Friendly Fighter

Corwin Illum's page

337 posts. Organized Play character for Falkos.


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Grand Lodge

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Soldier and Primary target.

Assuming that you can make an Strike with an Area weapon, seems intended. Is extra ammo consumed? Area weapons expending so many extra charges would make them near worthless with needing to reload practically every round. See Singing coil and Starfall pistol

I read it as the primary target attack is part of the AoE itself but reasonable minds could disagree

Can you Primary Target with a thrown grenade? Grenade Launcher?

Grand Lodge 1/5 ***

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Boon for Gill Hook, uncommon weapon

Grand Lodge 1/5 ***

Quest 14, The Swordlord's Challenge is also Repeatable in the 1-4 tier. Add Q14 onto the list

Grand Lodge 1/5 ***

Updating the list, 4-07 is repeatable in tier 5-8. 5-01 is repeatable in tier 1-4 and 4-99 is repeatable. I think 4-99 is fully repeatable as it has the repeatable tag, unlike other previous multi-table specials.

Full list.
Current list of repeatable scenarios is:
Tier 1: 2-11, Beginner's Box
Tier 1-2: Intros 1 & 2
Tier 1-4: Q1, Q4, 1-01, 1-06, 1-10, 1-14, 3-01, 4-01, 5-01
Tier 3-6: Q9, 1-23, 2-06, 3-13
Tier 5-8: 4-07
+ All bounties (tiers 1 and tiers 3)

Multi-table specials
2-00 (tiers 1-2, 3-6, & 7-8, once each tier)
3-99 (tiers 1-4, & 5-8, once each tier)
3-98 (tiers 1-4, & 3-6, can be played twice & each playthrough can be in any tier)
4-99 (tiers 1-2, 3-4, 5-6 & 7-8)

Also if I might make a recommendation if people are looking to organize a list of repeatable scenarios. Getting to level 6:

Level 1: 2-11, Beginner Box (level up just before end boss of Beginner Box)
Level 2: Intro 1, Intro 2, 3-01 (Hello Rain in Cloudy Day)
Level 3: 4-01, 5-01, 1-01 (Continue with Rain in Cloudy Day)
Level 4: 1-06, 1-10, 1-14 (Left over scenarios in 1-4 tier)
Level 5: 1-23, 2-06, 3-13 (Now do the repeatable in 3-6 tier)

Level 6 has been acquired. No way that I see to get beyond level 6 at this time playing just repeatable scenarios, though you could make progress with Q9 and 4-07

Grand Lodge 1/5 ***

You shouldn't need the feats.

You must have access (this means uncommon, rare items can't be crafted unless you have access in some way and has nothing to do with feats)

They (the boon) provide you the material

Roll the associated alternate skill

Grand Lodge

I posted this to the pathfinder society thread to get advice earlier. it seems to be happening across all systems though

https://paizo.com/threads/rzs43ttf?Lost-GM-gained-faction-reputation

Achievement points seem to be fine, its just the rep/fame that is bugged out

Grand Lodge 1/5 ***

I reported the issue to Paizo, here is to hoping it gets fixed soon. Pretty sure this happened last/night this morning. at least achievement points are unaffected. Its just the characters reputation and boons it qualifies for. Bound to cause confusion eventually but can just handwave the boons until it gets fixed.

Grand Lodge

GMs aren't getting the reputation on the characters that are being reported and have lost all the reputation that has already been reported. This is only occurring for the GM / GM's character. The players / player characters seem to be unaffected by this bug. I'm confident this is a recent issue

Grand Lodge 1/5 ***

In my organized play charterers, they all lost the reputation / fame gained from my own characters from the games I have personally reported via GM credit. The sessions are there, I can see I have put the faction rep there. But it is being listed as 0. I know this was being reported properly earlier. Has anyone else noticed anything?

Grand Lodge 1/5 ***

Hilary Moon Murphy wrote:

Okay, so your loremaster knows things. Tell me who they are. Where are they from? What do they do in combat to help their teammates after they have identified the monsters? Why did they get drawn into a life of crime in the Tian Xia underworld?

