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Well, I'd start with a shorter-length campaign and see how it goes. I like to give frequent points of closure so that Players feel like they accomplished something even if the group falls apart.
The makeup of the group will probably be mixed between known and unknown players. Meetup will be a last resort if I can't get enough PCs together through acquaintances and PFS. But I also favor a relatively small group.
That's going to depend on your players. You won't have any of that unless players have value in their characters as something other than bags of stats and tricks.
So then the question becomes, how does one attract the right kind of players?
I don't even mind min-max powergamers, as long as it's understood that they're fighting alongside their brother (or uncle, or roommate, or Sergeant-at-arms) and they're not going to derail.
I'm starting up a homebrew campaign soon. Rather than the typical "meet in an inn" scenario or "you answer a want ad for adventurers", I'd like the PC's to have some pre-existing connection with each other, and maybe a humble home village as well.
What are some ways to encourage a closer knit PC party and discourage murder-hoboism? This is with the intention of cutting down on PVP disputes and increasing emotional investment. On the other hand, I'd like to give the players free reign to express themselves; if one player comes to the table with a noble-born Paladin and another with a gutter-rat cutpurse I don't want to shut anyone down. Although I will shut down gunslingers because it's a medieval-tech campaign.
I should mention that I haven't even posted an ad for the group yet.
Joey, have you seen the War Sighted Archetype?
Can one take an extra revelation feat before level 3 if they've taken this archetype? I'm thinking no. Which meansI'm almost not an oracle for those first two levels.
What combt feats would you recommend for level one? No BAB takes a bite out of those prereqs.
Melee Bones Oracle stats:
Nikolai Vladimir Ivanov
CN Human Oracle
1 Near Death/Improved Unarmed Strike, ER: Resist Life
Traits: +1 Reflex
Level 1 Spells: Inflict Light Wounds, Magic Weapon
RPwise, this is a guy who starts out wanting nothing whatsoever to do with divine magic. One day, while trying to get with a girl in a graveyard, he's bitten by a Dhampir Scarab beetle, which gives him the gift of the second sight. He can now talk to dead people, but only his ancestors, who are in turn descended from the Kings of Sloktrovia, a forgotten kingdom between Irrisen and Varisia. Ghosts of dead Ivanovs constantly express their disappointment by knocking dropped objects away from him.
Before getting his Oracle powers, he was a more melee-focused guy. He got in a lot of barfights before getting the Oracle powers, which makes him good at punching and kicking, but he knows the value of keeping trouble at a distance (and is kind of a coward), hence the spear.
I'm looking for suggestions for a first level feat that boosts to-hit and/or damage for melee.
Mechanically, the Resist Life/Inflict spells are there because I have trouble resisting double duty features; the spell that harms most bad guys will heal our hero. However, in looking over this I also notice that I didn't pick a third level revelation, so either I can put Undead Servitude there or Voice of the Grave or simply push Resist Life to third and take a melee feat for 1st level.
But which one? The problem isn't so much the damage, it's hitting. If I cast Magic Weapon on a longspear I'm looking at +3 to hit with it at first level, which strikes me as suboptimal. If I take Bless instead I still get +3 but trade the damage bonus to share with friends.
On the other hand, there are probably better spells I could take at level one. Protection from Evil, for instance, can get a lot of use because you can cast it on others.
Weapon Focus? I think I can do better.
I should add that I'm not used to playing melee characters, and the ones I play are nearly always high Dex builds.
I'd also like to get some use out of the longspear's brace ability. Is there something that helps taunt bad guys into charging me?
Is what I made this thread to find. Thanks for doing my FAQ FU for me. That'll do, Bacondale.
A move action. Jeebuzz...
Chess Pwn wrote:
This is why someone with lots of natural attacks can get off lots of attacks with spells. I cast fridged touch, my next 6 attacks have the spell. If I use 5 natural attacks they can use 5 of the charges.
Not sure how you're casting six spells in one round, friend. As I see it, only the first attack would discharge the spell. And you only get that as part of a full attack if you had cast it the round before.
So, to get back to my OP:
Cleric has Improved Unarmed Strike. Casts Inflict Light Wounds, then runs (really, takes normal 30' movement while howling) at mook waving the spear around. Opts not to hit with spear but instead comes all the up to mook and smacks him with fist for d3+Strength+d8+1. At the end of his turn, grabs spear with other hand, snarls in grim determination.
