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![]() Ravingdork wrote: Seriously dude!? None taken. 'Grumblings'... You taking it to the forums which implies you guys are not communicating well. Have a chat before or after a game and simply state you and the others feel a bit frustrated and go from there. Avoid pointing out any 'wrongbadfun'. Actually, I'm surprised that a veteran like you is having trouble with this (common) issue, but who am I. Good luck and happy gaming! ![]()
![]() 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 ;-) ![]()
![]() I'm emulating FTL, one of my favorite games of all time, albeit a bit less deadly. The party consists of: Skittermander Solarian, captain "Tings"
They started with 1000 credits each. The ship (tier 2 transport) currently has a M12 engine, red power core, mk 1 mononode AI, medbay, engineer workshop, two turrets and some other small thing I forgot. They also found a HAC, a portable shield generator and they built themselves a vehicle buggy. They are crafting their ass off, as there is 1d6 days time between each encounter. I randomly determine almost everything, from encounters to RP to loot, up to the very astrological objects they find. This also means that civilization, let alone stores, are rare to come by and I expect them to craft most of their stuff themselves. So far we're three sessions in and having a lot of fun. But I'm starting to notice they are only crafting bare essentials like healing serums, and want to inspire the, to craft more situational gear. Of course they need to be higher level, but last sessions I allowed them to craft library chips on a mercantile planet they found and they pounced it like a kitten on catnip and spent almost 10k UPB on 20 library chips... And of course I'm always eager to hear your ideas on how to secretly screw the players over in fun ways. ![]()
![]() Claxon wrote:
Great ideas. Sticking to the lvl they are at for possible armor item level seems balanced, and giving everyone proficiency seems an easy way to deal with feat / stat difference between players. I was planning to keep strict tabs on WBL anyway, so I think I can manage that. Switching between armor types seems cool, but I eventually (around level 10) want to allow the, to transform their armor into a vehicle mech, and ultimately into their own special starship mech for epic high level space battles. Pantshandshake wrote: Well, if you're going all in, you might as well figure out a way to make the PA's melee attack an operative weapon, at least for the operative, too. I figured he could just use his own weapon in the armor's hands and instead give him some kind of armor upgrade that allows him to keep using his operative abilities in that specific powered armor. On NPC tactics: how would you propose adapting to the whole party being switch-hitters? I hadnt given encounter challenge proper thought yet besides my plan for next session, which will include but is not limited to: them plummeting into a planet's atmosphere while wearing nothing but their powered armor, surviving the friction and dodging debris, all while battling a weird lovecraftian horror in zero-G. Also, yes, I'm definitely going to mess with the players, full-on Neon Genesis Evangelion style with a pinch of mass effect Reaper and a healthy dose of Neverwinter Trial. ![]()
![]() I made it unselleable for RP reasons (Its basically a living, Venom-style symbiotic organism) and used the lvl 5 battle harness for stats. I'm planning to give each player a reason to keep using it, like giving the operative an ability that allows him to be able to move at his increased speed in powered armor. I'm just trying to not break the game, too soon. ![]()
![]() They don't have proficiency, and weren't expecting it. Party consists of a Shirren mystic, skittermander Mechanic, Ysoki Operative and a Vesk Solarian. I allowed those with bad strength scores to get at least 11 strength, so they can take powered armor proficiency at 5. My main concern right now is that I'm screwing with the WBL too much, what do you think? Any ideas to make clear to the players that right now, their armor could also be detrimental? ![]()
![]() 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? ![]()
![]() Ravingdork wrote:
You can have x-ray eyes that shoot lasers, or legs with bionic knees and force soles, or a skin that protects agains both kinetic damage as well as energy damage (which you can then change on the fly using the geneturge / augmented combo) ![]()
![]() Ascalaphus wrote:
The reason I say it's trivial is because I have fine GMs like yourself whom I trust to rule like you yourself did in your post in order to keep a balanced game. And this thread is not about finding a good GM. That said, Nimor Starseeker has a point. I also learned a bit about the rules while reading this thread! ![]()
![]() I find it reassuring that the first rules discussion in SF that rakes up this many posts is about something as trivial and as easily adjusted by the GM as this. It shows that a lot of changes to the rules from PF were implemented correctly. The only time this should be relevant is in a life or death situation for a PC playing SFS, and even then it's a quick call by the GM. So let's just all press that FAQ button, leave the discussions up to the people you're paying to do so and keep the forums focused on what matters more: immersion and feedback. ![]()
![]() Dracomicron wrote:
It seems to me that the ring is intended to only apply to said bite attack and not all unarmed strikes. FAQ'd EDIT: Hey, where did the FAQ button go!? ![]()
![]() Thanks guys, this thread has clarified a lot for me. I'll stick with the following: -Pick one animal according to hunter focus (Tiger)
On second thought, I don't think barding is a good idea with my DEX bonus being so high. ![]()
![]() Nefreet wrote:
Thanks Nefreet, 2.5/4! =P Thomas Hutchins wrote: I'm not sure if you're allowed to be a small tiger. A far as I know all wildshape forces you to pick an animal that is the correct size. So like like small or medium cat if you're a tiger focus. I'm not sure that that's the case here. Have you looked into that at all? "A totemic skald gains the ability to wild shape into the form of a Small or Medium version of his totem animal" EDIT: What I was referring to is this passage in the beast shape entry (emphasis mine): Beast Shape, prd wrote: This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.