Also, don't underestimate the time and energy required to run an Adventure Path! Ruby Phoenix will take longer than you might think, though it's a fun high level adventure, and I agree that you would find players for it.

You tell me! this isn't a specific character rather then a template you could overlay over practically any character. I thought it was fun to do. One can make thier own backstory

Grand Lodge 1/5 ***

cavernshark wrote:
Hilary Moon Murphy wrote:

Okay, so your loremaster knows things. Tell me who they are. Where are they from? What do they do in combat to help their teammates after they have identified the monsters? Why did they get drawn into a life of crime in the Tian Xia underworld?

Also, don't underestimate the time and energy required to run an Adventure Path! Ruby Phoenix will take longer than you might think, though it's a fun high level adventure, and I agree that you would find players for it.

I'll echo these questions. Even if you do all of this, you've invested virtually all your class feats and several skill feats into being able to roll on knowledge checks you probably could have made anyway. If you want to maximize those Lores you're probably intelligence based which means you're probably not lacking skill points and 3 out of 5 recall knowledge skills are Int based. We don't know anything else about the character -- not even a base class.

This reminds me of a build I saw early in 2e where someone made a master of all languages combining lots of different feats. I don't know precisely how many they had but I do remember that even with knowing 20+ languages we still ran into a scenario where all their linguistic mastery didn't do anything. And that all came at the cost of other versatility.

So let's just focus on the more pressing question: you make your recall knowledge check successfully. What next? What do you do?

I often like to come up with a build then do a backstory to support the build rather then the other way around. Depends on the character. You also don't need a roleplaying reason to have the mechanic.

The character is still the character. You still have your class to do whatever you want. If you are in a situation where knowledge doesn't apply then do something else. A witch or wizard suddenly doesn't stop being able to cast spells. A rogue or investigator can still do their things.

Some of the choices absolutely benefit the base class as well. I would say Loremaster's Etude is even better then the wizard comparable feat Linked Focus as an example. Spellcasters tend to like more focus points in general.

Of course you give up some class feats in exchange for others, but that's ok. I think the skill feats chosen would appeal to someone wanting to be a Loremaster. Skill feats tend to be less impactful overall and I have made choices that are more impactful then most.

What I like most about this build is that the feats and selections build on each other, which is something that you can't always easily find in PF2E. Every level being impactful, more then just a +1 due to level increase and makes a neat package. One can even peel back layers on this package to suit an individual playstyle and change it.

Example, Don't take Golden League Xun Dedication if you don't want it. It isn't critical to function. Change your initial lore to Library Lore and now your character is a bookworm and the 8th level feat is freed up. I just feel its interesting how even the initial Lore selection at character creation influences this choice and ties it all together.

Grand Lodge 1/5 ***

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"Any one" means you must choose any one specific lore. Not just lore as a whole subcategory. So you can't use "Lore" you would have to choose "Warfare Lore" You can certainly tie in two specific Lores together.

I don't think your interpretation is correct. However, for the sake of argument if you couldn't, just tie in Loremaster Lore to Arcana or Occultism and take your normal skill increases in the chosen skill. I'm guessing most would do this anyway as wanting Loremaster skill to increase later on is important and at 15 there is always Grand Unified Theory which is amazing and requires Legendary Arcana anyway. You'd end up 95% of the way there, just with fewer critical successes on the rerolls and would be less interesting. You would still never crit fail on the initial roll once you get Unmistakable Lore and thus and would always get your reroll if you failed. Everything else works as stated.

Honestly, it would probably even be more optimal in the long run as if you fail an Arcana knowledge check you would have the backup with Loremaster because it goes in both directions. Arcana checks would be made much more often then an Underworld Lore (or whatever Lore) check.

There is always the Pocket Library spell as well which could bridge the gap on the important rolls early on before level 5 and Unmistakable Lore.

