Greetings! I'm not looking for any boons, but more a list of the races that CAN be played with a boon ever. I'm planning to run a Campaign Mode Moonscar for Extra Life with a charity buy in at our yearly event with all the money going toward Extra Life.
Base price gets you a seat at the table with PFS legal races/classes and then I'm going to have an expanded races donation above that which will open up either all or most of the boon races to play. (Not sure if I'll include goblins, might have them be their own even more expensive tier)
I'm also working on an a la cart menu of things that can be purchased during the game by the players (stuff like add a d6 to a roll, treat one skill check as if you rolled a 20) for donations from $1 to $10 for something really powerful. If the party ends up being OP that's fine as long as everyone has fun and we raise some money for kids
So far the Races I've seen from browsing the boards are as follows, please let me know if I'm missing any and thank you for all your help!
Again if you know of any that I've missed please let me know!
I removed all the magic item progression and AC bonuses from the list and just use the Resistance and Mental/Physical stat progression for my players at the levels given on the chart from the book. It's really freed up their options to buy/use items in the belt, headband and back slots. It's worked out really well so far.
My half elf companion bond Infiltrator Ranger 6/Brawler 1 is wrecking things in our Giantslayer campaign. Orcs +2, Giants +4 and I built him to use Greater Feint so our 2 rogues can SA for days with bonus damage from my favored enemy. Martial Flexibility from the brawler comes in ridiculously useful to grab a combat feat as needed in the various situations.
The Adaptations from the Ranger archetype can give you a good amount of flexibility as well that I personally prefer over Favored Terrain.
If you want hp and are worried you may not be able to hit early on I'd take a level of unchained barbarian. More hp, the temporary hp keep going with your level whenever you do rage and the extra movement is always nice. the +2 to hit won't count since I don't think your blast is considered a thrown weapon, but it would if you do any of the blade infusions to make a melee attack with it.
I have a similar character. He used perform (escort) for his day job rolls. (was more advantageous for a sorcerer) Nowadays he purchased a caravan and uses his +22 to bluff to convince guards/magistrates etc that he is operating a "totally legitimate transportation" business that just happens to only have young, attractive people on board, who may or may not have signed a legally binding contract in return for money, training and safe transportation to a reputable bordello or harem. The looks I get when I explain his business is priceless at times. I got accused of being an evil slaver, but it's not slavery it's a legal agreement and being LN they couldn't argue. Still some fantastic RP has happened between me and my friends Liberty Edge Paladin lol.
Bag of Holding, Handy Haversack, Pathfinders Pouch, there is a modification you can make to a Wayfinder that turns the compass into a small extra dimensional space if needed (stuff just has to be able to fit through the face of the compass) Secret Chest spell, and Portable Holes. Since the only extra dimensional bags you CAN'T put in eachother is the Bag of Holding and Portable Hole you could totally put a bag of holding in your Handy Haversack and no one would ever find it since you have to know what you are retrieving to have the bag give it to you.
Not sure what that archtype is, but I know that finesse works with touch attacks and the arbiter is +10 to hit with finesse. So full BAB while making that super close to auto hit would be cool I don't consider it necessary.Sadly the spell doesn't let you hold the charge. It specifically gives you 1 free touch attempt/round for the duration of the spell, if you miss then you lose that touch unless you get an AoO before your next turn I suppose. You could probably argue that your 1 touch attack is part of an unarmed strike or spell combat if you had those options. You still would only get the single instance of dex drain per round however. It's a fun spell, makes your familiar a target real fast so something sturdy is recommended (hence why my sorc has an Arbiter with Regen 2/chaos lol)
Calcific Touch all day. Especially if u have a good familiar with something like flyby attack. Touch attack spell that allows 1 touch/round/CL that drains 1d4 Dex and they have to save or be slowed for 1 round. (Dex damage happens even on a save) if their dex hit 0 they suffer permanent petrification. My Sorcerer casts it and dssignates his Arbiter familiar as the `toucher` so for 9 rounds he's flyby attacking someone until they are a statue while thevsorc is free to cast other spells
CL 5 if casting as a sorcerer. So 3 missiles if I'm remembering correctly. Not sure if spell bond ups the CL, but that's for a wizard I think and wouldn't have an effect on sorcerer spells. He's honestly getting less return by casting as a sorcerer than as a wizard with the spell at this point. It'd be CL 6 if he prepared it.
