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![]() Hey guys, My highest level character is sitting at lvl 16.o atm after completing Tomb of the Iron Medusa and Unleashing the Untouchable. I was looking at the suggested level progression in the 2012 thread by Kyle Baird but I figured there must have been more sanctioned content for this level, since I don't expect to ever be able to play Race for the Runecarved Key anytime soon. What to play / run to get to lvl 17, so I can try and get a group together for the upcoming season 10 retirement arc at tier 17-18? Am willing to travel ;-) ![]()
![]() So I'm running a homebrew SF game in which the players escape from the Azlant empire on the far side of the Vast. They hijacked a ship promptly re-dubbed "The Ambassador", and found a stash of 250.000 raw UPBs hidden on the ship. They know they have to reach a certain drift beacon many jumps away in order to be able to use the Star Stone located in the distant Pact Worlds system. A system that, so they have been told, will grant amnesty for fugitives like them. They're asking me for ideas on what to build / craft from the UPBs a lvl 1 PC or a MK 1 mononode ship computer could make use of. Should I just let them fool around with all the $$$ (without a place to spend it, since they're on the run), or should I steer them in a direction? ![]()
![]() Hey guys, a quick search didn't yield any result so I'm asking here. I'm bulding my (now level 5) soldier towards using the IMDS missile launcher because it's amazing and I've always wanted to have a missile launcher in my RPGs. So I have this cool Exo-guardian boon "Tools for the Job", which allows me to buy said missile launcher at level 8 instead of 9. Thing is, the ammunition listed for it are item level 10 as well and cost a whopping 5.700 credits PER SHOT. So at first I was like cool, cool, I don't care what it costs because I'm going to FIRE A FRIGGIN' MISSILE at my enemies, but then I realised that I could'nt buy the ammo at that point because its item level was too high. The boon only allows me to treat my level as one higher for weapons and armor, not ammunition... and while normally I'd have been fine with waiting one more level to get what I wanted it seems a bit unfair since I could buy any other level 10 weapon at level 8 and just spend the 40-400 credits on their level 1 ammunition and not worry about its item level. So my question is: is this intentional, or is ammunition supposed to be exempt from the minimum level required to buy items? Its feels a bit weird that the one thing I've been looking forward to is also the only weapon that has this problem. Anyhow, thanks for reading. Might switch to a cheaper weapon anyway as the missile launcher feels oddly restrictive. ![]()
![]() I play a skald with the Totem Skald archetype from the advanced class guide and am currently level 6. I use wild shape to change into a small tiger. Relevant text #1 wrote:
Relevant text #2 wrote:
I have a couple of questions:
Thanks! ![]()
![]() Ever since Ranged Tactics Toolbox came out, I've wanted to make a character that made use of the Ricochet Toss feat and a Belt of Mighty Hurling. I also recently came into the possession of a Skinwalker boon for Pathfinder Society, so now I can't get the idea of a Crocodile-man slinging weapons at monsters out of my head. However, the throwing weapons rules are a mess... First Question: Can a Magus use thrown melee weapons as part of Spell Combat? Relevant text: wrote:
(Emphasis mine) Second Question: Is a Throwing weapon eligible for the Spell Hurling enchantment? The Throwing Magus magus arcana seems to support that it does. Furthermore, the only entry into the CRB on weapons "designed to be thrown" is the following: PRD wrote:
Which implies that the only thing that defines a weapon as 'designed to be thrown' is that it has a range increment, which is exactly what the Throwing enchant does. Third and final question: Can I use Spell Combat to cast a spell, deliver it as a spellstrike with my Spell Hurling weapon, then use my second attack to throw said weapon again with one hand using Ricochet Toss? ![]()
![]() Hey guys! I was wondering if anybody knew how to finish my long-due season 6 faction card... I've but one box to tick, which is: Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse. My shaman is currently level 4. First thing that came to my mind is #5-21: The Merchant's Wake, but I've already played that one. Any suggestions would be very welcome! Sincerely, Carla ![]()
![]() So I've built this monstrosity that does (24d6 = 192 ) +8 (strength) +35d4 (quadriple Force Punch eject), which averages an impressive 282,5+ damage with an improved vital strike after casting Force Punch while raging and holding the charge. This is followed by a swift action Spell Conduit for a second casting of Force Punch, a free action release of a Force Punch stored inside an amulet of mighty fists and a fourth CL5 force punch potion delivered through poisoner's gloves.. Which gives the enemy the chance to theoretically choose its own direction of flight for another 10ft or so after being sent flying 50ft by me. ...With a 10hr Paragon Surge duration bu using the shapechanger sorcerer bloodline's 3rd lvl bloodline power for shenanigans. If you optimizers are interested, I'm willing to listen to advice on how to improve it.
