Ghoster wrote: ... how Ioun Stones are meant to function in relation to weather and severe winds. If a stone is active and floating around your head, can something like wind knock it off?... No
→Winds Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
→Wind rules with Blown Away etc.
There's nothing about losing personal items to the wind.
A Tornado does (6d6) dmg per round and your GM may ask for a Reflex save to keep your ruby slippers.
→Severe Events
Weapon Proficiency:
ONE way to pick up Dwarven (heavy or Light) Pelletbow Exotic Rngd/Proj 2hnd wpns is
Human race trading the Bonus Feat for Adoptive Parentage(Dwarven).
Human [PFS Legal] Adoptive Parentage
Source Adv Race Gd
Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
Dwarven Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
gaining the now Martial Dwarven (heavy or Light) Pelletbow under all martial weapon proficiencies.
with Vanara it is going to take a feat.
Build advice:
Class Guides at ZG
You are looking for Gunslinger - Bolt Ace Archetype
and you can search the Advice forum for "best bolt ace build"...
my advice is minimum 10 for any ability score. 20 pts gives you [16,14,13,12,10,10], [16,16,10,10,10,10], [17,14,12,10,10,10], or [18,13,10,10,10,10] (no order) before racial adjustments. A +2 racial adjustment is best used for 18→20, then 16→18, then 14→16, then 12→14 or allows you to exchange that 12 with a 10 elsewhere. A -2 racial adjustment is best used for 12→10.
Items that can save you thread, 2019
one Gunslinger-Bolt Ace build has;
Feat1 Point Blank Shot
Feat3 Rapid Reload
Feat4 Rapid Shot
Feat5 Crossbow Mastery
Feat7 Precise Shot
Feat8 Deadly Aim
Feat9 Weapon Focus(for Snap Shot)/Hammer the Gap
Feat11 Signature Deed
Feat12 Clustered Shots
Feat13 Snap Shot/Hammer the Gap
Feat15 Improved Snap Shot/Improved Precise Shot
Feat16 Combat Reflexes/Improved Initiative
there's a bit of difference due to dingbat weapon proficiencies for various Crosssbows so you have to read the weapon description.
(Underwater or regular) (Heavy or Light) Crossbow & Stonebow are Simple Rngd/Proj 2hnd wpns.
Gastraphetes is a Martial Rngd/Proj 2hnd wpn.
Double, Launching, ((Repeating or regular) (Heavy or Light) Hand/Wrist Launcher), ((Heavy or Light) Crank or Slaver's)) Crossbow, Dwarven (heavy or Light) Pelletbow are Exotic Rngd/Proj 2hnd(1hnd if Hand/Wrist) wpns.
As it is all a bit mixed so check with your GM. Likely you'll get 'crossbows' in the same weapon type; Simple, Martial, or a specific Exotic weapon proficiency.
then there's ammunition:
basically arrows/bolts are the same.
You can use "blunt" to achieve -4 ({usual}) B dmg.
Durable, Cold Iron, and Weapon Blanche are convenient.

Bonus:
→Magic Rules, Bonus Types {subset of CRB Magic Rules below}
→Bonus Types (from Designing Spells) {a convenient list of Bonus types}
Bonus: Bonuses are numerical values that are added to checks and statistical scores. Most bonuses have a type, and as a general rule, bonuses of the same type are not cumulative (do not “stack”)—only the greater bonus granted applies. from Common Terms.
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works (see Combining Magical Effects). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source. from CRB Magic Rules(link above & below), Special Spell Effects. See also Combining Magical Effects (scroll down).
Comment: often there's a maximum of +/- 5 on bonuses/penalties.
Polymorph:
The rest depends on Polymorphing Rules.
→CRB Magic Rules which contains Spell Descriptions, School (Subschool) {contains description of the arcane schools}, Transmutation, Polymorph.
Form means creature/monster type or Race. This means ongoing spells that affect creatures (rather than humanoids) will continue to function if your new 'magical disguise'/polymorph is non-humanoid.
While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form. from Polymorph School
Melding gear: this got clarified with →Magic Item Body Slots(MIBS). PFS has a slightly different list →Org Play MIBS due to Cassians and odd Familiars...
I'll add the very good but incomplete guide Polymorphamory - The Love of Changing Form also on PF1 Guides at ZG
Azothath wrote: well... merfolk abil[0,+2,+2,0,0,+2], Spd 5ft, Swim 50ft, amphibious.
You will need an advanced horse war-trained at $326 with gear. A spherical aquarium tank is a practical option.
...
20 pt ability score arrays;
(Cha) abil[10,16,12,14,10,18] or [10,12,12,13,10,20].
