers/Gunslingers.

* Greatly expanded skill set. I go from a skill list with only a few skills with utility to a list that makes my character proficient in nearly anything he wanted to do. Seriously, I could disable traps as a Paladin if I wanted to.

* Inspiration and the Expanded Inspiration talent. Increases several skill checks beyond what they naturally can get without the necessity of feats, and can use this to mitigate the lower wisdom. 4 levels guaranteed 2 + Intelligence modifier uses of Inspiration for things that don't get the auto availability clause.

* Increased Will and Reflex saves. 4 levels give me +3 on both saves, actually netting me a higher Will save than 17 straight levels in Paladin.

* Studied Combat/Strike. More a consequence to the Sleuth archetype, but I'd be able to literally fight smarter and harder. Think of it as an experienced Paladin figuring out where to hit to guarantee a minion goes down without necessarily resorting to Smite Evil. Only drawback is it only applies to melee attacks. No ranged option here.

13 levels of Paladin:

* Lay on Hands and Mercies. I'd have up to 6 + Charisma modifier uses of Lay on Hands, each doing 6d6 worth of healing and status removal....

I would consider swapping Charisma and Strength. Get those saves even higher and make him a Cha-focused Investigator. Also boost those Luck points.


Todd. Of the Nebulous God(s).


Hollister Gorgonton the Lich wrote:
GM Lamplighter wrote:

Welcome back to PFS!

You should contact a Venture-Officer anyway. A character without Chronicles at the table is not technically legal for play, so your best bet is to get a GM or V-O to look at your online record, issue you Chronicle sheets based on your record, and then sign off on the character after you rebuild it. That will give you some paperwork to show your next GM when you just show up with a 4-level PC and no Chronicles.

This sounds fair and about right with the spirit of the game. As said, it doesn't have to be VO - just your local GM.

Also, just to be sure you're aware - you can also view your gaming history, as long as the games were reported (sadly, not all GM's get around to doing this). To view your history, click on the "Pathfinder Society" logo on the left of the screen. Then, look for 'My Pathfinder Society' in the newly displayed secondary menu (a page text search will find it). Then click on the 'Sessions' tab, and then the 'Player Sessions', and your history should be there (if reported!).

I have my sessions history (which is how I known I'm 4th level), I just don't have my gp and equipment. Some of it I remember, like adding +1 to my Chain Shirt.


BigNorseWolf wrote:

Unless you remember differently, I would assume that you earned full gold in tier on your last mission.

rebuild it as best you're able to remember.

Thank you.

... so, is there a chart of how much gold per scenario per tier?


So let's say it's been about two years (almost three) since I played PFS. I had a 4th level character before I moved but I've moved twice since then. Can't find any of the characters paperwork.

Let's say the stats for the character (at level one) are at Paizo. Let's further say that the feat chain was posted on a messageboard, so that's recovered.

Let's further further say that I can remember the basics of the character's equipment but not the specifics, and not how much gold the character earned on his last mission.

Am I still allowed to play this character? Is there a guide for minimum amount of gp based on number of scenarios played?


DaedalusV wrote:


I congratulate you on winning against someone who did not prepare, someone who was not playing his class to it's potential (whereas you did)

Aw, thanks.


Olondir wrote:

Hey man. Good luck with the player search! I'm in philly but my games are booked. Since you're in west philly... check out redcaps gaming corner around 36th and lancaster ave.

good luck and happy gaming!

K. Anybody on a waiting list for any of your games?


Rashagar wrote:

Han Solo had Chewbacca. Even after Anthropomorphic Animal happened.

The animal sidekick seems to be a thing for a lot of Disney characters.

Bond villains go to huge lengths to keep their shark companions nearby.

Chewbacca's a PC, no?


DiscOH wrote:

I've been trying to stat up an arcane trickster and would really like it to work with sap master if at all possible. The issue is bludgeoning damage is really hard to search for.

Are there any spells that would qualify for sap master, perhaps after an application of reach/merciful metamagic?

I saw ki arrow, but its strictly worse than just shooting regular arrows (seriously the spell is so useless). Are there any other options?

A Witch's prehensile hair is arguably bludgeoning. The rules say it count's as "limb", which, without claws or fancy monk bizness, should be bludgeoning, yes?


3 people marked this as FAQ candidate.

I'm confused.

If the Scorpion Whip is pretty much the same as a regular whip except that it has extra blades in it (and is fancier?), and is heavier, why is it a light weapon when the whip is one-handed melee?

Why not classify it as a kind of whip instead of the bizarre "you can treat it as a whip if you're proficient with whips"?

If you're proficient with a whip, is the Scorpion Whip a finesse weapon?


Bigdaddyjug wrote:

I'm not sure what you mean by table variation of how a scorpion whip works. If I have EWP (scorpion whip), it's a whip that does lethal damage, no?