Grand Lodge 1/5 ***

I am designing a Loremaster and would appreciate input. I believe this is all PFS legal though a boon is required. This shell should work for any class and race combination, though high intelligence is probably desired. I am personally leaning towards human wizard.

For the background choose Pathfinder Hopeful. Society skill is good as it ties into Int. Int and Con are the required stat choices for the background. Most Loremasters would likely want Int, but if not then Con is a good choice for everyone. Importantly it gives Additional Lore feat. This is also a good background for many characters. You were hoping to join the Pathfinder Society, and congratulations you got in!

We will also be a Field Commission Agent. First level bonus lore being of your choice. Also, while working with any faction would be ok, I think Horizon Hunters might specifically be desired.

1st Level: With Additional Lore pick "Underground" The specific pick will be important later and this simple feat ties the whole build together. Also, this could a decent roleplaying reason why you know so much. You have lots of contacts

2nd level: Loremaster Dedication (the point of the build) Recall knowledge on everything

3rd level: Honorary mention - Underground Lore progresses to Expert because of Additional Lore. If you have been working with the Horizon Hunters then you should also now have the Storied Talent boon, allowing you to earn income at your level rather then -2 your level. You can use your scaling Underground Lore to earn income

4th Level: Class feat - Loremaster's Etude and Skill feat - Kreighton's Cognitive Crossover (Loremaster Lore with Underground Lore). The class feat gives a focus point and make recall knowledge even more reliable. Also a good chance you can refocus that point back before you need it again depending on situation

5th level: Bonus Skill feat - Unmistakable Lore via Field Commission Agent. You meet the prerequisite with Additional Lore taken earlier. Can no longer ever critically fail recall knowledge via lores and if rerolling via Kreighton's Cognitive Crossover w/ Underground Lore and crit succeed could gain "Even more information or context then usual" Not being able to critically fail is important as a crit fails prevent the Cognitive Crossover from working. Also knowing everything is good, a Loremaster never wants to get anything wrong.

6th level: Skill feat - Orthographic Mastery (Loremaster skill feat) While good on its own, being able to read anything seems decent to me. It is also important as then you can take now another dedication.

7th level: Honorary mention - Underground Lore progresses to Master because of Additional Lore.

8th level: Class feat: Golden League Xun Dedication. Boon Required. Needs Master in Underground Lore (This is automatic because of scaling with Additional Lore). The dedication provides 2 bonus expert skills which are nice. while recalling knowledge with Underground Lore if you get a success you instead get a crit success. With a crit success then also get even more information (see 5th level) . Also earning income with Underground Lore, any success will be a critical success. If you wanted to work with a faction other then Horizon Hunters, you could alternatively at level 8 get Experienced Smuggler skill feat. You can become can expert in Stealth at a minimum with this dedication and get better income using Underground Lore.

It is a bit odd that you almost want to fail with your Loremaster Lore so you can roll on Underground Lore, but it is interesting and an even better fallback plan should your initial roll not be what you want.

That is as far as I have gotten. It seems to be a nice package that works with nearly anything. It leaves open all general feats, all ancestry feats. Your 2nd and 8th level skill feats are also open as is your 6th level class feat. Not having class feats might hurt the most. Being human and having Natural Ambition might take the sting out of that a bit.

The boon shouldn't be too hard to get, just play or run Ruby Phoenix Adventure scenarios. Also there is time to get to this point and you could just GM them yourself if needed. People are normally happy if someone else is a GM for a time.

I would appreciate any feedback

Grand Lodge

I have bought Skull and Shackles and Rise of the Runelords previously.

With these sets, the insert that came with the boxes did NOT work. Especially as I sleeved all the cards. Because of this, I bought a customized wooden insert from Broken Token to help manage the cards. I also got the UltraPro playmats, which I think are a really nice touch to the game. Honestly, I spent more money on the extras (Sleeves + inserts) then the games themselves as I was able to get the games and play mats at a massive combined discount deal.