(Int) abil[10,14,12,18,10,13] or [10,14,10,18,12,13].
→Quintessence Quartet at 7th
→Tha Ranged Assault at 7th
Perform Four at 7th
"Everyone needs some martial ability!"
1) race(human, aasimar, tiefling) Oracle-Warsighted (Ancestor, or Battle) 1, Paladin (Kazutal NG Machete, Chaldira NG Shortsword, Erastil LG Bows, or Ragathiel LG Bastardsword) 6.
2) race(human, halfelf, ratfolk(only if 2+ party members are this race), dwarf) Wizard (Diviner, BO Amulet) 1, Monk-Zen Archer 6.
3) race(aasimar, samsaran, human, halfelf, tiefling, ratfolk(see above)) unch-Summoner 7. as Summoner isn't PFS legal
4) race(human, aasimar, etc) Bard-Chelish Diva 7.

(To Clarify the above "shadowcaster") I ran Fuinë Curuvar, a wayang pseudo-shadowcaster (as above) just using the Wizard school specialist Diviner which is better than than the Shadowcaster archetype. I also had a Faerie Dragon Familiar from a certain unnamed scenario. I'd use makeup and prestidigitation to keep his color in theme (shadow dragon... oooohh! Of course a simple Perception/Know Arcana picked up the ruse in the style of reskinning). The familiar had a cloak, spell pages, aegis, and a few wands, one was a wand of enervation! It was flavorful but lacked a bit of power from my usual build style. I played wayangs as somewhat non-violent illusionists using trickery and misdirection rather than the bigger race's tendency to kill everyone that opposed them. I would comment about how violent the party was and called some very martial groups "murder hoboes" (as they were!).
I'm of the opinion that Cleric-Varisian Pilgrim adds Party support (cleric spell list and an at range Domain buff) to a wizard along with a better weapon. That's very handy. You need Magical Knack on the Cleric to get the duration up to CL3.
Expeditious Retreat, Alter Self, Fins to Feet, Wall of Brine, will be very helpful.
Shadow casters have several feats; Spell Focus Evoc, Ill, tenebrous, umbral, shadow grasp. Then the illusion versions of spells like 'shadow evocation' etc. It is a serious investment of feats with a late game payoff...
...
Magic can cover your hindrances. While the race background is singing, that relies on Cha and Perform skill ranks. You also need to avoid combat due to your 5ft land speed.
My first suggestion is multiclassed wizard (of course). Look at one level of Cleric Varisian Pilgrim for a deity with good domains and weapon(like bow). Then go Wizard-diviner with SplFcs(Evokation) the rest of the way. Wizard (shadowcaster), Bard, Bard-Dirge, or Kineticist are other main class options. Traits will be Magical Knack and a metamagic cost lowering trait or a +1 Fort trait. I've listed some builds in the Advice forum.
mydriatic spontaneity:K4 is going to be a key spell. See dust of twilight, glitterdust.
In Org Play you can play a Pregen in place of your PC. That might be for the best until 2nd level and your PC starts with 1650gp or so...
well... merfolk abil[0,+2,+2,0,0,0], Spd 5ft, Swim 50ft, amphibious.
You will need an advanced horse war-trained at $326 with gear. A spherical aquarium tank is a practical option.
Is that the only race on the boon?
Frillfill wrote: Component Freedom (Ex)
When you cast an arcane spell, you can ignore one component of the spell: focus, material, somatic, or verbal. You can ignore a focus or material component only if its total value is equal to or less than 100 gp × your tier. You can select this ability more than once; each time you take this ability, the number of components you may ignore for each spell you cast increases by 1.
Its the 3rd tier archmage ability? Its perfectly legal for mythic characters which we are. But good to know we are free to cast it as we please. Also its not an divine spell for us since we are both witches(she is a winter witch and i am a normal witch)
ahhh, I'm not that familiar with the Mythic material. It's where the Game goes totally silly and the Game is really in the hands of your GM. I was going to look it up but didn't, I did manage an edit...
→ Mythic - Archmage
Weeeknight wrote: {Mythic/Epic level story}
What would be a relatively reasonable way for me and my dm to handle this? Should she roll will saves occasionally to avoid losing control and flying into a rage? Or maybe have like a devil on her shoulder kind of deal that whispers provocations into her ear?
There is a dynamic of how to roleplay a PC. Random inputs are fine but the character should react to them according to her character description or personality profile. Random outputs are not good acting or storytelling resolutions.
You need to create a personality profile so you know what the character values, desires, strengths and weaknesses, etc.
