On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Fire is an energy type.
Bomb is a Supernatural ability.
The discoveries will answer your questions on those.
Read the APG's section on bombs again. It'll answer these basic questions.
At higher levels, your low level spells should be more about utility than combat.
Summons are always good.
Or if you have Fast Study arcane discovery, you can leave a lot of low level slots open, and it only take 1 minute to fill those slots in the middle of the day.
Mike Clarke wrote:
Same. I have a 14 and a 12, so this is the end for my first ever PFS character. It's kind of funny that I needed Atonement twice for the 2 evil acts in Season 4. Perhaps he'd be a better agent for Krune than Pathfinders.
Kyle Baird wrote:
It'll probably be easier to setup this without Warhorn. You have your GM and your 6.
Unless the Warhorn manager wants to setup a new slot and add all of those players in himself so people don't have time to fill it before everybody can reserve their spot.
I'm still setup in the Warhorn spot for HARD MODE, if that was meant to be a different one from yours.
Chris Bonnet wrote:
I have signed up as a player for this slot, but I think this was meant for John to run and others to play. I'll back out if that's meant for them.
The meetup groups for Washington DC and Baltimore is a great way to find PFS players in the area. I am no longer the VL of Washington DC, but I still run PFS scenarios regularly as listed on both group (although more on the DC group). There are certainly a lot of spillover from MD to DC to NoVA. I've live in MD for 20 years and VA for 3, so I know quite a few stores in the area and am willing to travel to any of them on a regular basis.
I know Mike McKeown (and game with him). Your request probably just slipped through the cracks.
Josh M. wrote:
As "great" as that was, a simple wizard/cleric combo of haste + harm + another damage spell easily trumped that. There's probably a ton of other things that could be done instead that I forgot about or never found. There were a lot of combos in 3.0 that were good, some were broken. But 3.5 fixed a lot of that.
Of course, the very engine of 3.0 and d20 cause other issues (like full attacks only with a 5' step, and concentration checks allowing spells to succeed when they took damage and lack of spell speeds).
I'm fine with PF as it is, even with the creep. When PF 2 comes out, I'll take a look at it and decide if I want to switch or not.
Were they always restricted from play? I remember looking up them specifically before Gen Con to make a wizard. Were they removed from play recently?
EDIT: Sometimes I forget what is listed is legal, and what is not list is illegal. But that gets reversed for the big books like APG, UM, UC, etc. I guess I'll just be a normal illusionist then.
You really think your players' characters are good and thorough enough to depopulate all of Golarion? On the surface and in the Darklands? Only 2000 goblins left? Did they go into Darklands and wipe out all of them there? What about the ones hobgoblins had? Or ogres? Maybe even a younger dragon. They hit all the various islands on Golarion?
What about Tien?
I really don't think they could have done that.
I guess Power Attack is too good then.
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Based on your original question, the tiefling can see the elf at 65 feet out using normal vision. I would say the Darkness spell does not block line of sight, so a character would not necessarily know there is a Darkness spell in place if there is natural darkness as well.
Deeper Darkness would block line of sight, based on how the spell says darkvision does not allow characters to see through it.
One of my players found a really annoying combo from Ultimate Equipment.
He has the item that allows a character with sneak attack to withdraw as a move action if a sneak attack is successful. Then he has another item that when he withdraws, he turns invisible for 3 rounds. The problem seems to be that it doesn't say as per the spell, and therefore doesn't imply attacking out of it breaks invisiblility. I ruled it would, because I'm sure PFS won't let that combo go without control.
My only issue with the paladin is that Smite Evil overcomes all DR, regardless of alignment. It's like they don't even need magic weapons for a while.
My issues with the summoner is just a ton of base rules that it breaks, making it more difficult to run/play the character.
I love gambling. I go to Vegas at least two times a year, and I usually go with about $1000-2000 in cash for gambling purposes expressly.
My games are craps, Ultimate Texas Hold-em, blackjack, and blackjack switch. I know and can play Pai-Gow, roulette, most forms of poker, Let It Ride, 3 card Poker, and Mississippi stud.
When I can visiting casinos on a weekend, I am very controlled and rarely play more than $200 per visit. When I am on vacation, I am much looser and play more widely, though still limited by my self-imposed cut-off (up to my $2000 limit). I take the free drinks at the casinos (with the $1 tip as the unspoken rule for the waitress), and I still make sound decisions.
