Melkiador wrote: Why do people want to play a guy who’s rather good at swinging a sword when you could play a guy who can rewrite reality? Different people enjoy playing all kinds of random things. I know that, but I don't really understand it. I live with it. I can't imagine wanting to pretend to live with it.
I am playing a dwarf Zen Archer in a campaign (25 point buy). He can take out a small army of minions single-handed. Usually someone else helps with the BBEG. BUILD:
FEATS
At 4th level I took the point to CON (now 63 hp at 6th level).
If anyone has feat suggestions, I am listening. Treantmonk has published a very good guide, but I do not remember where it is.
You make some excellent points, James. I had started CHA at 19 with the intent of increasing it to 20 at level 4. That would give another use of channeling and increase the DC to resist the channel. It would make far more sense to start CHA at 18, and put the 3 points into CON or CON and STR. A headband to increase CHA would compensate nicely. I have a personal bias against "dump stats" but no saving throws depend on INT so lowering INT wouldn't hurt quite as much as lowering DEX or CON.
Thanks for the thoughts. I hope the OP has gleaned as much as I from this thread. I am running a barbarian who will eventually multiclass into sorcerer and then dragon disciple. That character is not entirely CHA-based, though. Edit: I really don't see this character relying much on melee, so decreasing STR wouldn't hurt much either. That would mean even more points for CON and DEX. Edit II: The 70 lb limit for STR 7 is the maximum heavy load. The maximum light load at STR 7 is 23 lbs - less than most types of medium armor and three types of light armor. This build needs armor. And do I really want to expend a spell slot for Ant Haul?
I would like to play a charisma-based neutral cleric of a neutral deity. I would take Extra Channel and Selective Channel at first level, and channel negative energy. At higher levels, I would take Versatile Channeler and Improved Channel. Race: Human
I realize this CON score is low, but I am not willing to decrease anything else to increase it.
Anyway, there is my 2 coppers worth.
"In Service to Lore", for example, is a Tier 1 scenario. It does not have faction missions, because it is designed for new payers who may not have chosen a faction. Instead of faction missions, it has four tasks to perform for the Society, which involve meeting some of the faction leaders. When the character does choose a faction, prestige is assigned to the character as appropriate (1 point for completing 3 tasks, 2 points for completing all 4 tasks). I plan to GM all three of these scenarios at the school where I work; students asked me to act as GM for the new RPG club, and I don't think any of them have played PFS. They seem to come mostly from D&D 3.x or 4.0.
leo1925 wrote:
YES! YES! YES! What he said! Ignoring cover is good. You will often want to target the enemy spell caster, who will typically be surrounded by his own allies. Don't forget that at third level, a ZA can shoot without provoking AoO ("Point-Blank Master"). When you are suddenly surrounded by a small detachment of enemy soldiers that ability is without peer.
Double-checking the equipment descriptions, I find that 10 crossbow bolts (Medium) and the quiver weigh 1 pound. If the quiver weight is negligible, 1 bolt weighs 0.1 lb. Since Large weapons weigh twice as much as Medium weapons, and Huge weapons weigh twice that, a Huge crossbow bolt would weigh 0.4 pounds. Reading about ballistae, I find that they were used to shoot small boulders or solid metal projectiles (which look as though they might weigh 30 lb or so). So this puts me no closer to a definitive answer than I was before. I think our on-the-fly solution works for our little group. I like the "you cannot deflect it if you cannot shoot it" rule.
The Deflect Arrows feat specifically prohibits deflecting large missiles such as boulders or ballista bolts. We (GM and I) wondered where the boundary lies. Clearly, a medium heavy crossbow bolt (1d10 damage) can be deflected, while a ballista bolt (damage 3d8 for a dragon ballista) cannot be deflected. The question arose when a cyclops was shooting a large heavy crossbow (damage 2d8), somewhere between. We decided that it would be DC 11, with WIS modifier to deflect the bolt. As it happened, the cyclops kept missing, (poor depth perception?) so the point was moot. Has anyone else had anything like this come up?
Happler wrote:
When I was in graduate school, the graduate students were, in general, flat broke or nearly so. The undergraduate students, on the other hand, were mostly supported by Mummy and Daddy. They had expensive cars and cash. Of course, I was in graduate school in the last century. Things may be different now.
Our GM ruled early on that "physical" attributes (HP, Saves, BAB) and improvements in existing abilities (e. g. 1 more d6 sneak attack damage for a rogue, or 1 more ki point for a monk) happen when the characters sleep at night. Other things (new abilities, skill points, most feats, rogue talents, spells etc.) come only when the character is in a town or at least the local fort, depending on the nature of the improvement. This system works well for us.