Then (this will be hard) hand her over to the GM. As a mythic/epic NPC it's best. As a player what Challenges will you have within RAW and such. It is more storytelling at this point and PF1 becomes somewhat useless as a Game for Players to overcome challenges.
You can now play devotees or cultists of the new god(s).

the spell itself does not state a limit, but there are other constraints as the Game is a system.
RAW does not contain "component freedom" so that term is unknown. {edit= it's Mythic, ooops!}
→Glyph of Warding:A3 Casting Time 10 minutes
Components V, S, M (powdered diamond worth 200 gp)
→Eschew Materials feat Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
so normally this isn't an issue.
The other control besides 8hrs in an active day, number of spells per day, divine(GM) oversight(as these are normally divine spells controlled by the gods), is →{Character} Wealth by Level(WBL). Another words PCs only get so much gold in their adventuring lifetime so they should practice resource management. Funds spent on passive defenses are funds you cannot use to actively defend, buff, or to boost attacks.
Advice:
What your Home Game GM does in his game may be his problem to fix. Mistakes are made, no biggie as they are usually rolled back. The price is embarrassment.
Organized Play FAQ - I found a way to gain infinite money/power/etc. Is it legal?

pretty easy to look up
→aasimar
Angel-Blooded (Angelkin)
Source Blood of Angels pg. 21
Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take.
Ancestry Angel
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.
Variant Ability Chart
Some aasimars are blessed or cursed with unusual abilities. GMs may customize their aasimar NPCs using the following chart, or allow their players to do so by rolling a d%. Players with a particular character concept in mind may consult their GM if they want to select a specific variant ability. The abilities presented here replace an aasimar's spelllike ability racial trait. Any abilities that grant spells or spell-like abilities are treated as having a caster level equal to the aasimar's character level.
09 You gain an additional +2 racial bonus to your Strength score.
90 You gain an additional +2 racial bonus to your Charisma score.
as Belafon pointed out, sometimes rereading the basics has the answer. It happens more often than you think.
Advice:
The spell system is complicated -
Magic Rules contains the Spell Descriptions and Schools.
For Magic Items, sometimes the Magic Item crafting feat has the answer.
PF1 Rules search order
1) AoN search
2) FAQs search. Use customize google search enter "site:https://paizo.com/paizo/faq "{phrase} <enter>
it saves time when you kinda know what you are looking for. Just put your phrase/term in the search string. For 'paladin' just enter;
"site:https://paizo.com/paizo/faq paladin" without quotation marks in google search.
3) IF you are interested in PFS or their rulings, The Guide, Additional Resources, and Campaign Clarifications are best downloaded and searched.
4) d20PFSRD (sometimes the text is edited)
it's not that difficult as it depends on your spell list, Class, feats, and the Campaign. Later past 7th level prepared casters can start leaving a spell slot open here and there.
There are a lot of spells but half are not that great.

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Azothath wrote: {edit} ...
I think Campaign & GM set the strategy as to what will work best along with what the Players like to do and want to run.
I'll still toot my horn.
Quintessence Quartet at 7th
Tha Ranged Assault at 7th
are succeeding at overcoming more encounters (considering that 75%+ are combat) than the {historical} Classic Balanced Mix: Ftr, Wiz, Rog, Clr.
I did like;
bard, inquisitor, magus, and warpriest.
You could try (at 7th);
4 of; Bard-Chelish Diva 7, Oracle(War) 1 Paladin 6, Ranger 1 Monk-Zen Archer 6, Unch Summoner 7, (samsaran) Arcanist 7.
Again, it's all very Campaign dependent as rules and challenges shift about with the campaign theme. I don't think there will ever be a single group of four builds that cover both the Campaign and Player system mastery/desires. So this thread is just filled with suggestions for groups.
For Example;
a CORE Campaign (CRB only) restricts PC choices. It actually contains some very good Class choices (and some poor ones). The real limitation is feats, equipment, etc.
a "typical" Campaign. Somewhere between above and below.
a Full Campaign (All Paizo source material) would have; Races: Aasimar, Nobel Drow, Yaddithian. Then Hero Points, Armor as DR, Called Shots, Wounds and Vigor, Siege Engines, Vehicles, Spellblights, Wordcaasting, Downtime Managers, Bargaining, Honor, Lineage, Reputation & Fame, Taxation, Mythic, Intrigue/Influence, Verbal Duels, Replacing Opposed Rolls, Horrific Madness and Cures, Harvesting and Trophies, Fractional and Staggered Advancement, Group Skills, Skill Unlocks, Variant Multiclassing, Revised Action Economy, Stamina, Wound and Disease Thresholds, Spell Alterations, Automatic Bonus Progression, Dynamic Magic Item Creation...