For me, the thrill of gambling, and the science of the numbers, odds, and casino edge is what makes it fun for me. I can spend my $2000 on anything during a vacation, but with gambling, I have a chance to keep it or win a bit pass the original amount (which I have done). Career-wise, my Vegas trips (about 8 of them now since I've started going as a routine) I am down about $4000. I play games that have a good casino edge and is entertaining for me. Odds isn't really the way to examine gambling in a casino as much as the edge. I realized a few years ago that one of the reasons I enjoy RPGs, craps, and Heroclix was because they all used dice, and I LOVED rolling dice.
My personality and money sense are all very conservative however. I save a lot of money generally speaking and rarely make impulse purchases. I used to be more free with money, but I'm very tight with it in general with the exception of I spent a lot on eating out and fine dining.
I believe the problem is that ultimately, they are forced to heal in combat, and even though it's not the best tactic, it is necessary, and it is their best tactic at that time. Clerics have lots of buff spells of course, and with time, they are very good at getting the party setup offensively or defensively.
However, I have seen over and over and over again, in home games and in PFS, that a cleric ends up channeling from rounds 2-4 in order to keep the fighter/barbarian alive so that character can deal 40+ damage per round to take care of the threat with other characters doing offensive things or trying to counter a spell. Even a well-played cleric might not have be able to do something better than heal the main damage dealer so we can survive this encounter.
A optimized fighter will out damage a cleric. So the cleric gets discouraged and starts buffing/healing instead. It's not even because the cleric is a healbot or wants to do it, but because it is the MOST EFFICIENT way to end the encounter. A big boss encounter arrives. The wizard casts his powerful spell, but the boss saves. Boss attacks and does heavy damage to the fighter. Fighter has to stay in there to soak up damage and to dish it out. The cleric doesn't have time to cast a buff spell, and if the fighter goes down, the party is screwed unless boss fails a save against the wizard. So what ends up happening? The cleric heals the fighter, and is stuck doing it for the rest of the combat.
Unfortunately, this scenario happens a lot, even with experienced players. I hated that clerics got channeling when I first saw PF because I knew they were going to fall back to that role, even if they weren't planning on it.
I don't know where the line is between 3.5 CoDzilla and PF channeler is. We want fighters to deal damage. We want clerics to fight well and cast spells. But far too often, the cleric being effective and to contribute is to heal the main damage dealer or to channel and to heal everybody. Otherwise, people start dropping, and the fight ends really fast once that happens.
PFS has plenty of room, and we're always hoping for new players. The Venture-Captain of DC has moved north to Baltimore, so PFS presence has moved up there as well. DC still has a strong presence of course.
As before, we're still light on people in the MD side around and beyond the Beltway for PFS. If there's a good place to run scenarios, please let us know, and we'll try and setup something there.
Another place you might be able to find games is at Savage Mills. The Family Game Store is a place I used to play Heroclix at, and where I discovered Pathfinder back in 08 (and back when I lived in Greenbelt, MD).
I wouldn't necessarily go with blasting, although it seems like a natural choice.
Spell casters ultimately are best when they can control the battle or buff an ally. Having 1 or 2 blasting spells is fine, but powerful support spells are better.
If a person is going to dump STR, might as well dump to 7 and get the 4 build points.
I would allow it. But PF's timing rules are not very clear. Charging is a full-round action so it shouldn't allow a take-back, but plenty of GMs and players allow it.
Ultimately, brace is a good idea but it's more for mass combat than small encounters.
Adam Blufield wrote:
PFS is quite active in the DC area. Email the group as posted already, and we can figure out where you are and where games are close to you.
The Block Knight wrote:
Alaznist being above 20? I thought that was supposed to be Belimarius or Krune? I know JJ said something like he switched two of the runelords' levels around. I recall Xandergul being the "greatest", Sorshen was one of the strongest because of her enchanting presence. I would have also thought Krune might have been extremely powerful, given that he has access to Lissala and Peacock Spirit stuff as well.
I played the ifrit, so I think it was part 1.
There's a lot of options depending on what you want to do. You said generalist, but that's still vague.
Step Up is usually useful for fighting classes, but not sure if you want to be in their faces.
Combat Expertise opens up maneuvers, but you said you weren't going for feat chains.
Combat Reflexes allows some stuff as well.
Power Attack could work since you have BAB 4, and personally I hate taking it before BAB 4.
I would not take Arcane Strike because it uses a swift action that you can use to Quicken something with a rod, and still have a standard/full to attack with.
Step Up or Power Attack would be my choices.