A) If I intend on sleeving the Core + Crimson Thone cards as well, would they all fix in a box? Would this box be for the "Core" cards, or for the "Crimson Throne" Adventure. Would I also need a custom insert. I am not sure about the sizes of these two purchases

B) Are there any playmats for these? I really liked the character playmats in my other two boxes and would appreciate something similar if they exist.

Grand Lodge

Here is how i might handle it. My players had to choose sources. I think i will prevent the source from being used again by that player if the class from that source dies and doesn't come back.

Except the CRB, but no one has chosen a core crb class yet. In that case they can't make the same CRB class.

Grand Lodge

My first time GMing a home game. Due to circumstances, one of my players died. Level 3. To make matters more interesting, they have tools at their disposal to resurrect said character in the form of a scroll of resurrection.

The player would rather make a new PC and I'm not particularly sure what i should do. Particularly since one comment was it would save 10000g due to not "wasting" the scroll. But that is why the resource is there, to be used in an emergency.

If you aren't having fun with a character or something isn't working out. I'm all for not forcing a character on someone, but shouldn't there be a consequence for death?

Grand Lodge

At my table, Freedom of movement would negate the entangle effect, but not the "trapped in ice" part.

Expect variation from person to person.

Grand Lodge

lemeres wrote:
Scythia wrote:
I think the rule against it is that studded leather isn't composed of enough metal for the mithral bonus to apply. Only the darkleaf bonus would apply.

Too little metal to be made ofmithral, too much metal for druids to use.

Oh studded, will you ever find your place?

I use it when I want armor for animal companions, masterwork studded leather.

Grand Lodge

quicken spell takes a slot 4 levels higher. It is good, but you can't make use of it until level 10.

If you want to be in the thick of combat, which the use of combat casting and arcane strike suggest, then toughness could also be a good choice. Perhaps might want to include dodge as well. If using traits, highly consider magical knack to offset the casting level loss of Dragon Disciple.

If you were to get another bloodline, Abyssal actually suits you well. Extra uses of claws and with improved eldrich heritage you can get the strength bonus, which stacks with strength bonus of Dragon Disciple.

Grand Lodge

What about a Paladin? You can team up in melee with your monk friend, you can heal, you can restore stat damage with lesser restoration spells. At level 5, you will almost certainly want to get the mount option and have the animal to help out.

Another interesting option might be bard, who kind of bridges the gap between arcane and divine. You just have to build it to be combat effective. either with a high dex and be an archer, or high strength to melee with your monk friend.

Grand Lodge

spectrevk wrote:
Felyndiira wrote:

One thing to do if you're getting bored: fill your slots with a bunch of Silent Image spells, and figure out ways to solve problems with just that or Ghost Sound.

Otherwise, what is it that you are looking for in a character? It's true that a first level wizard doesn't have much versatility yet, but it's still probably the most versatile class that you can find even at level 1. If just rolling attack and damage dice is getting boring to you, try branching out into more fun spells like Charm Person or Illusions.

It's a tough situation because much of what you encounter in Godsmouth Heresy is largely immune to things like Charm Person.

Jason Robbs wrote:
18 strength half-orc transmuter wizard with a falchion. Either go for eldritch knight to stay competitive in melee or stay pure wizard and transition into buffing/control at higher levels. Its fun because you get to use those cool wizard polymorph spells. Also the confused looks from everyone else at the table makes it worthwhile.
I like this idea! I was just over here sketching out something similar (dual-dagger, bonded weapon[dagger], etc) but I ran up against the question of whether you can still deliver magical touch attacks if you've got knives in both hands (or in your case, both hands are on a falchion).

You sure can deliver a melee touch attack with a falchion. You can hold the falchion in one hand while you deliver the touch attack with the other, then regrip the falchion. Otherwise how would a wizard ever be able to cast a spell with a staff and still have a free hand? As long as you don't abuse release/regrib rules, you'll be fine. I think there is a FAQ on it somewhere. Dual wielding daggers might be more cumbersome and more of a grey area.

A Fighter 1/Wizard 5(6?)/EK x might be a good choice for you, probably of transmutation school. I kind of like the idea of the 6th level of wizard. Doesn't hurt BAB and gives you a good save boost all around.