If you want to see what Paizo thinks, there's the Iconics and some OrgPlay PreGens and NPC Codex.
It is a wonky OGL magic item from the old days.
Rules wise just do exactly what the description says, no more, no less.
It is a little pocket dimesion accessible through the cloth when the cloth is laid out on a surface.
review Rope Trick.
Fun is very subjective and transitory. It is the goal of this grand waste of time.
I think Campaign & GM set the strategy as to what will work best along with what the Players like to do and want to run.
I'll still toot my horn.
Quintessence Quartet at 7th
Tha Ranged Assault at 7th
are succeeding at overcoming more encounters (considering that 75%+ are combat) than the Classic Balanced Mix: Ftr, Wiz, Rog, Clr.
I did like;
bard, inquisitor, magus, and warpriest.
You could try (at 7th);
4 of; Bard-Chelish Diva 7, Oracle(War) 1 Paladin 6, Ranger 1 Monk-Zen Archer 6, Unch Summoner 7, (samsaran) Arcanist 7.

Zuvell_RavenScarre post with {edits}
I Created a class and wanted opinions of balance with the community. I wanted to shape a field control tank. The class goes as follows:
Master of the Staff Monk archetype?
Steeped in ...
the order of presentation is given in the classes including the advancement table.
Alignment:
Hit Die:
Starting Wealth:
Class Skills:
Skill Points at each Level:
Class Features
etc
Might of the Tree
... use their Wisdom score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. not a good idea IMO, how do Con buffs work?
Replaces Monk's AC Bonus why it sounds like an archetype rather than a class, and cannot gain AC Bonus by other means. WOW, the last phrase is very restrictive, Mage Armor, Shield, Barkskin, enchantment bonuses on armor, or defensive fighting below... you see the problem
Weapon and Armor Proficiency
In addition ... proficient with all polearms including exotic polearms. about +2 feats.
Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, the master of the staff may select a bonus teamwork feat and does not need to meet the prerequisites of the feat. Wow, not meeting prerequisites, how about ignoring one prerequisite
As a standard action and while fighting defensively, the Master of the Staff can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the Master of the staff possesses. Allies do not need to meet the prerequisites of these bonus feats. stealing Cavalier abilities
Starting at 4th level, a master of the staff treats all allies within his maximum melee threat range as being adjacent to him for the purposes of feats or flanking. Any teamwork feats granted by the master of the staff to allies also treat his squares within his maximum threat range as being adjacent. The master of the staff must continue to fight defensively to use this ability. uber flanking
This ability replaces a monk’s standard bonus feats.
if you replace a classes themed abilities at levels you should replace them with abilities at those levels rather than up front. I see your list below.
Yggdrasil's Defense (Ex)
gains Body Guard and In Harms Way feats. He treats any allies he has provided teamwork feats to as being aided to activate the feat In Harms way. +2.5 feats
At 4th level, {as an action?} expend a panache what? where did panache come from? to improve In Harms Way feat from once a round to the following: "any time an opponent attacks an ally within your range you may spend an AoO to activate the benefits of this feat."{text in feat} who spends the AoO, what if it only has 1 and this is the second one that round? spending an AoO is pure cheese
At 15th level, the master of the staff can, as a reaction to an ally being attacked but before any attack rolls are made {so an interrupt action that slows down combat, once per round?}, {as a free action} make a 5ft step towards the ally being attacked. Furthermore, after making the step, the master of the staff is treated as having the lunge feat increasing their reach of a polearm to 15 ft at a penalty of -2 to ac. why bother with the 5ft step?. This ability does not stack with Lunge feat.
Replaces flurry of blows.
stopping here as the description is not sequential and a bit mixed up. I did shorten/curtail some verbosity as where some is boiler plate format text. I "..." creative text.
Technical Writing says you must define a thing before using or abbreviating it. So you need to describe panache in the opening.
As an archetype you assume the Monk class description.
At the top you need a 'hard' list of abilities you replace or modify. It is used for archetype compatibility.
I'd suggest in your word editor to turn all "crunch" text orange or gold so you know what is mechanics and what is creative and descriptive text. New stuff green. Replaced/deleted red. Depends on your process.
It seems overpowered as is.
The RAW Ogres tell me that if you want creative replies you should try the Advice Forum.
The concept of unattended objects, possessed items(gear and equipment), and just where that intellectual boundary enclosing a volume that comprises a single object is always going to involve some GM arbitration. Intent is not part of the physical world.
