Farzam Khorsheed

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Scarab Sages

Alchemist with the Crypt Breaker Archetype. You lose your normal bombs and get Alkahest Bombs which deal 1d8 acid damage to construct and undead, 1d4 force damage to everyone else. You also get trapfinding.

Scarab Sages

Bazaar Trader wrote:

Sure I will give this a whirl.

** spoiler omitted **...

Also if I went 10/10 instead of 12/8...

Immunities Gained: Petrification, Death Effects, Energy Drain
Special Quality: Immortality

What is lost
1) Access to 11th level or higher discoveries. (IE: Poison Bomb aka Cloudkill Bomb)

2) The only tactic lost is the third option which relies on the fact you have poison immunity, your opponent doesn't and you use a cloudkill bomb.

Spoiler:
Also yes I made a small mistake. I forgot alchemists aren't actually casters. I should have taken Ka Stone instead of Ib Stone

Scarab Sages

Sure I will give this a whirl.

Spoiler:
Main Tactics
#1) Against spellcasters just have a readied action, if the spell is harmful to you with a successful Spellcraft Check, eat it with the ioun stone.
#2) Against any class, combine the True-Seeing and Elemental Body III extracts so you are now a Large Earth Elemental with True Seeing. From there grapple a target and drag it underneath the earth with Earth Glide so they can suffociate to death.
#3) Toss a cloudkill bomb. If your opponent isn't immune to poison, cannot fly away, they will be suffering CON damage.

Name: Flint
Race: Dhampir (Jiang-Shi heritage)
Level: 20
Class: Alchemist (12)
Prestige class: Living Monolith (8)
Archetypes: N/A
Caster Level: 19

Maxed Skills: Spellcraft, Climb, Fly, Craft Alchemy

Immunities: Bleed, Blood Drain, Cold, Disease (Natural and Magical), Nonlethal, Paralysis, Poison, Sleep

STR 18 / DEX 11 / CON 16 / INT 18 / WIS 10 / CHA 7

Level Progression
Alchemist (1-12)
Living Monolith (13-20)

Feats
1st Level: Life-Dominant Soul
3rd Level: Improved Unarmed Strike
5th Level: Improved Grapple
7th Level: Extra Discovery (Ragdoll Mutagen)
9th Level: Greater Grapple
11th Level: Extra Discovery (Wings)
13th Level: Rapid Grappler
15th Level: Extra Discovery (Poison Bomb aka Cloudkill Bomb)
17th Level: Extra Discovery (Wings)
19th Level: Extra Discovery (Greater Mutagen)

Discoveries
Preserve Organs (2nd, 4th, 6th level)
Combine Extraction (8th Level)
Mummification (10th level)
Smoke Bomb (12th Level)

Unique Qualities
1) Healed, instead of harmed, by negative and positive energy by half the amount. Still hurt by positive energy used to harm undead.
2) Meld Into Stone (at-will)
3) Statue
4) 3/day Enlarge Person
5) 75% chance to treat critical/sneak attacks as normal damage instead.
6) Tremorsense 30 feet
7) Deathwatch (Constant)
8) Detect Undead (Constant)
9) DR 3/- (+1 while affected by enlarge person)
10) Ib Stone

Items: Iridescent Spine Ioun Stone, Western (Ioun Stone), Lavendar and Green Ellipsoid (Ioun Stone), Form-Fixing Gauntlets, Band of the Stalwart Warrior, Wayfinder

Money Spent: 84,500 gold

Scarab Sages

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Plus it would be fairly entertaining, at least to me, to roleplay as a PLE. When your PLE character meets the divine caster of the party you can always handout a business card that states he is "atheistic mercenary for hired". On the back of the card is the following:

"Dear god-lover,
We can get along in this mission as long as you:
1) Don't heal or bolster me with your foul magic.
2) Don't talk to me in anyway about your faith.
3) If you can selectively channel, exclude me always.
Otherwise there shouldn't be a problem between us. Have a nice day."

Why is a PLE not at home in Rahadoum? Taking a vacation from work or maybe exiled from Rahadoum for a crime the PLE had committed.