Racial traits:
Stats:
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Of course, by the time this guy makes it to retirement at lvl 12, he'll only be able to pull off this trick a couple of times (prefferedly combined with a free action cast of Bladed Dash on entering rage at lvl 11), but you can get by the first couple of levels using a weapon you like and then switching to unarmed as you get to level 5 and get the amulet. Until that time Shocking Grasp seems the bread & butter of this build. Any ideas to improve it? Thanks! ~Taka-TSUKI!!! ![]()
![]() So last night, first session of a new campaign, my character dies. I built an ectoplasmatist spiritualist and he got steamroll'd by a herd of zombies. It's clear, our GM pulls no punches (which I consider a compliment). The setup is as follows: 5 players, each player runs 2 characters, of which only one at a time is adventuring. They gain xp equally but share wealth by level. We have a hardhitter monk, a cookie-cutter bard, a life oracle, a void kineticist, a bolt ace, a necro wizard, an arcanist, a little girl who's class we still have to guess, a samurai and a rogue. My other character is an exemplar brawler built for switch-hitting, battlefield control and support. I rolled stats for my new toon and it came out as follows: 13
And while this scream 'wizard!', I don't like prepared casting for the hassle and have a strong preference for 6-th level casters. I've thought about making an occultist, but is this viable? What would you do with this stat array? ![]()
![]() I've often bought products on paizo.com but I'm done. For me, living in the Netherlands, having a creditcard is not something everybody has. Every time I want to buy a book, pfs scenario or anything else, really, I have to buy a temporary creditcard with an online retailer for a separate amount. This means I spend $30 on something that costs $27, leaving me with 3 floating bucks that I can hardly spend on anything due to the high transaction costs. Is there any knowledge that I'm unaware of that makes you decide not to use banking systems like Ideal or Paypal to make purchasing items from your website? I'd love to buy more of your products online, but you're making it hard for me! Love, Carla ![]()
![]() There's a character concept for a gnome "warrior of old" type character that I've been playing with in my mind for a while now. A fierce guardian of gnomish tradition, wielding a shiny greatsword and wearing golden full plate armor. He would charge at enemies and parry their attacks, while staying uncannily agile for a gnome. His wit should match those of the most ingenious BBEG's. As a devout of both Abadar and Torag, anything evil would be quick to raise his ire. I was thinking of at least taking 3 level of Weapon master Fighter to get up to speed with damage bonuses and get full plate proficiency, maybe a dip in Medium for more damage, and then fix the movement speed issue with a dip in something like cleric. Help me flesh out this concept! Here are the rules:
Feat ideas: Power attack, Steadfast personality, Breadth of experience, Gnome Weapon Focus Any ideas? Thanks! ![]()
![]() As the title says. Id like to take the mauler archetype for the Shikigami familiar the Kami Medium archetype gains at level 3 in order to have a rideable flying mount, but the wording of the ability is a little unclear. Thoughts? ![]()
![]() Here's the plan: build a mounted character... as in, one that's mounted by its familiar. The familiar needs to be able to wield a lance and use the spirited charge feat. Ideally there would also be some kind of way to disguise my familiar as a PC, in order to make GMs think my familiar is the PC. I would be wildshaped into a medium pony most of the time, allowing my familiar to mount me. I need your help to make this work l, preferably while being as ridiculous as possible! Note: this is for PFS, so it's important that the main shtick comes online as early as possible, hence the retraining shenanigans. The build would look something like this: Balthazar "Mo" Skewball
Feats (After retraining at lvl 5!)