Also, Joey, the DC of the save versus Assassinate is going to be around 17 or 18. That save is pathetically easy to make, which makes the talent completely worthless in my eyes. I'd rather take the 3rd tier of ranger combat style and pick up either Greater Two Weapon Fighting or Two-Weapon Rend. TWR is probably better as it's automatic damage as long as a MH and an OH attack hit that round and it does almost 2x as much damage as a normal attack.

Get a headband of intellect?


Bigdaddyjug wrote:
Assassinate? Capstone for what?
SRD wrote:

Advanced Talents

At 10th level and every 2 levels thereafter, a slayer can select one of the following advanced talents in place of a slayer talent.

Assassinate (Ex): A slayer with this advanced talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the slayer must first study his target for 1 round as a standard action. On the following round, if the slayer makes a sneak attack against the target and that target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the slayer as an enemy. If the sneak attack is successful, the target must attempt a Fortitude saving throw with a DC equal to 10 + 1/2 the slayer's level + the slayer's Intelligence modifier. If the target fails this save, it dies; otherwise, the target takes the sneak attack damage as normal and is then immune to that slayer's assassinate ability for 24 hours.


Bigdaddyjug wrote:

Hmmm...a human slayer gets 8 combat feats over the course of his career. If you assume the level 2, 6, and 10 slayer tricks go to taking TWF, ITWF, and GTWF, what does that leave you?

Human Slayer
Str: 18, Dex: 14, Con: 12, Int: 14, Wis: 12, Cha: 7

Level 1: EWP (scorpion whip), Combat Expertise
Level 2: Weapon Training
Level 3: Whip Mastery
Level 4: TWF
Level 5: Combat Reflexes
Level 6: Combat Trick > Improved Trip
Level 7: Greater Trip
Level 8: Imp TWF
Level 9: Imp Whip Mastery
Level 10: Greater TWF
Level 11: Vicious Stomp

Edit @ Imbicatus: I checked the additional resources, but it only listed page numbers and I don't own Inner Sea Combat yet so I wasn't able to see what page it was on.

Edit #2: Had to reorder feats to meet pre-reqs.

Edit #3: Switched out Power Attack for Combat Reflexes

No Assassinate? It's the capstone ability.


blackbloodtroll wrote:
joeyfixit wrote:
blackbloodtroll wrote:
How do you plan to get Sneak Attack off regularly?
Flanking from 15'?
Flanking doesn't always happen.

Then neither do sneak attacks, I guess. This build will also have Stealth maxed out, so he should be a beast at stealth rolls. But conditions for good cover will usually be harder to come by than a guy (or pet, or Eidolon, or summond beastie) on your crew who can melee.

What's your idea?


Flaming Duck wrote:
Pick up Whip Mastery with a normal feat slot and use your ranger style to grab Power Attack prereq free.

I'll admit this is interesting because it also leads to Great Cleave at higher levels. On the other hand, this hurts your AC and is a lot more Initiative dependent (to get Sneak Attack on multiple targets) than my build.


blackbloodtroll wrote:

Slayer has access to Ranger Combat Style feats.

This means you have access to the Faithful Combat Styles.

I may suggest Calistria:

Inner Sea Combat wrote:

Faithful (Calistria):

If the ranger selects faithful (Calistria), he can choose from the following list whenever he gains a combat style feat: Combat Reflexes, Exotic Weapon Proficiency (Whip), Weapon Finesse, and Whip Mastery. At 6th level, he adds Improved Trip and Improved Whip Mastery to the list. At 10th level, he adds Greater Trip and Greater Whip Mastery to the list.

At least, know your options.

Actually, this could come in handy because I realize I forgot to give the half-elf Weapon Finesse.

So, more like

1 Weapon Finesse
2 Slayer Talent: Whip Mastery (Ranger)
3 WF: Whip
4 Talent: Combat Trick (Slashing Grace)
5 Improved Whip Mastery
6 Improved Trip?

Will save is still itching me, but this way he gets to not provoke at level 2. By level 5 the reach is 20' and HalfElfSlayer can Indiana Jones around a dungeon easier.


blackbloodtroll wrote:
How do you plan to get Sneak Attack off regularly?

Flanking from 15'?


Trying to finagle something together to build a high-dex whip slayer who uses makes use of the Slashing Grace feat via whip. Seems like there are a few ways to go about this, and all seem a little feat intensive.

Human Archaeologist 1/Slayer X:

So the idea here is that the level of Archaeologist gives you proficiency with the Whip, a bunch of skill points (and rounds out the face skills that the Slayer lacks), as well as a couple of spells that will never get old. Feather fall and expedited retreat come to mind. To get access to those spells he'll need

The luck bonus you get four times a day helps to make up for your lack of BAB. Unfortunately, that same lack really hamstrings you on your way to Slashing Grace, thus making the bonus feat almost pointless.