If you are willing to consider the choice, my Zen Archer monk absolutely rocks. No, he doesn't get the rogue's sneak attack, skills or trap-related abilities. But a ZA can take Precise Shot (no penalty to shoot into melee) at first level. At third level, he can use WIS instead of DEX bonus to hit with a bow and he can shoot without provoking AoO. At 6th level, he can get Improved Precise Shot, allowing him to ignore anything less than total cover or total concealment. A rogue can't get that until level 15, with 19 DEX. At 10th level, the monk can take Pinpoint Targeting (ignore armor, shield, natural armor on a single ranged attack). The ZA also gets Perfect Strike (1 per day per level). And ZA gets to flurry with a bow. Oh, and don't forget the cool things you can do with ki.
Our group has characters who loathe one another (Andoren paladin, Chelish barbarian), but even those two can get along long enough to carry out the Society's mission. They do not help each other in carrying out faction missions, but neither do they actively hinder each other. Other than that, characters in our group do sometimes assist each other in carrying out rival faction missions. Perhaps the Andoren faction leader would take a dim view of my helping an Osirian, but when that same Osirian passes a bit on information to me the next week, I figure all is forgiven. Maybe that's not how it's supposed to work, but it's what we do. And we have fun, which is really the whole point of this thing. This issue has not come up in our group, but I would think that wizards in PFS would share spellbooks.
Some call me Tim wrote:
Meh, indeed. His location is pinpointed, but he is still invisible. I think I would rule 20% miss chance for someone not directly involved in the grapple.
We used to roll 3d6 six times for each ability score (keep the best of course), in order. That meant rolling first, then choosing race & class. Of course, the order then was STR, INT, WIS, DEX, CON, CHA. I really would prefer to roll, but I also usually play PFS. I am part of a campaign, but that was also point buy.
Thazar wrote:
So, assuming my magus survives to level 2, it might go something like this: Round 1:
OR (even better):
Spell Description wrote:
At higher level, a caster can hit multiple targets. Clearly the target(s) must be within reach. But how does a caster hit multiple targets? 1. Attack all adjacent targets in one round:
2. Attack one target per round:
3. If you do mot have multiple attacks (BAB +6/+1) too bad. Additional uses are lost.
The description of the Extra Channel feat makes no mention of taking the feat multiple times. Other similar feats (Extra Rage, Extra Ki, Extra Perform etc.) all can be taken multiple times, with stacking effects. Is this deliberate? Is channeling energy so powerful that it must be limited to 5 + CHA modifier? EDIT: I ask because I am considering a LN cleric of Asmodeus for some time in the future. This cleric (PFS) would be charisma based and rely heavily on channeling negative energy, with Selective Channel of course.
With a 35-point buy (Your GM must be planning to teshmetter you!), at 4th level, I would do: STR 18 = 17 + 1 (level 4) (13 points)
Many people would disagree with my emphasis on wisdom over strength. FEATS:
So, you have AC 18 = 10+2(DEX)+4(WIS)+1(Monk)+1(Dodge), Touch AC=18, Flat-footed AC=15
I assume you take the hit point at each level. As for magic items, I suggest a ring of protection, a magic weapon and a wand of mage armor.
snobi wrote: Why you gotta be all anti-coprophiliac? You sent me running to the dictionary. I cannot remember when that last happened. I hereby invite you to join SAGOTEL, the Self-Appointed Gaurdians of the English Lexicon. To become member, you must promise to use the words "penultimate", "fortuitous" and "literally" correctly, promise never to use "impact" as a verb, and promise never, EVER to say, "irregardless".
I can find nothing in the rules limiting the armor types that can have spikes attached. Is there such a rule and I missed it? I find it hard to imagine spikes on leather armor, and I am not so sure even about chain mail. At 5th level, a fighter gains Weapon Training with one class of weapon. The flail class (one choice) is:
Dorn Dergar, Dwarven This exotic weapon is a 10-foot-long, heavy metal chain weighted at the end by a round ball of solid iron about the size of a large fist. Though fallen into disuse over the spanning centuries, the dorn-dergar is still sometimes employed by dwarves who cling to the old ways. I ask because I am planning a character in the future who will specialize in this weapon. Of course, I had planned to make the character a dwarf, but it might be fun to play a human who is fascinated by the dwarvish race. I fit the "phlegmatic" personality type - indecisive. On the other hand, the Two-Handed Fighter archetype gets some neat bonuses with two-handed melee weapons, which category includes the Dorn-Dergar. Maybe I'll just do that instead of a plain vanilla fighter.