Grand Lodge

The archetype Sleuth for the Investigator could make a very good catfolk investigator, and might be what you are more imagining anyway, rather then the alchemical side.

Go with higher dex, can be a good face with charisma and your social skills, Sleuth wants charisma anyway. Use a finnese weapon.

Off the top of my head, a 20 point buy might look something like:

str 11
dex 18 (16+2)
Con 12
Int 12
Wis 8 (10-2)
Cha 16 (14+2)

Grand Lodge

If it were me, I would get haste via boots. My vote for a third level spell would be Force Hook Charge, or Vampiric Touch. Though I think the first is awesome for flavor and doing cool things.

Spell combat force hook charge, use your boots to haste you up and you will be flying around the battlefield full attacking.

Grand Lodge

I agree, I think 2 levels of snakebite striker brawler would be amazingly good for your build. Then continue with rogue. Drop some int, put perhaps in Wisdom.

Gives you your sneak attack, unarmed strike, flurry with your unarmed, and a bonus feat. Allows you to ignore int prerequisite for combat expertise.

Grand Lodge

An underwater crossbow is from the Advanced Race Guide

Quote:


An underwater crossbow functions like its normal counterpart above water, and can be used underwater. When fired underwater, the crossbow has a range increment of 20 feet. Anyone proficient with a normal crossbow can use an underwater crossbow.

I'd focus on the Light Crossbow (the underwater one if allowed). Lower levels I would probably carry around a Heavy Repeating, but you are already past that point. The Double Crossbow from the APG could be fun. But would require a much different mindset and build then I would want a younger kid to play that wants to just kill things. Would probably need to use things like Gravity Bow, Dead Shot or Vital Strike. The Crossbowman Fighter could also be very good with it.

The minotaur Double Crossbow is... interesting and RAW the most powerful by far. Lacks the wording about reloading. (Though both are technically called a "Double Crossbow" in Monster Classics Revisited as well as the Advance Players Guide, and some controversy about if the APG "Double Crossbow" replaced it completely) Without the restriction on reloading, you would be looking at 'double' the damage per hit, for only an additional -2 to hit per attack. If that is OP for your campaign would again be up to you to decide. If allowed, I would replace one of the feats for crossbow mastery. Also probably up the strength a bit for the character by at least a point, that sucker is heavy... even made out of darkwood.

Grand Lodge

16k for the Winged Boots. A little bit more expensive then Boots of Speed but not out of range.

Bracers of Falcon's Aim would (technically) push his crit up to 17-20/x4 as a Bolt Ace. I would like to also point out many GMs ban this item, and it isn't allowed in PFS (for what I consider good reason, in my and many other's opinion the item is extremely underpriced for what it does). Still as this is a home game so if allowed, go for it. I would at least have a talk with the GM about the item and that controversy to get his thoughts.

Grand Lodge

I think (Bolt Ace) (Gun Tank) Gunslinger 5 / (Base) Fighter 5 would be a pretty good level 10 build.

If carrying capacity is being watched carefully a strength of 12 Should -probably- be enough to stick with a light load, though an extra point or two would allow more breathing room.

Special gear of note:

Handy Haversack - 2k
Boots of Speed - 12k
Sash of the War Champion - 4k
Gloves of Dueling -15k
Mithral Full Plate - 10.5k
Darkwood Underwater Light Crossbow - 410

43900 gold total. leaving 18,090 gold (assuming 62000 lvl 10 Wealth by level). Plenty i feel left over for enchanting and filling out with standard belt/cloak/rings/amulets/headband/ whatever else

The plate, haversack, and bow would weigh 32 lbs, giving 11 lbs (assuming 12 str) left for equipment -not- in the haversack.