On GM's turn, a different mook leaves a threatened square adjacent to cleric. Cleric lets it go because he wants to hit first mook when first mook tries to run away, for more damage (now that his spell is discharged).
First mook takes a five foot and then does a thing. A spell or a ranged attack. Can Cleric whack him with the spear, or is he frozen in a moment in time where he punched somebody and must wait for his turn to grab his spear again?
Alternatively, let's say that cleric's wizard buddy finished off first mook. Can cleric smack at second mook (one that left a square threatened by punch and not spear), or are his hands glued to the spear because he grabbed it at the end of his turn?
I'm talking more "hold spear in one hand while make punch and then grab spear again." Much like a cleric will pop a melee weapon into weapon holding shield to cast a spell and then transfer again.
Although, yeah, a kick should do it, right? Shouldn't even give a neg if I'm not making more than one attack.
James Langley wrote:
There's an alchemical item creation kit that works like spell component pouches. It has no real effects except allowing you to make the things you brew ('cept potions).
If you're talking about a portable Alchemy Lab, it should allow you to create alchemical items as well. Smokesticks etc.
Can a character make an unarmed strike while also holding a two-handed weapon?
I'm thinking of Attacks of Opportunity while holding a reach weapon (like a longspear) into adjacent zones not threatened by the weapon.
I'm also thinking of times when you'd rather deliver a touch spell (with an Improved Unarmed Strike) than hit with your two-handed weapon. I assume this is possible, but can we also assume that you get to grab your weapon (with both hands) after making such an attack? This would be handy for opportunity attacks, especially if you just dropped the mook with a touch spell.
Bane Wraith wrote:
Evidence? That's why I'm here. Hit that little FAQ button.
My thinking is that part of the "Special vs. Normally" section should really have included language permitting the casting of spells while maintaining and was left out due to oversight.
You're postulating that the "maintain other spells" and "at least one illusion" bits only works on spells you cast the same round, as quickened actions? Seems like a strange circumstance, and something that might have been elaborated on in the description of the spell.
Also, as I've said before, this spell is available at level one, with only a racial prereq. Seems like strange feat to offer if you're only getting decent use at level ten (and then only to maintain two spells, not cast other spells while you're illusion's maintained).
I'll ask again: who's this feat for?
Attack rolls? Yeah, but remember that this is for gnomes only, so weapon damage is seriously nerfed. Also, illusions with concentration naturally point you toward a bigger DC, meaning a higher mental stat; not ideal for a half-martial character (prehensile hair notwithstanding). And this feat is for gnomes, which steers us away from wizards and toward sorcerers and bards.
Does anyone think this feat is OP if you get to cast spells while maintaining? I sure don't. After all, it costs a feat, and gnomish bards and sorcerers are pretty feat-starved.
Speak with Dead takes ten minutes to cast, but this ability lets you use it for rounds per day equal to Oracle level.
Since it is unlikely that the Oracle PC will reach level 100, we can assume that the casting time is not included. But that brings up further questions:
Is it simply a standard action to use the ability?
Is it a free action, but only lasts for nonconsecutive rounds equal to level, starting with the round you activate it? If so, what if the spook makes its will save? Does the round you first attempted to use it count?
Do you have to take the ten minutes to cast (use?) this ability "as the spell", but the duration is simply swaps rounds/level for minutes/level?
If the spook is evasive, does this count towards your rounds/day? Seems like a rough GM could really nerf this ability.
Does Shared Suffering heal creatures that are undead (and cast the spell), or react to negative energy like one?
Is the damage dealt to the target negative energy damage or just regular damage? I know that it only targets living creatures, but there are some effects that make living creatures react to channeling like undead, IIRC.
Edited for clarity.
Charon's Little Helper wrote:
I still say that effortless trickery doesn't actually say that its swift action "maintain concentration" isn't inherently "concentrating". Therefore the concentrating rule you marked in bold need not apply.
To maintain concentration doesn't count as concentrating? I don't know. Seems like splitting hairs.
Keep Calm and Carrion wrote:
To me, it's as clear as mud.