Build might look something like:

Dr. Joneslayer build::

Str 10
Dex 18
Con 14
Int 13
Wis 11
Cha 11

Feats/Features:

1 Weapon Finesse, Improved Initiative
2 Studied Target
3 Weapon Focus/ Talent: Combat Trick: Whip Mastery
4 Sneak Attack +1d6. Intelligence +1
5 Slashing Grace, Slowing Stirke
6 Studied Target bonus
7 Ranger/ Two-Weapon Fighting

Spells: Feather Fall, Expedited Retreat

At fifth level this guy should have at least a +1 whip. I make this guy at a base +10 to hit with the whip, plus an additional +2 if he eats up his swift and move actions, at 1d3+5/1d3+7. If he's flanking, then that's potentially 1d3+7+d6 and the bad guy has to make a 14 Fort or be gimped for 1-4 rounds.

Meh. Might be okay for a party that's desperate for a face/knowledge monkey and/or falls down holes a lot.

So our next way is to make him a half elf, and give him whip proficiency as a racial feature.

Half Elf Whip Slayer:

Str 10
Dex 19
Con 14
Int 14
Wis 11
Cha 7

Traits: Prehensile Whip, +1 Will saves

Feats/Features:

1 Weapon Focus: Whip/ Studied Target
2 Slayer Talent: Whip Mastery (Combat Trick)
3 Slashing Grace
4 Talent: Slow Reactions (Dex up to 20)
5 Iron Will?

Now, we could go with Combat Expertise at level 5 to try for Improved Trip, but that +2 Will save is killing me, so I'm thinking Iron Will is in order before some succubus or whatever has me bamboozled into whipping my casters in the face.

So at level 5 with a +1 Whip I put him at +15 vs a studied target that I'm flanking (with breathing room), for 1d3+8+1d6, without a bard singing or a pointy hat hasting me. If I hit the party gets to dance circles around Mister Badguy until they're in prime position. With no save! That's actually way better than a slowing strike.

Strikes me as a not terrible way to make use of Slashing Grace. Damage-wise one could potentially do better with an Elf wielding an elven curve blade, but that elf would be toe-to-toe with Mr. Badguy suffering from a Constitution penalty.

Whaddya think, sirs?

EDIT: forgot to add the WF bonus to hit.


My gamers are all moving away. Mostly to California. :(

I've never played an AP from level one, and I'd like to. Either Mummy's Mask or Skull and Shackles.

So I'm looking for a GM and some players for this. My apartment in West Philly has ample room to run a game. I'm also willing to put down the sheckels for the AP. Something weekly or biweekly, I'm thinking. Mondays and Thursdays work for me.

Any takers?


Joana wrote:
You want the Gamer Connection forum.

Yes, I do.

Thanks, friend.


Is this not the right board to find players for an AP?


PS - I have a cat. Allergics beware.


My gamers are all moving away. Mostly to California. :(

I've never played an AP from level one, and I'd like to. Either Mummy's Mask or Skull and Shackles.

So I'm looking for a GM and some players for this. My apartment in West Philly has ample room to run a game. I'm also willing to put down the sheckels for the AP. Something weekly or biweekly, I'm thinking. Mondays and Thursdays work for me.

Any takers?


I think Bard is fine for a party this small. A bard isn't only bardic performance buffs. He's also a skill monkey, a knowledge monkey, and a face with all the social skills. Sounds like you really want to roleplay this guy, and I think you should stick with it.

My first PF game had (at first) an extremely small party (me/archery ranger, Alchemist, Bard. Cleric joined around session two I think). Dude playing the bard was the most experienced and saved our collective bacon numerous times with silent image. Which he could cast without ending his bardic performance.

When half of the enemy runs from the Sasquatch that they see spring forth from out of the ground, having an extra melee guy is less important. But when he needed to he would totally pull out a rapier to stab a dude. I just wouldn't spend feats on that (apart from Weapon Finesse).


Renegadeshepherd wrote:

I figured it out, arcane duelist.

Arcane duelist keeps the inspire courage performance for boostin the masses but you get a LOT of feats that even the fighter wouldn't get too easy. Arcane strike at level 1 is a bonus as well. Between your performances, arcane strike, your weapon, strength mod (18), power attack you should be at level 3 doing an average of 15 damage a turn. Your a little MAD in nature so use spells for defense.

The arcane duelist loses Bardic Knowledge, which you want with a three-member party when 2/3 of the party are melee-focused.


The Genie wrote:
Eltacolibre wrote:

it's not a weapon training, it clearly states:

This ability replaces weapon training and weapon mastery.

As in there is no weapon training class feature or weapon mastery when you take martial master. So either way can't apply both archetypes with a non existent feature.

i was referring only to the part that conflicted. Martial master replaces weapon training. Two handed replaces weapon training with another ability called weapon trajning .

Thanks for the suggestions so far guys

Because the THF replaces Weapon Training with a feature called Weapon Training that isn't the same as a vanilla Fighter's Weapon training, for PFS it won't fly. If it's for a home game you might clear it with your DM.

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