Why is the PLE at the Society while exiled/on-vacation? Mutual benefits.

"In addition to getting payed, I won't kill your divine-casters. In exchange I will kill other divine-casters."

Scarab Sages

There is a thought, Slayer 5 / Pure Legion Enforcer 7

Scarab Sages

I tried an OotL Cavalier in a homegame who was a hired mercenary, refused healing and buffs from divine casters. Problem is when your character keeps resisting any divine assistance, even if beneficial, you get this odd clash with other players at the table. Specifically other players will try and forcefully heal you with divine magics.

Its really no different than playing a Hallit character whose traditions instill into themselves a hatred towards magics, when it comes to roleplaying anyway.

Which again, players will forcefully try to help you with divine/arcane magics.

Scarab Sages

2 people marked this as a favorite.

What do dwarves eat? Stone soup.

Scarab Sages

2 people marked this as a favorite.

If they officially released Pathfinder 2nd Edition or 2.0 or whatever and the current books were meaningless... I would quit pathfinder wholesale.

I am glad that all these books are all part of one cohesive and ever-growing edition that includes both books from the 3.5 time that Pathfinder was.. and what it is today.

Scarab Sages

Yeah my player doesn't want to go further than a 1-level dip into druid. Confirmation is that she wants to go for Leshy Warden to get a Leaf Leshy.

Can't say I blame her for only wanting to take only a 1-level dip as opposed to a 2 or 4 level dip. Summoner is a very level hungry class.

Scarab Sages

Sure it exists, Belt of Incredible Dexterity.

The only thing that changed is the slot for this item, from gloves to belt. Otherwise it still gives an enhancement bonus to dexterity like normal.

Scarab Sages

Perhaps I'm wrong, but I think she would be stuck with a Leaf Leshy. Unless that archetype feature is taking the leshy's level/hit die into account.

Though yes it would be interesting to see a plant summoner with a leshy familiar like when they go into a city.

Scarab Sages

Looking over it, leshy would only need 2-feat investment to make it scalable to hit die. Plant companion would need a 3-feat investment to make it scalable to hit die. I was looking at Animal Ally so I might just houserule it a tiny bit so it functions with Treesinger.

She wants to have a second plant because roleplay. I will admit, leshys are adorable.

EDIT: Yes I am the GM for a party of five.

Scarab Sages

I like the journal cards.

Its a nice group of side missions/quests for a character. Similar to the old faction missions yet it comes with a nice perk as listed by the journal card based on how many objectives you complete.

I have a Scarab Sage who already has one of the objectives completed after their first scenario.

The benefits aren't overpowered but they aren't too miniscule either.

Scarab Sages

I have a player that plans on going as a "Verdant Caller" Summoner (Heroes of the Wild, player companion) which basically is a summoner who gets a plant for an Eidolon. My player wants to have a second plant, companion or familiar.

In terms of which is more favorable for a plant-themed character, which of the following options below is better as a 1-level dip when going druid?

Treesinger: Plant Companion which functions mostly like an Animal Companion.

Leshy Warden: Plant-based Familiar in the form of a Leshy

Both are archetype options for Druid. Both replace/alter Nature Bond, Wildshape, Wild Empathy.

Meaning you can't stack the archetypes without some wonky house ruling.

Scarab Sages

Explosive Disarm wrote:
At 5th level, a trap breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a full-round action, a trap breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap's Disable Device DC as its AC. If the attack misses, the bomb's splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off. The trap breaker must both know the location of the trap and be able to reach the trap's trigger with a ranged touch attack in order to use this ability. At 8th level, a trap breaker can disarm magic traps with this ability.

I bolded the part of the quote that can easily be missed.

The archetype feature seems fine to me. Unless the trap your dealing with Automatically Resets or there is an active enemy who is Manually Resetting it, your not as screwed as you think.

Lets take a really simple trap like the Arrow Trap. Disable Device (DC 20), Resets [None].

If you use your "Explosive Disarm" and miss the DC, you disabled the device in the sense it went off. If nobody stood in harms way when the Arrow Trap goes off... You Win. Simple as that. Simply because no one got hurt and the trap no longer works because you disabled the trap from a distance which is another important thing to consider.