As is your example. I'm not understanding how it makes use of the feat. Moreover, it requires, at minimum, a character with 11HD (or an incredible UMD modifier). This doesn't strike me as a great example of a feat that any gnome may take at first level.
Effortless Trickery wrote:
What I take from this is that you may cast an illusion spell and maintain it while you're doing standard actions such as casting spells. However,
Spell Duration wrote:
So how does one maintain other spells normally while using the feat to maintain as a swift if you can't maintain two at once? Does Effortless Trickery count as an exception to the boldfaced duration rule above? If so, why isn't that part of the "normal" section of the feat?
Keep Calm and Carrion wrote:
Flaming sphere lasts one round per level. You don't need to maintain it, you direct it.
While I tip my cap to your pointing out the duration section of magic, I think the specific of effortless trickery trumps the general of concentration rules. Also, the basic description of the feat says
"Your natural knack for illusion allows you to maintain at least one illusion spell with little effort." (emphasis mine)
which implies the possibility of multiple illusion spells being maintained. Which in turn, to build on Charon's point, implies that you can cast new spells.
If what you said was true, that the general duration rule trumps the specificity of the feat, the feat would have little use to full casters.
Keep Calm and Carrion wrote:
. I mean, effortless trickery has its good points, but after the first few levels you’re going to want your swift actions for other things. And you straight-up can’t concentrate on a spell while casting a new one, effortless trickery or no...a lot of players don’t seem to realize that.
Sorry, where does it say that?
Effortless Trickery wrote:
Emphasis mine. Seems like the feat explicitly has you maintaining two spells at once.
Combat Rules wrote:
I don't see anything about not being able to cast new spells while using concentration.
EDIT: ninja'd by Charon. (I'm at work)
Not mentioned yet but with the strength that character has encumbrance will be an issue with just about any armour.
Not mage armor. A small-sized armored kilt shouldn't be too much trouble.
Also, character will have a llama to carry his stuff. Not caring too much about encumbrance most of the time.
Charon's Little Helper wrote:
I guess that all depends on your definition of "interact with". Has this been nailed down in an FAQ?
Charon's Little Helper wrote:
Where is it written that a mook gets a save every round they interact with a silent image? My impression was that if you flunk your will save vs/ illusion, you don't get another chance without help. Like, somebody pointing out that it's illusion.
Never faceplam from a simple misunderstanding. Also, I didn't specifically mention "Spell" in my subject or OP.
Webster's defines Ventriloquism as "the production of the voice in such a way that the sound seems to come from a source other than the vocal organs of the speaker".
So logically, a caster who is, say captured, should be able to cast Ventriloquism (while the bad guys are distracted), and then make sounds (that the caster can normally make) that appear to come from somewhere else - while the baddies are staring right at the caster. Whose lips aren't moving (like a... Ventriloquist?)
This way, you can make it sound like members of your party (or a Paladin, or a hungry cyclops, if you have the skills to make such a noise) around the corner, and buff with a bluff ("I'd be poopin' my pants if I was you, goblins!")
Otherwise it doesn't seem like it's much good for anything. It would be less useful than ghost sound, except for duration and the fact that Ghost Sound can't create specific words.
This is my interpretation. I thought I'd bring it here for a second opinion.
Captain Zoom wrote:
It's for PFS, so the GM is going to be amorphous. Sometimes I have to fill in as GM at the last minute.
I'm also leaning Sorcerer pretty hard. I played a non-melee high Charisma bard once upon a long time ago and I found combat to be really repetitive after a few encounters. With the strength as low as it is for this character, I'd have to go for Slashing Grace with a whip to be effective in melee, which is a lot of feats away from the illusion-build I want to go for (and a non-human Bard is feat-starved).
One of the things that gives me pause is that the Sorcerer won't really get much of a chance to shine at the higher (11+) levels anyway.There's one spell level difference between the two classes at level 11, although the Sorcerer will have a significant edge with things like metamagic to boost DCs.
Also, Bardic Knowledge, as you pointed out.
So, this might be an odd question.
Ventriloquism has a verbal component.
I mean, I get that the end result is a magically "thrown" voice. But the whole point of actual ventriloquism is that the ventriloquist's lips don't appear to move. So, if you're seen using a verbal component, then the jig is kind of up, right? Unless it's meant that the verbal component refers to the sound produced, which also wouldn't make sense.