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![]() 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? ![]()
![]() Step 1: have 13 wisdom
...and voila, your perform skill to AC once per round. And if the opponent misses you by 5 or more you get an AoO! ![]()
![]() 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 ![]()
![]() Hmm, you might be right about the size increase not stacking. That's a shame. Force punch however is four castings, 3xCL10 and 1xCL5, each discharging separately but simultaneously: An unarmed attack delivers the charge, the swift actions goes on top, then you activate the amulet, and finally poison him with a rather forceful concoction. ![]()
![]() Unarmed strike base damage thanks to monk's robe: 1d8. Enlarge person and Animal Aspect increase this to 2d6 and 3d6 respectively. A potion of Strong Jaw increases this to 6d6. Shapechanger bloodline's 1st level power increases that to 8d6. Improved vital strike triples that to 24d6. Furious finish makes that 144. Hm. You're right! Math's never been my strong point. Add +8 strength makes 152, plus (35d4 (35*2.5 = 87,5)) makes 239,5 damage. Still impressive to see what happens if you roll a crit and the dice are in your favor O_O ![]()
![]() Precise Shot has Point-Blank Shot as a prerequisite, so you'll need to take it if you want to have it, unless your GM houserules it of course. Now to your questions: 1. Correct.
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![]() 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:
Feats:
Traits:
Spells:
Skill ranks:
Items:
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!!! ![]()
![]() I second the SR thing, I played an aasimar oracle with a celestial dire tiger for a while, then it got confused (low will save) and ate half the party including myself. The reason? I couldn't penetrate its SR with the status removal spells I had prepared for this occassion. My party members hated the tiger so much after that encounter that I switched to a celestial crocodile instead. ![]()
![]() Were starting at level 1. And while my tactics might have been a little bad (I tried to 'tank' the zombies), the GM has also declared that the level off difficulty will stay high.. think 20 zombies and two oozes at level 1. I think I'm going for a psychic, they seem like the go-to INT based spontaneous full caster. ![]()
![]() 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? ![]()
![]() Heh. Now I'm thinking of a monk using Jabbing Style / Hammer the Gap / A Furyborn Amulet of Mighty Fists. Someone who gets angrier at every blow she deals: "You are making me hit you which makes me so angry that it makes me want to hit you! Rawr!" *Bangs head against wall* ![]()
![]() This build could benefit from theButterfly's Sting feat, allowing you to pass on your crits to that greataxe wielding teammate for juicy multipliers. If you are dipping at all, take a dip in swashbuckler for weapon finesse, parry & riposte and a panache pool. ![]()
![]() I was looking at an Scaled fist unchained monk 3 / Whirling Dervish Swashbuckler 8 with weapon versatility and pummeling style. This to make unarmed strikes light piercing weapons and thus eligible for the precise strike deed which makes for insane damage when pummeling. The best part is that Whirling dervish gives dexterity to damage to any type of weapon useable with swashbuckler's finesse, including your unarmed strikes, allowing to buy a different neck slot item than an agile amulet of mighty fists. (I'm looking at you, fortuitous) ![]()
![]() 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
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