With the sash, Gun Tank, Fighter Armor Training the total dex to AC would be at +6, and would only increase from there with future levels. Dropping the Gun Tank archetype would be fine and still allows for full movement. An archetype like Weapon Master Fighter may be very suitable and appealing. Still allows for the gloves of dueling, but then you would likely want to drop Gun Tank Archetype and Sash of the War Champion, go with lighter armor. Replacing the Underwater Light Crossbow with a regular Light Crossbow would be fine as well.

Gliding and shooting the rules are silent on. If I was a GM, I would probably allow it with the caveat that the crossbow must be previously loaded, you fire one handed (-2 penalty), and then can't reload again while gliding. Switching out boots of speed for winged boots could be a fine choice if he wants to fly around shooting things. Especially if another source of haste is available.

Example feats:
lvl 1 - Point Blank Shot
lvl 3 - Precise Shot
lvl 5 - Deadly Aim
lvl 6 (fighter 1) - Weapon Focus (Underwater Light Crossbow)
lvl 7 - Rapid Shot
lvl 7 (fighter 2) - Rapid Reload (Underwater Light Crossbow)
lvl 9 - Improved Critical (Underwater Light Crossbow)
lvl 9 (fighter 4)- Weapon Specialization (Underwater Light Crossbow)

using conservative estimates of +1 magic weapon, 22 Dex, no other buffs.

to hit
+10 Bab, + 1 Magic Weapon, + 1 Weapon Focus, +6 dex, +3 Fighter Weapon Training, -2 Rapid Reload - 3 Deadly Aim
= +16 to hit (+17 w/in 30) = +16/+16/+11
(critting 17-20/x3)

Damage
+6 dex, + 1 Magic Weapon, +2 Weapon Specialization, + 6 Deadly Aim, +3 Fighter Weapon Training
= 1d8 + 18 (+19 w/in 30) damage per shot.

Things like haste just make the above better.

Grand Lodge

TxSam88 wrote:

I built a dual wielding hand crossbow bolt ace, that is pretty devastating. Combine it with Splitting Bolt and it's gets insane...

at 20th level, the weapons look like this:

Hand crossbow (light)
+19/+19/+14/+9/+4
17-20/x3
TYPE RANGE AMMUNITION DAMAGE
P 30' 1d4+20

Hand crossbow (light, offhand)
+19/+19/+14/+9
17-20/x3
TYPE RANGE AMMUNITION DAMAGE
P 30' 1d4+20

combined with Splitting bolt, damage is tripled.....

how nasty is that?

so if all bolts hit, 540 damage before dice are rolled.

Splitting bolt doesn't work like that

Quote:
Neither the attack roll nor the damage of the smaller bolts can be affected by any special abilities of the wielder or crossbow.

Thus you are probably looking at 1d8+1 from the special bolts. 1d10 if from a heavy.

Thus, no Deadly Aim, no Point Blank, and I am pretty sure no Crossbow Training as they are all special abilities of the wielder. No magical properties from the bow itself either. Only the +1 from the arrow itself. If you managed to get more powerful ammunition, such as the flame arrow spell, that would apply.

Grand Lodge

As a more off the wall idea, what about a Kitsune with a bunch of magical tails. Transformed into their human form would hide the actual tails. Abilities like charm person, suggestion, dominate person. Misdirection to actually make them DETECT like an undead/vampire.

Use high sleight of hand to perhaps do the occasional drink potion / UMD wand to turn into mist. Disguise skill, bluff. A swashbuckler or ninja (both?) might make a good class to tack this onto if building "legit". Both classes are self contained without feats being so manditory. Both make good use of the charisma and dex of the Kitsune.

Grand Lodge

Makes sense.

I was never thinking Dead Shot and Vital Strike themselves stacked.

For what it is worth, I am trying to find ways to get a crossbow and have advantages over a normal bow. This bolt looks interesting, and an option bow users don't have.

I am thinking some options DO work? Spells such as Gravity Bow and Flame Arrow. As these part the enchantment on the ammunition itself, not from the bow or the wielder.

Gravity Bow:

Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.