Magical Weapon Qualities
Melee & Ranged Called (+1) consumes swift actn on demand, 24hr time limit.
Ranged(thrown) Returning (+1) free actn from square object thrown from at start of owner's turn.
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and you have your answer in Jeff's post from 2012, it's a business and legal issue. It's not OGL.
Do you really think with the last WotC legal stance they'd let IP go without a piece of the pie? Would you?
Jeff Erwin wrote: The one thing to keep in mind in terms of al-Qadim > Casmaron and Qadira is that the Shi'ar as imagined by TSR is fairly distinctively their own animal...
In other words, the concept of the Shi'ar verges on product identity since it diverges significantly from its meaning in the RW.
It makes a lot more sense to just come up with Campaign Regional supplements for Casmeron, Qadira, Kelesh that don't tread on other companies Intellectual Property and avoid some of the public relations pitfalls of the past.
DankeSean back in 2012 laid a rough outline which you could replicate using PF1 Arcanist archetype. Managing the spell selection and preparation process is going to be the tricky part as it's a pure downtime activity.
It depends on the Campaign.
An Animal Companion isn't automatically a Mount. A creature one size larger than the rider isn't automatically a Mount.
Some Campaigns/GMs limit Mounts to the purchase list in RAW, what mounts a Class gives, or what some Mount Feats list. It is all done to cut down on the shenanigans. RAW Mounted combat is pretty rough and easily abused. Those are all close-to-RAW campaigns like PFS.
It is good advice when starting at low level to stick to those basic safe choices then ask your GM if there are unusual options. It will likely take a feat or some levels and adventure to get that option.
Some Home Game GMs open it up a bit to sensible choices or things they want to have the PCs accomplish, then there's stylistic choices (Dragon Riders of Pern there went sensible out the window).
Curing has an explicit meaning through the descriptive text in the cleric's positive channelling and spontaneous casting.
I am going to state a close-to-RAW reading. Your home GM may be a bit looser with the Rules as it is a Game and we want some Game Balance. The last part is true of all the posts...
the Oracle (Life) revelation Safe Curing (Su) applies to spells that cure rather than effects that cure. I know that sounds like double-speak. The technical part is the spell description has to say it 'cures' the target.
It works with Cure Light Wounds but not Infernal Healing as Fast Healing 1 is not a "cure".
It would not work with Phoenix bloodline where an ability allows a spell to cure some targets rather than its usual fire damage.
Healing Grace (Su) falls into that same category from Safe Curing's perspective. It is an (added/additional) effect rather than the spell description. It also contains the word 'may' which makes it optional.
Sysryke wrote: ... used to run a Wyrwood Cavalier with a snake mount. It was quite entertaining. my guess wood be haus slytherin...
Q) What sticks to the roof of your mouth?
A) A peanut butter and jeholopterus sandwich.
on Paizo FAQs (official rulings):
they're rare. Sometimes the ruling is actually a side issue in the FAQ or a corallary.
How to search the FAQs
Some of the later books had clarifications or 'stealth errata' like Ultimate Wilderness. It is transparent now via AoN as you get the latest & greatest.
If you need additional insight there's the PFS Season 10 Guide, Additional Resources, and Campaign Clarifications documents. PFS(Paizo staff) made/approved rulings for organized play campaign where RAW had to work. These are far more numerous, detailed, and extensive than the FAQs.

In PFS GMs have to run adventures as written.
There is Campaign/Adventure Mode to get credit for home play that follows most of the PFS Rules buuttt there's usually a baked in penalty.
In PFS1 it is rare that you have to skip an encounter. Sometimes extra/optional encounters are in the scenario. The campaign is intentionally on the easier side for PR purposes and Prestige lets players hit about 120% WBL. Ofcourse some scenarios run long, particularly Specials. The usual situation with a martially effective group that hustles is finishing early which means the GM gets a longer lunch break or can wander about the convention.
Sometimes players want to roleplay and that takes time. You don't want to penalize roleplay in a TTRPG! However, there are time constraints and you want to make sure players aren't dawdling.
Once in awhile the mechanics in scenarios are unclear or overly complicated, time wasteful, and pointless. Puzzles can get that way as they break the 3rd wall testing the players directly (there should be PC rolls to solve the puzzle). In that case something's got to give.
Sanction Content in APs. *facepalm* I'm glad the Campaign/Adventure Rules are there so players have the option to get the content and story. It's usually just 50-66% of the AP and the martial part at that. The XP falls short forcing players to fill in with scenarios. It's an expedient compromise.
I'd agree that 80%+ success rate means the challenge is really a roleplay moment or a dramatic exposition and dialogue.