How is this supposed to work? Can the caster fold her arms and/or drink a glass of water while the voices are coming from somewhere else?
El Baron de los Banditos wrote:
But the picture is of the iconic bard riding said llama. But if I roll up a small character who wants to ride a llama, it's a world of grief.
"What's the carrying capacity of that llama? Oops, your character plus a saddle gives him a check penalty."
"A llama's an 'inappropriate mount'. Minus five to your ride check, please. Oops, you fell off your llama."
Also, the stats for the llama as an AC don't include the spit attack, which seems pretty unfair considering the llama is an extremely underpowered animal companion.
This is for PFS.
Trait: Born Rider (+1 Ride and Handle Animal)
The concept is that this is a particularly lazy individual who abandoned the toil and drudgery of his parents' gem mine for a life of adventure. He rides on a llama, usually as far from the battle as possible.
First level spells will be Silent Image and Ventriloquism. First level feat will be Effortless trickery. His specialty will be illusory walls or creating the illusion of a giant evil looking wizard or monster (depending on the enemy) and using Ventriloquism to give him a voice to intimidate enemies.
As a Sorcerer, this guy gets a familiar (Arcane Bloodline), which would be either a rabbit (Improved Init) or a Skunk (+2 Fort, Spray attack).
As a Bard, he gets better armor, better skills, knowledge, performance, blah, blah, blah.
Sorcerer has a better spell selection/list (eventually). I'm not interested in Color Spray (as a known spell; I'd use a scroll or wand), but a wand of Mage Armor would be handy. Course, a chain shirt +1 is even better...
As a Sorcerer, I'd be tempted to make Spell Focus: Illusion his first level feat so as to get Threatening Spell as a third level spell and get some use out of the 3rd level bloodline power. On the other hand, taking effortless trickery at first level means getting a lot more out of a silent image, since I can use not only Ventriloquism but also Ghost Sounds to supplement the illusion. And a Still Spell'd Silent Image is even more convincing and gets a bump in DC.
...'course, I also could use the truckload of skill points the bard gets me for staying on the llama with Ride and Handle Animal...
Argh! This is a really tough call. I should also mention that I've never played a pure Sorcerer before. The one time I dipped was with a drow rogue going for Arcane Trickster in a home brew who got creamed immediately after taking a level in Sorcerer.
You know what I just realized? For what I want, I actually want to play a bard.
Thanks for the tip. This isn't my first rodeo.
Okay, so my main dilemmas are:
Rabbit vs. Skunk - Improved Initiative or +2 Fort? I'm leaning towards rabbit, but the spray attack of the skunk strikes me as more useful than the rabbit's ability to run real fast.
Traits? I like Born Rider (a llama gives me a spit attack and effectively doubles my speed) but I'm not married to it. I like Trickster but I'm not married to it. If there were a feat that made Perform a class skill I'd take it, but I haven't found one.
Color Spray - I've been burned too many times. It strikes me as one of those take-it-for-granted pieces of advice that often don't hold up at the table. (The other being "never invest in poison") The first character I had that took it got killed when she failed to drop three NPCs in a row and since then I actually can't remember a time when it's worked, though I've used it a bunch. And I can always get a wand or even scroll of Color Spray if I think I need it.
I'd rather have a couple of spells that work really well together.
Flavor: this is an extremely lazy character who got into adventuring to avoid a career toiling away in his family's gem mine. He doesn't want to have to walk anywhere for any significant length of time, hence the llama.
Despite being lazy and kind of a coward (note the extremely low strength, even for a gnome), he's an imaginative individual and has an innate knack for illusions. He's also good at talking his way out of tricky situations, which he developed when growing up and dealing with bullies.
His basic strategy when combat starts (and he should be at the back of the party, on his llama) will be
a) throw up a (illusory) wall to divide the battlefield
As a native of peru(aka llamaland), yes they are not that big that humans can ride them. A gnome could i guess but they are never ridden, they havent been trained for that. The same way you could "theretically" ride a sheep as a halfling
Pg 28 of the Animal Archive depicts a halfing riding a llama. Presumably a bard, since he's playing a flute. Got a pretty elaborate saddle and saddlebags and everything.
So presumably it ought to be more than theoretical, yes? Even though on that same page it lists the llama's strength as 12...