This doesn't really relate to your original question, but I have learned not to devalue odd-numbered attribute scores. For my first characters, I always made my ability scores even, but was sorry at 4th level when I could increase an ability score and realized that the increase made little or no difference. And I agree with rkraus that you want point-blank and precise shot. Being able to shoot into melee without penalty has helped me often. EDIT: My rogue character depends on Acrobatics to get into flanking position without provoking. Almost every character (except perhaps toe-to-toe fighters) will want Acrobatics to help get out of the way. (GASP! I AGREE WITH A CHELAXIAN!)
Jadeite wrote:
I apologize if I have caused anger or offense.
Thea Peters wrote: go here In the words of the immortal Andy Kaufman, "Tenk you veddy much!" I think I might want that.
Jadeite wrote:
I agree that a monk ought to get his dexterity bonus on unarmed strike damage. I absolutely agree. What I said was that using the "Dancing Dervish" feat to accomplish that is simply wrong. Think of it this way. If you have this feat, and you happen to be holding a scimitar, you get to add your DEX bonus to damage, even though you aren't actually hitting anything with the scimitar. If you drop the scimitar, you don't get to add your DEX bonus to damage. Doesn't that strike you as just a bit odd? I don't see how anyone can read the feat description and think the DEX bonus applies to anything other than the scimitar. I think it makes as much sense as applying damage from a weapon that the monk happens to be holding, but not wielding.
Jadeite wrote: How about abusing Dervish Dance? Hold a scimitar in one hand and get your dexterity on your unarmed strike damage. This is not "cheese". This is deliberately misreading a rule. It would be equivalent to saying that a first level monk's unarmed strike damage is 1d12 because he is holding a lucerne hammer. The feat description clearly needs to be reworded - you add the DEX bonus to damage on attacks with the scimitar that you are wielding!
0gre wrote: My big request for the FAQ right now is that it be placed in an easier to find place. Right now it takes about 4 clicks to get to it from the forums and I suspect many people would never think to go to the store to find it. Having a sticky at the top of the rules forum or perhaps a link on the side bar under the PRD link (or even on the main PRD page) might be good. I still have not been able to find it.
Snorter wrote:
Anybody ever read "Bored of the Rings"? It's funny how seemingly innocuous names can be twisted. I knew someone who knew someone named Timothy Burr. He was about 6'3" tall, and every time he had to walk somewhere in his office, people shouted, "TIM BURR!!" I knew a guy whose last name was Doe. He named his son John Doe. His daughter's name was Harley, after the motorcycle. I went to elementary school with a girl named Jennifer Ball. Her younger brother's name was Harry. Makes Aragorn sound pretty good, no?
I am not new to gaming, but there are some slang expressions and abbreviations that elude me. "munchkin" - I assume this is bad when used as a verb
There are probably others that I just don't remember offhand. Thanks, all!
Hama wrote:
Better "Aragorn" than "Strider"... Seriously, I knew someone once who referred to her daughter as "Winnie", usually short for Winnifred or something. It turned out that her daughter's name was Éowen (accent included) after the LOTR character. She said at the time that I was the first to recognize the source of the name. Given the current popularity of previously unusual (especially Celtic) names (Oonagh, Celidh etc.) I see no trouble.
Maximillian999 wrote: Because otherwise my poor Paladin can't see anything! So far, I have found one in the Organized Play document: OP 3.0.3 wrote: Tomb Raider (Osirion Faction): You’ve spent most of your life exploring the ancient tombs and catacombs of Osirion. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) is always a class skill for you. I'm still looking. Unfortunately, you can take this trait only if you belong to the Osirion faction in organized play.
Woo-hoo! I'm wrong! My rogue already has a masterwork rapier; I had not upgraded it to +1 because I want a keen rapier when I have the PA to buy it. If I understand the rules correctly, a +1 keen item costs the same as a +2 item. So a +1 keen rapier would cost: 20 (Rapier)
Or is the 8000 gp (+base weapon +MW) the price of a +2 weapon, so it would cost 6000 gp to upgrade from +1 to +2 (or +1 keen)? In any case, since I already have the MW rapier, I could only spend 2000 gp now and make it +1.
The organized rules document ssys that I can upgrade a masterwork weapon or piece of armor to +1. Likewise I can upgrade the +1 item to +2. If I read the rule correctly, I would not be able to upgrade some other item the same way, for example I could not make a +1 ring of protection into a +2 ring of protection just by paying the cost difference. Likewise I could not turn my +1 rapier into a +1 keen rapier. I hope I sm wrong...
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