Flame Arrow:

This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

Grand Lodge

Assume Bolt Ace Gunslinger

How would Vital Strike interact with Splitting Bolt

Splitting Bolt:

When this +1 bolt hits a foe, it
deals damage as normal and
then splits in two, creating two
smaller bolts. Each of these smaller bolts flies toward another
target within 30 feet of the initial enemy struck. A single splitting
bolt can thus strike up to three targets. The smaller bolts use the
same attack roll result as the original splitting bolt and the same
damage dice, though the damage for each bolt is rolled separately.
Neither the attack roll nor the damage of the smaller bolts can
be affected by any special abilities of the wielder or crossbow.

Dead Shot:

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Vital Strike:

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Grand Lodge

Not counting feats, A creature with blindsight would bypass stealth completely. A creature with blindsense might not see the creature that is stealthing, but it would know there is something "there". Thus, a rogue using stealth against blindsense still might get sneak attack as it effectively has total concealment.

Keep in mind too, many creatures with blindsight can not actually "see" with vision at all.

Grand Lodge 1/5 ***

Michael Hallet wrote:
Corwin Illum wrote:

I've never had it be an issue in PFS. If it doesn't work for that, then it doesn't work for Dervish Dance either. Dervish dance also reads:

"... You cannot use this feat if you are carrying a weapon or shield in your off hand."

You "weapon" in the offhand is just a spell. The text just seems to indicate clarification on how you use it. It is like TWF, but it isn't. Such that you can't get improved TWF

Except that's pretty much the same thing Slashing Grace now says and the same logic that was used to disallow Slashing Grace and Spell Combat. So I'm thinking it doesn't work.

"You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied"

Spell Combat considers your hand to be occupied by the spell and treats it as if you were two-weapon fighting. Given the FAQ to Slashing Grace, I would not allow Dervish Dance to work either.

Even if it would work, how do you make Dazzling Display and the Cha-based skills not a tax for that class? My magus only has a 10 Charisma.

Also, not really keen on waiting until level 6 to get Dex to damage. I might as well just buy an Agile weapon at that point.

The trait bruising intellect is quite good. Practically makes intimidate impossible to fail. Later on, Shatter Defenses becomes extremely good for a Kensai, even more so when you eventually become a Seeker in PFS.

The others, Diplomacy is always useful and becomes a class skill, the bonus is nice. Acrobatics is extremely useful anyway and becomes a class skill, the bonus is amazing. Knowledge nobility can come in handy and becomes a class skill. Intimidate you will want anyway likely, especially with Dazzling Display.

Besides you call yourself an Aldori, those skills are what an Aldori 'do'. Not really so much a tax.

As for Agile Enchant, you likely won't be able to afford it until around level 5-6 anyway.

This dip also allows for a Black Blade if so desired. Something that can be quite useful. A Magus is designed to be fine without dex to damage early levels. Just augment with spell casting, perhaps pick up a pearl or two.

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I've never had it be an issue in PFS. If it doesn't work for that, then it doesn't work for Dervish Dance either. Dervish dance also reads:

"... You cannot use this feat if you are carrying a weapon or shield in your off hand."

You "weapon" in the offhand is just a spell. The text just seems to indicate clarification on how you use it. It is like TWF, but it isn't. Such that you can't get improved TWF

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Michael Hallet wrote:

The scope of the updates to the Advanced Class Guide have put a solid dent in several character concepts. So I figured it might be cathartic to have a place to remember those characters who will either have to drastically be altered to the point that they might as well be different characters or who might not be played again due to the changes.

So step up one and all to the podium and eulogize those brave heroes smote in the prime of their lives by The Hammer of Er-ra'ta.

Favian Aldori was a promising kensai magus and student of the Aldori dueling school, who's career was cut short due to a sudden inability to mix his spellcasting with the slashing grace of his swordplay.

With Slashing Grace no longer working with Spell Combat, the character would either have to take 3 levels or rogue or wait until he had enough fame to buy an agile weapon in order to have the same effectiveness with his blade as he used to have right at level 1. Sure there is always the rapier/fencing grace route or the dervish dance, but the character is Favian Aldori, so the character isn't the same if he can't use an Aldori dueling sword any longer.