Items:
Elly the inconspicuous elemental
Items:
All feedback is welcome. I for once have no idea on what domain to take. If you have suggestions on how to add to the hilarity that's also good. ![]()
![]() I know this question has been asked before, but there is still something unclear to me: in the ACG errata it was clarified that: ACG wrote: Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. Does this mean that, in order to qualify for Signature deed feat, I need at least one level of gunslinger to qualify? Or is the meaning of 'stack' ment to be broader and is it ment for swashbucklers to be able to take this feat at lvl 11? The reason I ask is because the swashbuckler gets some neat deeds at lvl 11 and I'm considering a new PFS character, who will probably never reach lvl 12. (I'm aware that the feat does not work on alot of deeds, but still) ![]()
![]() Weapon master's handbook wrote:
(Emphasis mine) Due to the wording of this feat I'm not quite sure how it is supposed to work. Do they mean "A single ranged attack" as in the standard action attack, or could it be any attack in say, a full attack? This is quite relevant for those who would bypass the need for a blinkback belt in a throwing build. What do you think? ![]()
![]() Something has been bothering me for a while now: the fact that many classes reach their capstone at 20, but their signature ability at lvl 11. This leaves only three sessions to lvl 12, at which point you have to choose wether to put the character through EotT. Do we need more endgame content? Or are certain classes per definition better suited for playing the 'last walk' with? ![]()
![]() So I came across this gem in Ultimate Equipment: Serpent Belt. It gives you a "+4 bonus to all poisons". Does that mean the poisons I create as an alchemist get a +4 to their DC? ![]()
![]() I've recently come into posession of two boons that will allow me to do some fairly unique things in PFS: An aasimar boon as well as a boon that allows me to add +2 to any ability score at character creation (I'm not going to spoil). I was aiming at building a jack-of-all trades similar to a Bard in terms of buffing potential while keeping other options open. I'll be able to change spirit choice on the fly in order to fill any role needed in the party while keeping a focus on the Marshall spirit. I'll have an initiative of around +20 at level 8, in order to always be able to use Spirit surge and other buffs on my allies whenever the situation calls for it. My charisma will be very high so that I can still get some save or sucks like Slow off at higher levels when I feel like channeling the Archmage spirit. At level 11 I'll have wings, as a nice finisher to my PFS career. This is the build i've thought out so far: Lucy Abrian
Racial:
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FCB: +1/4th spirit surges per day when taboo is in effect Traits:
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![]() I have been building an blaster psychic that makes extensive use of the Skinsend spell, essentially using it all day, every day. And while being a construct gives me great immunities, I'm not sure on what to do with my body once I'm a walking, talking skin. I have thought about using use magic device to cast shrink item on my corpse and then storing it safely in my handy haversack, but it seems unpractical at best. Leaving my body at the door of every dungeon seems too dangerous, unlesss I bring a locked coffin of sorts. Do you have any ideas for spells/magic items that may help solve this problem? ![]()
![]() All the talk about mounts being unwieldy in PFS play aside, I want to build a true horse master. A nomadic power house, that rides a stallion clad in steel. Learned to ride a horse before he learned to walk, that kind of stuff. I have a boon that allows me to treat my mount as one level higher, provided I am human, half orc or Half-elf. This will allow me one level of respite when multiclassing in terms of mount progression. My ideas so far:
Classes
What do you suggest? I've never played a mounted character before, but have managed to get my large/huge tiger animal companion through "tight spaces" with my lunar oracle through the use of the narrow frame feat. A local paladin rides a mount pretty effectively, but he's small. ![]()
![]() Hey guys, Some forum searches revealed to me that you can normally change a character's name to something else if you haven't posted more than 10 times. However, my character became level 2 after playing an online play-by-post game (30+ posts) of the Confirmation and I changed the character because I wasn't pleased with how it turned out. Now my half-orc skald is stuck with the name "Olga" as a messageboard alias... any way I can get someone's help on changing this to my character's new name? ![]()
![]() Hi guys! Im starting a new campaign soon and am considering making it a 'wild west' type game, situated in a 'waterworld' type game world. Paizo srd:Firearms wrote: Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft. This would of course have huge implications for the game, and I hope you guys can help me avoid common pitfalls. After a little thought this is a short list of things I came up with by myself:
What do you think? ![]()
![]() The question is simple: does feral combat trainig allows me to use pummeling style with a natural weapon? Which feat has priorirty, pummeling style or feral combat training? Here's the recent FAQ on pummeling style::
Does Pummeling Style work with all weapons?