Worst case scenario, you "wasted" a bomb by activating a trap when a rock would have done it better. Best case scenario, you disabled the trap when a rock couldn't with your bomb.

Take it from me, I have been playing trapsmith characters since 3.0 D&D was brand-spankin new. Both as one who disabled traps and one who set traps.

Scarab Sages

Alceste008 wrote:
UndeadMitch wrote:
Bazaar Trader wrote:
So how much of say the rogue got changed when it comes to archetypes?
According to Mark Seifter in one of the threads on the Unchained rogue, the current rogue archetypes are compatible with the Unchained rogue.

The rogue just has additions to base in essence in addition to buffed rogue talents. The skill unlocks could just be substituted with a feat if they want to avoid skill unlocks. I do not see any rogue archetypes being affected at all.

The barbarian has a change to way rage works and buffs to some rage powers. I am not as sure but I doubt there would be compatibility issues with barbarians either.

However, the monk is a new class with most archetypes being broken. My gut instinct would be allowing the barbarian, rogue, and summoner in with the monk remaining out.

Glad to hear none of the archetypes got broken for rogue.

I'm not a big barbarian player but hopefully there isn't too many complications when it comes to archetypes.

Yeah I got to agree. If the monk was changed that much, the only way I see Unchained Monks being playable in PFS is if each individual archetype was reworked to fit the Unchained Monk.

Scarab Sages

I'll make sure to ask my GM about that. Thank you Just a Mort.

Scarab Sages

So how much of say the rogue got changed when it comes to archetypes?

Scarab Sages

Thank you again graystone and lemeres. Sure I will roleplay a Varisian character or one who was adopted by Varisans if that is what it takes to use the Trifler trait.

Hmm I found the counterfeit mage archetype for rogues which seems like it is right up my alley.

EDIT: Yeah prestidigitation seems awesome for such tricks.

Scarab Sages

lemeres wrote:

Also, just for flavor, I like the trifler trait. It gives you prestidigitation 3/day as an SLA (which means 3 hours/day, due to an unusually long duration for a cantrip).

It is pure parlor tricks, but it is the kind of thing that you can use to convince people you are a legit caster during social situations. I mean....it would be the first spell I would want to learn, and it seems like something you would expect from most arcane casters.

Endlessly useful for something so basic- a real quality of life thing. And it allows for more than enough little tricks that you can use to ingratiate people ("let me just clean you up" or "do you want your tea a bit sweeter?")

Hmm which faction is Trifler held under? Dark Archive?

I really do like trifler as it fits with the faux-caster theme.

Scarab Sages

Thank you lemeres for being helpful.

I totally forgot about spell "weapon wand". I plan on using it.

Scarab Sages

^

Willy von Moby-Dick

Scarab Sages

I wanted to make faux-caster rogue and was wondering if there was anyway to make it so the wand could be hidden and needed a perception check to notice it while it was being used by the holder.

Scarab Sages

BigNorseWolf wrote:
Theres too much of the old classes that would have to be chucked out the window if you grandfathered them to toss the entire kobold out with the bathwater.

Not the kobold!

Scarab Sages

I am looking forward to see what gets implemented into PFS.

Scarab Sages

Yes.

A slayer who studied his target as a move action and then attempted to use the ninja's assassinate talent as a standard against a target they had studied would count towards the condition for assassinate in the same turn.

Seeing as how Slayers also have Assassinate as an advanced talent. Which is worded 90% the same, only difference is the word Ninja is replaced with Slayer and the wording is only slightly different.

Comparison:
Assassinate from Ninja Class wrote:
A ninja with this master trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja's level + the ninja's Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja's assassinate ability for 1 day.
Assassinate from Slayer Class wrote:
A slayer with this advanced talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the slayer must first study his target for 1 round as a standard action. On the following round, if the slayer makes a sneak attack against the target and that target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the slayer as an enemy. If the sneak attack is successful, the target must attempt a Fortitude saving throw with a DC equal to 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier. If the target fails this save, it dies; otherwise, the target takes the sneak attack damage as normal and is then immune to that slayer’s assassinate ability for 24 hours.

Scarab Sages

@Blackbloodtroll:
I simply gave my opinion in my first post of this thread, defended my self in my second post of this thread. You lashed out at me in your previous post, which did derail the thread and I contributed to the derailing in my previous post when defending myself. I'm only being critical of your previous post because it is not quiet different from that of typical posts made by a different breed of trolls on the internet.

Also yes, you and I at this point are responding to each other's criticism with more criticism as we attempt to turn the argument back on to the other. The logical fallacy here is "Tu Quoque".

I accept your apology for your hostility. I will rerail this thread.

@ Slydale: What skills does your character have?

What do you plan for the character beyond level 1?

Seeing as how your patron is also about drinking, perhaps the skill (Craft [Ale]) or (Craft [Wine]) could fit with your character as part of Cayden Cailean's concerns are Ale and Wine. Also his worshipers are Brewers, Vinters, Barkeeps, Innkeepers, Good Adventurers.

Does your character spin stories by the hearth? (Perform [Oratory]) would be the skill you would be looking for if your character did that.

Does your character routinely drink and/or get into bar fights? Multiclassing into Monk or Barbarian for instance could be fruitful for either the Drunken Master archetype for Monks or the Drunken Rager and/or Drunken Brute for Barbarians. I believe there is other archetypes that relate to getting drunk, could be wrong though.

Scarab Sages

blackbloodtroll wrote:
Bazaar Trader wrote:
blackbloodtroll wrote:
Why would you pick, of all feats, additional traits?

Role-playing instead of roll-playing comes to mind as a good reason.

Whoah. That's absolute bullsh*t.

You never need to cripple yourself, to be a better roleplayer.

This thinking is completely false.

One's ability to roleplay, has nothing to do with how well, or terrible, a PC is built.

Any high and mighty douche that advocates this terrible false position doesn't a damn difference between roleplay, and "roll-play".

Hell, unless the entire PC is built around being "The Load", you want to build a PC that can contribute, and actually be good at the things the player wants the PC to be good at.

A well built PC can be roleplay wonderfully, and a terribly built PC can be roleplayed terribly.

If you are not willing to open your eyes, get off your high horse, and realize this, then at least stop spreading you lies.

I seem to have poked a troll's sensitive nerve ...Oh joy. *Rolls eyes*

I feel your hostility is unwarranted. You could have simply stated just:

blackbloodtroll wrote:
A well built PC can be roleplay wonderfully, and a terribly built PC can be roleplayed terribly.

Instead you littered your own post with several instances of the logical fallacy "Ad Hominem". Though I will be fair and admit I might have put the logical fallacy "Loaded Question" in my previous post.

However it still doesn't excuse the large amount of hostility within your post.

Scarab Sages

Thinking about what Avatar-1 said, A wand of Feather Step could be quiet handy. Hand it off to the party member who can actually use the wand and they will poke you with it when you ask for it. If you have a high enough "Use Magical Device", you could use it yourself.

One wand of feather step is worth about 750 gold and it is worth effectively 2500 gold when compared to 50 potions of feather step.

Honestly the Feather Slip Slippers seem like the best bet as they are the most useful in long term and it only costs you 2000 gold.

Scarab Sages

blackbloodtroll wrote:
Why would you pick, of all feats, additional traits?

Role-playing instead of roll-playing comes to mind as a good reason.

Scarab Sages

You get a bloodline feat at 7th level and every six levels there after.
At 1st level you get eschew materials as a bonus feat.
You get your standard feats at Levels: 1/3/5/7/9/11/13/15/17/19

The list of available feats you can as a elemental bloodline sorcerer are: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge: [Planes]), and Weapon Finesse.

You still must meet any perquisite for a bloodline feat.

Scarab Sages

Dirty Trick comes to mind.

Dirty Trick:
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

Improved Dirty Trick

Greater Dirty Trick

Quick Dirty Trick

Dirty Trick Master

Scarab Sages

Sounds like a worthwhile prospect if your doing just a 1-level dip into cleric.