Dragonchess Player wrote: ... The two of my "ideal" characters that use VMC, the druid and the fighter, are single-classed... The oracle and wizard that use multi-classing and/or prestige class(es) don't. Granted, since they are both archers and casters they don't work well if they have to give up half their feats on VMC. You do interesting things without common/usual mistakes which is why I read your posts.
A pterosaur got hired at a law firm, they saur he was a pteralegal.

Medium sized Mounts
In melee you'll need Ride +7 or so to hit DC 10 for mount AND rider attacks, otherwise only mount attacks OR rider attacks. Assume war trained(WT) as mounts don't work well without it, Price=1.5*(Animal Price).
Mounts are purchased and static whereas Animal Companions are a Class feature and scale with level.
List is from RAW Mounts and Pets
Barding
Size Mount: Cost, Weight, Hit Points based on sz:Med hmnd armr of same type.
Tiny: ×0.5*, ×0.25*, ×0.25.
Sml: ×1*, ×0.5*, ×0.5.
Med: ×2*, ×1*, ×1.
Lrg: ×4*, ×2*, ×2.
Huge: ×8*, ×4*, ×2.
Without Lgt/Med/Hvy Armor Proficiency mounts suffer. Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields. It's best to get the ArmrChk down to 0.
Animal Feed
Lrg Carnivore 0.1gp/d, 5 lbs.
Lrg Herbivore 0.05gp/d, 10 lbs
Mounts
> Boar CR 2 N Med Anml Sns:low-lgt scent, AC:14, HP:18, Svs:+6 +3 +1, Spd:40, Gore +4(1d8+1){primary} Rch:5. Saddle (Pack $5, Riding $10, Military $20). $150.
> Constrictor Snake CR 2 N Med Anml Sns:scent, AC:15, HP:19, Svs:+4 +6 +2, Spd:20, Climb:20, Swim:20, bite +5(1d4+4 plus grab){primary} Rch:5, SA:constrict(1d4+4). Exotic saddle (Pack $15, Riding $30, Military $60), few Magic Item Body Slots(MIBS). $90+45{WT}.
> Dolphin CR 0.5 N Med Anml Sns:Blindsgt 120(!) low-lgt, AC:13, HP:11, Svs:+4 +5 +1, Swim:80 (!), Slam +3(1d4+1){primary} Rch:5, SQ:hold breath. Exotic Saddle. Few MIBS. $105+52.5{WT}.
> Giant Gecko CR1 N Med Anml Sns:Drkvis 120(!) low-lgt scent, AC:14, HP:11, Svs:+4 +5 +2, Spd:40, Clmb:40, Bite +2(2d4+1){primary} Rch:5, SA:{Spdrclmb}. Saddle. $150.
> Goblin Dog CR1 N Med Anml Sns:low-lgt scent, AC:13, HP:9, Svs:+4 +4 +1, Spd:50, Bite +2(1d6+3 plus allergic reaction){primary} Rch:5, SA:Immune to disease. Allergic Reaction(disease) goblinoid type otherwise Fort12 else -2 Dex -2 Cha for 1 day. Saddle. $50. (cheap)
> Pony Horse CR 0.5 N Med Anml Sns:low-lgt scent, AC:11, HP:13, Svs:+5 +4 +0, Spd:40, war trained 2 hooves +2(1d3+1){primary} else –3(1d3){secondary} Rch:5. Saddle. $45. (cheap and doesn't scare the neighbor's kids)
> Leopard CR2 N Med Anml Sns:low-lgt scent, AC:15, HP:19, Svs:+5 +7 +2, Spd:30, Climb:20, bite +6 (1d6+3 plus grab){primary}, 2 claws +6 (1d3+3){primary} Rch:5, SA:pounce, rake. Saddle. $100+50{WT}.
> Monitor Lizard CR2 N Med Anml Sns:low-lgt scent, AC:15, HP:22, Svs:+8 +5 +2, Spd:30, Swim:30, bite +5(1d8+4 plus grab and poison){primary} Rch:5, SA:Poi Fort14 onset 10r then 1/hr (1d2)Dex cure 1sv. Saddle. $150+75{WT}.
> Ram CR 1 N Med Anml Sns:low-lgt scent, AC:13, HP:11, Svs:+4 +5 +2, Spd:40, Gore +3(1d4+3){primary} Rch:5, SA:Powerful Charge gore (1d8+3). Saddle. $50. (cheap)
> Riding Dog CR 1 N Med Anml Sns:low-lgt scent, AC:13, HP:13, Svs:+5 +5 +1, Spd:40, Bite +3(1d6+3 plus trip){primary} Rch:5. Saddle. $150.