I think Damanta meant 3 +bonus spells per day based off charisma for 1st level spells. Wisdom in this case because of the sage bloodline. So at most 2. So either 4 or 5 1st level sorcer spell slots per day.
I've used acid splash and a wand of Magic missile to wake up the meat shield on several occasions in PFS. If you think it's a,major problem is just speak to you VC, explain the situation and your concern and have him clarify with the VLs so that the distinction gets out to the GMs. In learning to GM you are taught that pvp is forbidden, but your situation is far from pvp. (If your fighter was mind controlled would he allow the rest of the party to fight back?)
Human for race hands down. The 1 extra spell known per level as a favored race bonus is fantastic. More spells = better for a sorc.
The Pit spells will be your BFF for control. Even if your enemies make the reflex save and don't fall in, they still have to avoid it. And if they DO fall in, they are probably out of the combat for a few rounds if not the entire thing. If you get a caster in it they are mostly useless if they don't have a spell to get out since they won't have a line of sight on anything to cast spells on it. A lot of tank type characters would need to take off all their armor to have a prayer of climbing out. Silent image is a wonderfully overlooked control spell. Make a wall and it LOOKS like a wall, as far as your enemies are concerned it is a real wall and they don't get to make a save until they interact with it. (touch it, throw something at it etc) If they fail the save then it's a real wall and they have to go around or attempt to climb nothing. The actual wall spells are useful as well at higher levels for splitting bad guys and you don't have to concentrate on it after casting like Image. Mad Monkeys is a good action economy spell since it hangs around and annoys the hell out of bad guys while you can keep casting spells on following rounds while yelling out orders to the monkeys.
Would depend on what kind of experience you want to give your players and what kind of experience they are expecting. I've been playing through Giantslayer and it's a lot of fun, but it's thrown several curveballs into what i was expecting to happen so far. You may be better off running a module vs and AP as an intro and then move into an AP after they've gotten a feel for the character and decided if they like what they are playing.
Honestly I'd like to see the fame/purchase limit revisted, or perhaps have items given on a chronicle sheet offered at a discounted (perhaps craft cost?) price. With the exception of reduced charge wands at higher CL, boons or unique named magic items I have yet to receive access to a magical item that I would not be able to but outright by having a high enough fame score by the time I save up enough to but it from the chronicle sheet.
This is my favorite of the submissions! I like the setting of an epic underground assault and then a defensive action. I also actually kind of like the timer on it since it gives a sense of urgency that lends a bit of realism to the entire thing. The bad guys aren't going to lounge about and give you all the time in the world to secure your freshly stolen fortress. They are going to come in fast and hard as soon as they know what's going on. I like that you can increase your clock time by recruiting various factions to slow down the duergar army as well.
Adam Daigle wrote:
Man, if I had a nickel for every time my eyes missed something the world would be out of nickels! LOL. I actually like that they have a very low default DC since he gets a +7 on the dispel checks so there is a very slight chance that for whatever reason it won't work. Of course I never seem to roll low when I'm a GM...my dice love to torment me that way.
I liked this one a lot, made me think of an Angler Fish luring in lost prey in the darkness. (I mean what group of lightless, lost adventures wouldn't sprint toward a moving dim lantern-ish light?) I don't know if it's my place or not to comment on the Judges rulings, but Adam mentioned that there was no DC for non magical lights, in the Consume Lights description he does say that normal and alchemical lights has a DC of 12. Also am I wrong when it comes to levels of light, but if the creature is always at dim light and it absorbs levels over that wouldn't the max amount of damage from it's regurgitating light attack be only 2d6? (Is there something beyond bright light level? I'm being lazy and not looking it up) I wouldn't even of thought it could do more than 2d6 if Mikko hadn't mentioned the possibility and now it's one of those scratchless itches.
you can release your familiar and pay the new familiar cost of 200g per level and any associated cost of gaining the improved familiar (it would be stated in the familiars description, beyond clockwork and homunculus I'm not sure if there is any though)
"If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete"