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![]() Any restictions on what source materials you can use? There generally are two prevailing theories when it comes to Alchemist, using bomber or using mutagen to make yourself into a Mr Hyde kind of character. If you are going bomber there are two major types you can play, support bomber that uses lots of area denial types of bombs and applies negative conditions to enemies (usually focused around smoke bomb leading into stink bomb), or go full ranged striker and focus on getting as many bombs out as possible (using the fast bombs discovery and using the feat rapid shot). There are always other options available, but those are the two most common ways that alchemist is played. Also if you go with the bomber route I would strongly suggest going with a small size race for the +1 to hit and +1 AC (Gnome is very good) or tiefling if it is allowed because they get +Dex and +Int which are bombers main two stats. For Mr Hyde type anything that can +Str is good, so half elf would be fine. ![]()
![]() You want the feat Raging Vitality, it makes the raging con bonus +6 as well as you dont drop rage when unconcious. As far as traits go Veteran of Battle is a good one, +1 to initiative and you can draw your weapon for free if you get to act in a suprise round. Optimistic Gambler gives you 1d4 extra rounds on every morale bonus (rage is morale bonus). World Travewler is kinda nice as it lets you pick up Diplomacy which is always useful (even on a barbarian) ![]()
![]() One of the great things about tieflings as a race is how varied they can be. I would suggest tracking down a copy of Blood of Fiends, it essentially gives all the info about tieflings as far as appearance goes and what goes along with that. You could have a tiefling who looks almost perfectly human but give them minor differences, for instance you could have beast like hands/feet and just wear gloves and boots at all times. Sharp teeth is a pretty common thing that isnt usually to noticeable, tails and vestigial wings are pretty easily hidden (though having a prehensile tail can be really useful at times). Scaly skin is another physical characteristic that is common and easily hidden. Horns are also not required, it really depends on what lineage you were born from look through the bestiary and find devils of various types (Things like Oni for instance) and see how they look and translate characteristics onto your character. ![]()
![]() With that in mind, I was actually planning to take a trip up to San Antonio next Saturday to drop in and introduce myself if there is anything planned (and to play a little if the opportunity presents itself). Go ahead and email me or shoot me a message to my account here so I can get my bearings of where I should be headed. Email is victoria.pathfinder@gmail.com ![]()
![]() @Aurum Currently in Victoria we play every other week at All for One Games, we have a facebook group as well as a warhorn page for scheduling.
Facebook: www.facebook.com/groups/337280633021554/
And in response to people asking about when I will make it up to San Antonio, it will be as soon as I get in contact with stores in the area to schedule an event. Same goes for Corpus Christi, I plan on making headway on this task within the next week. ![]()
![]() All it really takes is to apply, but as the others have been saying, you really want to familiarize yourself with the Pathfinder Society system of play before you try and become a VC as you will become the main point of contact for a fairly large area and will field questions both from players and event organizers and will be expected to work to grow the hobby in your area. Also you will need to start going to conventions and getting to know the other VOs arond your area, most people are more than willing to help others get into the game. The more people that you can get in contact with the better because that means you will be able to have a larger playerbase for your area. Possibly look to go to conventions either in Calgary or Edmonton or even as far as Winnipeg and volunteering for conventions to help as a GM or work in the PFS HQ organizing tables. ![]()
![]() It works even worse in PFS, i've had multiple tables with a player who was playing a druid and was way to attached to his animal comapnion (it was a horse, even though he kept referring to it as a pony. You see where I am going with this). Not only did he slow down the game severely with his antics where the judge at the table had to decide an on the spot ruling for something that was not really supported by the rules, but he took the RP of the character to a disturbing level which bothered most of the people at the table when he did it. ![]()
![]() A solution for the feeling that Mythic is too powerful is to just not give the mythic tiers as early or as often, say dont give the first tier until level 8 or 9 as opposed to the suggested 4 or 5. Also you can inform your players that they wont be getting all the way to tier 10, stop them at tier 3 or 4 if you think it is overpowered to go past that. ![]()
![]() If you are still interested, drop the greataxe in favor of the much superior greatsword. Start the Beast Totem progression of rage powers ASAP so you can get pounce by level 10 with Greater Beast Totem, also as far as feats go take raging vitality so you dont drop rage when unconcious(it also gives an additional +2 to Con while raging) ![]()
![]() All I know is that the dayfinder makes your life so much easier when you need to get rid of darkness effects. No regrets from me in buying it(even though it did almost cost me my character, when I almost died and didn't have the pp to get a rez after buying it). As far as I'm concerned any martial should get a dayfinder for the daylight effect. ![]()
![]() Another Barbarian archetype you could look at is invulnerable rager, you lose trap sense and uncanny dodge but you pick up DR/- equal to half your Barbarian level ie(+1DR every even level past 2nd starting at +1 at level 1), if you take 6 levels you can pick up a decent DR3/- and DR1/cold or fire (your choice between fire or cold). As far as rage powers go, Reckless Abandon is really nice, it essentially trades the penalty from power attack from your to hit for a penalty to your AC for a round. It aslo scales at the same rate as power attack does (At level 4 you can give up 2 AC to add 2 to your attack) unfortunately it only counts barbarian levels in this way Strength Surge is another nice one that gives a bonus to a single strength check while raging once per rage, strength checks include CMB checks on trip,sunder,overrun,et. as well as mundane things like breaking grapple and kicking down doors, this bonus is based off your barbarian level. Beast Totem chain is nice Lesser BT gives claw attacks at 1d6 while raging, Beast Totem gives +2 Nat AC while raging, and one of the crowning glories of the barbarian is Greater BT which makes the claws d8s and gives you pounce, the full chain takes 10 levels of barbarian to complete ![]()
![]() Another thing you can consider is to acquire an Adamantine Greatsword and start sundering the crap out of everything, alternatively you could get weapon blanches to treat your weapon as Adamantium temporarily. Either way I would drop Vital Strike as it does not work with either the Charge or Full Attack actions. So it is essentially never going to be used on or after level 6 when you should be charging or full attacking pretty much at all times. ![]()
![]() Also keep in mind that the earliest that you can get Improved Critical is level 9 due to the BAB +8 requirement so by that point you could have a weapon with keen and agile on it by about the same time that you could have Imp Crit feat, freeing the slot up for other feats. With the amount of fame that you should have well before level 9 you could easily afford to purchase both enchantments on a weapon. Total cost of weapon with +1, Keen, and Agile: cost of weapon+300 for masterwork+2000 for +1+6000 to make it Agile+10000 to finish it with Keen=18300+cost of weapon Best case scenario is that you could have enough Fame for a purchase of this sort by the start of level 6 and you could easily have enough gold for it by level 7 or so if you focused your income mostly on the weapon ![]()
![]() ErrantPursuit wrote:
You are a bit off in cost, a weapon must be +1 before any other enhantments can be applied to it (2000+materials), adding any other +1 effect e.g. Agile at +1 equivalent makes the weapon a +2 equivalent so the total cost comes out to 8000+materials. This bump up in your estimated cost brings the point at which you can purchase the agile on the weapon in PFS a bit later as you need something like 27 Fame to qualify for that purchase. So unless you only ever spend your money on powering up your weapon and nothing else chances are you will have to wait a bit to purchase the weapon. While this still provides a damage boost over putting keen on the weapon, the percieved value of how early you can get it is a bit off. Also do you intend to build the character with +0 in Str? ![]()
![]() This message goes out to anyone why is interested in Pathfinder Society in the South Texas Crossroads area (the area between Houston, Corpus Christi, and San Antonio): I am starting a Pathfinder Society group at All for One Games, we have a small player base that is just getting started and a few people that are a bit more experienced, we are looking for anyone who is interested in playing, no experience required. Also there is plenty of room for others who are interested to GM as currently I am the only person that GMs regularly. The shop is not huge but there is plenty of space for multiple games to run at the same time. The store is located at:
I also have a warhorn page that I will be using to scheulde the majority of the events for the group. www.warhorn.net/victoria-pfs If you have any questions, either pm me or email me at: victoria.pathfinder@gmail.com I hope to see yall soon. |