No, Pummeling Style is intended to work with only unarmed strikes. Add the line. “You can only use Pummeling Style with unarmed strikes”. This will be reflected in future errata. Pummeling style (Advanced Class Guide):
Pummeling Style
Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature. Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a flurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit. Feral Combat Training (Ultimate Combat):
Feral Combat Training You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature. Prerequisites: Improved Unarmed Strike, Weapon Focus with selected natural weapon. Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike. Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature. I need to know, because else i'd have to retrain my PFS monk/druid for an upcoming game. ![]()
![]() Ive been messing around with a sanctuary specialist support cleric but could figure out wether I could use the persistent metamagic on it: Persistent metamagic:
Persistent Spell (Metamagic) Source Advanced Player's Guide You can modify a spell to become more tenacious when its targets resist its effect. Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell’s actual level. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Sanctuary: SANCTUARY
School abjuration; Level cleric 1 Casting Time 1 standard action Components V, S, DF Range touch Target creature touched Duration 1 round/level Saving Throw Will negates; Spell Resistance no Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act. ![]()
![]() Dear family, friends, business partners and associates. Business is going swell. Not only have I recently aquired a large batch of fresh livestock from the Mwangi expanse, also I have found the Society to be extremely profitable on the artifact market. And I haven't even started on that amazing tribe I assimilated into my business last year on behalf of the Society! So tell me, dearest cousins, friends and associates. Did you have any good fortune lately, or any good new sources of sentient meats to proquire? Sincerely, Your ever faithful cousin, Ed Steepstepper ![]()
![]() 1. This Shaman hex: Advanced Class Guide wrote:
Is useable through this oracle archetype: Spirit Guide (oracle archetype) wrote:
To me it seems that because the oracle does not prepare spells but refreshes them, she is not able to effectively 'prepare' any sorcerer/wizard spells that day either. Therefore, it's of no use to grab this hex as a spirit guide oracle and I will rule it like this in PFS. 2. This feat: Advanced Class Guide wrote:
Note that nowhere does it say that your witch level is counted as your shaman level in any way. Once more: Advanced Class Guide wrote:
A witch would therefore not benefit from taking this hex with the spirit talker feat at the start of her day, because she doesn't count as a shaman for the purpose of this feat. I will also rule it like this in PFS. Thoughts? ![]()
![]() (Advanced Player's Guide pg. 1): wrote: Offensive Defense (Ex)": When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round. If i'm reading this correctly, every time I deal sneak attack damage, I get a dodge bonus to my ac for 1 round equal to the total amount of sneak attack dice. For example, a 5th level rogue hitting with 3d6 sneak attack dice on three separate attacks would get +9 dodge bonus for 1 round? ![]()
![]() I have Three Reasons to Live, a magical instrument. Can I use it to start this: Shadow Puppets Bardic performance? I can't seem to find any rule that calls out that I need to specifically use a wind instrument for Perform(Wind). Vice versa, if I use it to make funny shadows on the wall (because the way that horn is described looks ridiculous in my mind) in order to start a Perform(Act)? The goal is to have a PFS character start at lvl 7 with this horn and summon a shadow conjuration summon monster V as a move action by using it as a shadow puppet doll. ![]()
![]() Question in the title. Let's say I wildshape into a giant octopus. Normally I get 1 bite attack and 8 tentacle attacks at a -5 penalty. Now, with Feral Combat Training:Tentacle my tentacles are subject to any effects that augment my unarmed strikes. The monk unarmed strike ability lists that: Monk unarmed strike class feature wrote: There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. And: Monk unarmed strike class feature wrote: A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. To me, this is interpretable as "Use your full strength bonus and the monk unarmed strike's primary-natural-weapon-ness in place of the normal rules for secondary natural attacks". What do you guys think? ![]()
![]() Hey y'all, I'm pondering a skald I'm planning to play in PFS but I'm having doubts about two things: 1. The amount of damage/survivability/tankyness I'll have to bring in by myself (as opposed to playing a 'caster' skald mainly focused on raging song and spells) 2. The amount of party members that would actually benefit from a boosted up raging song. Ive seen alot of casters and supports in my local groups but fewer beatsticks (which are rather essential for the way I was planning to build my skald). Whats yiur experience with skald viability in PFS? Keep in mind im not planning to participate much in combat either through melee or ranged combat. ![]()
![]() This Arcanist archetype: Brown-Fur Transmuter Allows you to cast transmutation spells that have a range of 'personal' on others as a touch spell. This is not only great for stuff like Beast Shape, but also turns this spell: Into a spell that you could cast on allies (if you're a half-elf). My question is this: nowhere in the description of paragon surge does it say that the receiver of the spell needs to be a half-elf, am I correct? Can I go around tossing this on everyone? Also, general ideas on abusing this archetype are welcome. ![]()
![]() Does Poet's Cloak stack with Banner of the Ancient Kings (BotAK) for the purpose of granting a higher level Inspire courage? The reason I'm asking is because I want to make a skald that can perform raging song and inspire courage at the same time using this spell: Virtuoso Performance and it would be nice to have a higher inspire courage bonus than +1. Add flagbearer, haste and some other stuff and I recon this will be one hell of a support if i can get it to work. ![]()
![]() The totemic skald archetype gives you the ability to wild shape into your totem animal of choice, while still able to perform a raging song. My idea originally was to turn into a giant octopus. Combines with elemental blood (air) rage power and beast totem rage power I would have a flying, ragepouncing octopus of death with 11 natural attacks (8x tentacle, 1x bite, 2x claws). However, the wild shape of the skald seems to be limited to your chosen totem animal. Anyone has an idea to circumvent this? Id really like to stick to something funny instead of the usual tiger or bear. TLDR; flying dubstep humming octopus of doom, how do I do it?
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