> Wolverine CR 2 N Med Anml Sns:low-lgt scent, AC:14, HP:22, Svs:+5 +5 +2, Spd:30, Burrow:10, Clmb:10, 2 claws +4(1d6+2){prim}, bite +4(1d4+2){prim} Rch:5, SA:Rage. Saddle. $125+62.50{WT}.
Ask your Home GM to expand the list a bit.
After 5th level he might want offer Advanced template. Price will likely triple but WT should not.
Past 7th level he might want to offer Dire creature updates. Price will likely triple-quintuple (based on HD, feats, SA/SQs) and WT will follow with daily Handle Animal checks.

Dragonchess Player wrote: Azothath wrote: Campaign criteria: is Variant Multiclassing(VMC) allowed? It is a NO in Org Play and with some experienced GMs. Certainly the CORE guys will be up in arms... the option is to multiclass in a standard fashion. Respectfully, organized play is a specific type of campaign and not "generic." Ditto for house-rules like Elephant in the Room.
The only restriction is not allowing third-party material, not "a limited selection of Paizo options." I get the objection to PFS. It is a Paizo sanctioned and supported campaign. Since Paizo prints the PFS rules it is in a unique position. I'm careful with how I present it or what use it is to Home GMs.
My Home Game experience is I've seen 3rd party used but VMC specifically excluded. VMC is like many of the optional/alternate rules for Horror, Hero Points, autoscaling equipment. Some Home GMs use it some don't. So it's like PFS in that respect for Home Games. Campaign{PF1}/Adventure{PF2} mode allows players to get PFS credit for Home Games where they follow most of the PFS rules. "Elephant in the Room" is a Homebrew Game option.
You were obvious with the VMC usage and I'm pointing that out. Sometimes it's a Yes, others No. That was it really. Is that a "typical" game? IDK. We all think what we do or experience is typical.
VMC
... It is probably a good idea to use either this variant system or normal multiclassing, but it’s possible for the two systems to be used together. In a game using both systems, a character can’t take levels in the secondary class she gains from this variant.
It is a Game with various (limited) strategies for participants (GMs and Players). This is why Game Theory is very applicable. For given challenges/situations there are optimal strategies to win. Whether the PCs can realize and then access/use them is a different matter.
Antimagic or high SR is just a different challenge. It's easily surmounted by clever mid-high level arcane casters who have various tricks prepared(spells, scrolls, BO and decent spellbook, etc. Many Conjurations have SR:No.). You're just thinking of direct combat which relies on high BAB PCs doing massive damage and inflicting conditions through abilities & feats.
This was also evident in a scenario at GenCon where a "killer" author put two symbols next to each other as a nasty trap. Humorously one was a Grtr. Dispel Magic which would affect the other symbol. Sometimes you wonder if these things are playtested or if the playtesters are asleep or just plain unaware.
Campaign criteria: is Variant Multiclassing(VMC) allowed? It is a NO in Org Play and with some experienced GMs. Certainly the CORE guys will be up in arms... the option is to multiclass in a standard fashion.
Hunter class gets an Animal Companion at first. This means the Animal Companion will be traded out as they die, you level or gain feats. It will change as you level likely going into a 'big cat', flier, or Large-Huge mount. Expect to rework your Animal Companion every 3-4 levels apart from the animal companion advancement.
Don't ignore Handle Animal or Ride skill.
Just skip right to the compound longbow avoiding the longbow issue on horseback. A wand of Gravity Bow will prove essential.
The PF1 Build Guides should be helpful though some are dated, verbose, or at times misleading.
Then Items that can save you, 2019 is very helpful.

Medium Mounts (alphabetical, incomplete... )
you'll need Ride +7 or so to hit DC 10 for mount and rider attacks, otherwise only mount attacks. Assume war trained.
Mounts are purchased and static whereas Animal Companions are a Class feature and scale with level.
Boar CR 2 N Med Anml Sns:low-lgt scent, AC:14, HP:18, Svs:+6 +3 +1, Spd:40, Gore +4(1d8+1){primary} Rch:5. $150.
Constrictor Snake CR 2 N Med Anml Sns:scent, AC:15, HP:19, Svs:+4 +6 +2, Spd:20, Climb:20, Swim:20, bite +5(1d4+4 plus grab){primary} Rch:5, SA:constrict(1d4+4). $90+45{WT}. Exotic saddle, few Magic Item Body Slots(MIBS).
AnmlCmpn Faerie Mount CR 1 (Corgie) N Med Anml Sns:low-lgt scent, AC:11, HP:15, Svs:+6 +3 +1, Spd:40, Bite +2(1d6+1){primary} Rch:5, SA:stability, nimble moves. Animal Companion but some GMs might sell one to an elf or friend of the fae.
Giant Gecko CR1 N Med Anml Sns:Drkvis 120(!) low-lgt scent, AC:14, HP:11, Svs:+4 +5 +2, Spd:40, Clmb:40, Bite +2(2d4+1){primary} Rch:5, SA:{Spdrclmb}. $150.
Pony Horse CR 0.5 N Med Anml Sns:low-lgt scent, AC:11, HP:13, Svs:+5 +4 +0, Spd:40, war trained 2 hooves +2(1d3+1){primary} else –3(1d3){secondary} Rch:5. $45.
Leopard CR2 N Med Anml Sns:low-lgt scent, AC:15, HP:19, Svs:+5 +7 +2, Spd:30, Climb:20, bite +6 (1d6+3 plus grab){primary}, 2 claws +6 (1d3+3){primary} Rch:5, SA:pounce, rake. $100+50{WT}.
Monitor Lizard CR2 N Med Anml Sns:low-lgt scent, AC:15, HP:22, Svs:+8 +5 +2, Spd:30, Swim:30, bite +5(1d8+4 plus grab and poison){primary} Rch:5, SA:Poi Fort14 onset 10r then 1/hr (1d2)Dex cure 1sv. $150+75{WT}.
Riding Dog CR 1 N Med Anml Sns:low-lgt scent, AC:13, HP:13, Svs:+5 +5 +1, Spd:40, Bite +3(1d6+3 plus trip){primary} Rch:5. $150.
Wolverine CR 2 N Med Anml Sns:low-lgt scent, AC:14, HP:22, Svs:+5 +5 +2, Spd:30, Burrow:10, Clmb:10, 2 claws +4(1d6+2){prim}, bite +4(1d4+2){prim} Rch:5, SA:Rage. $125+62.50{WT}.
Pterosaur with a sharpie [redactyl]
Tha Ranged Assault at 7th
"O.K. corral them varmits up!"
1) Race(human, halfelf, tiefling, halforc), Swashbuckler 2, Gunslinger-Musket Master 5.
2) Race(human, halfelf, tiefling, halforc), Swashbuckler 2, Gunslinger-Pistolero 5.
3) Race(suli, ifrit, halforc), Bard-Dawnflower Dervish 2, Gunslinger-Pistolero 5.
4) Race(human, aasimar), Cleric-Varisian Pilgrim 1, Bard-Dwarven Scholar 6.
and yes, they all have War-trained Adv Horses for movement or cover...
Quintessence Quartet at 7th
"Where there's a spell there's a way!"
1) race(tiefling, halfelf, human, halforc) Oracle 1 Paladin with bodyguard 6.
2) race(aasimar, human) monk-flowing 2 wizard-diviner(BO amulet, SplFcs evok, etc) 5.
3) race(human, halfelf, etc) cleric-varisian pilgrim 1 wizard-ench manip(BO amulet) 6
4) race(human, samsaran, aasimar, etc) cleric-varisian pilgrim 1 wizard-evok admix(BO amulet) 6
you can check the Product Discussion thread for the error or the Reviews.
I like my prunes raw... they stew afterwards
Diego is correct in that it is endure elements [cold] only. It won't help against Ray of Frost or Cone of Cold.
No deep/high pressure protection.
Besides needing a better description for the pockets, the Cost is wrong. It's an edit flub as a mundane Wet Suit is 8gp. I checked the Source book to see if there was additional text that AoN didn't print.
given what it does the Price is about right although my pricing analysis isn't quite the same as the above.
The Aquatic Adventures Cmpgn book assumes you're going to buy more than a wet suit, like an air tank, fins, and maybe buoyancy control. They also assume most land-lubber activity will be in the top 100ft of the water which avoids most hazards.
There are First-Third Level spells that do all the above and more so for a caster those are a far cheaper option.
Fri-d-day and still enthroned
W E Ray wrote: ...
Can a Loremaster use Lightning Stance? -- "If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for one round."
Lightning Stance(Cmbt) Prereq: Dex 17, Dodge, Wind Stance, base attack bonus +11. Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
The chain is Dodge-Wind Stance-Lightning Stance.
Honestly up to GM based on what Ability scores, BAB, feats your PC has and how loose he's running his Home Game.
IMO(Home Game Ruling) I'd let a PC skip one requirement to take and use the feat as that's pretty sensible for a Class ability.
In PFS I'd make sure the VC signed off on the feat choice so GMs know it has been reviewed & approved.
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