Or do what I did with my kensai magus, before the ACG came out. Take 1 level in the Aldori Swordlord Prestige class. It fits the flavor and is actually a pretty good level to take.

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To Mark especially:

For the Bolt Ace, Any chance for clarification if Sharp Shoot deed is supposed to NOT work with Dealt Aim feat?

This seems to be an oversight, especially now with the Signiture Deed feat change to Sharp Shoot.

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Multiclassing aside, brawler (wild child) can not benefit from this feat directly as your animal companion itself (probably) doesn't qualify for the feat. You animal companion ALSO needs this feat. But to get the feat on the animal companion, your animal companion needs to have the ability to get an animal companion.

Classes like hunters get around this by sharing the teamwork feats they have with their companion.

Note this is the only teamwork feat i can think of that only benefits that particular pair of participants. 2 hunters with this feat wouldn't benefit off each others animal companions, only their own.

It is technically possible for the primary animal companion to have animal ally, thus having the capability to take this feat.

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I find that highly unlikely, but possible. ACG printing has been being worked on for awhile. Unchained is quite recent. There has to be a lot of time for things to go off to printers (which i believe Paizo prints in china). Though perhaps a last minute rush was made for the ACG due to unchained and it was made in on time. If the issue was in Unchained, the change should have been made in Unchained, not ACG.

It was still "open to interpretation" before. Whether it truly worked RAW or not, I am unsure.

Regardless, it doesn't matter whether it worked before or not and arguing stances is now pointless. It doesn't work now.

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FrodoOf9Fingers wrote:
Corwin Illum wrote:

This would be the most powerful thing a magus could do with their arcana. I'd rule your level would be 0.

And I have a kensai bladebound magus as my main character. I'd say "no" but flagging for FAQ

Saying something is against the rules because it's too good is not a good reason at all. I really dislike it when the gm spot nerfs things ie been planning my entire character around, and even suffered being the worst party member, and then told that, after all my waiting and suffering, that my character is too good and gets nerfed.

I feel vindicated in my stance.

With the ACG errata, the answer is settled, it does not work.

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Shyrak wrote:

@ BadBird:

That sounds good. But if I invest a level into the Fighter and wear a medium or heavy armor, don't I get a penalty when casting spells?
Also, that may sound stupid, but why can't I cast spells while wielding a whip?

@ Corwin Illum:
What kind of weapon would you suggest for that build?

@KestrelZ:
Summoner seems to be nice. But I guess it would be too difficult for now. Since our whole party is pretty new to Pathfinder, controlling an additional NPC (and I think you need to control the summoned monster) would be too confusing.

Longspear or Rapier/shield. Longspear could be good for you with its reach and you certainly have the strength to make use of 1.5x str. With the reach, could add to your "controlling the battlefield" capacity. Also recommend a silver heavy mace backup weapon. There is no reason you can't have all these weapons (longspear, rapier, heavy mace, [throw in a dagger and a few javelins for ranged combat]) and also have a heavy shield. See what you like best.

For armor you start with a chain shirt, get elven chain as soon as you are able. For you, essentially elven chain gives you medium armor profiency and is worth the 1k compared to a regular mithral breastplate.

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My advice is: It looks like your party needs a cha guy. To be the party "face" and it also looks like your knowledge skills are lacking.

Correct me if I am wrong with your party (barb, ranger, knight)

A melee oriented Bard slides in and fills in the gaps you are lacking, with the role you want.

Human

15pt buy
str 17(15+2), dex 14, con 12, int 10, wis 7, cha 14

20pt buy
str 18(16+2), dex 14, con 12, int 12, wis 7, cha 14

Suggested feats: Arcane Strike/toughness/dodge/improved inititive/power attack/ great fortitude. Perhaps in that order.

versatile preformance (Keyboard) at level 2 will give you your diplomacy/intimidate

versatile preformance (singing) at level 6 will give you sense motive/bluff

Both of these will key off those respective perform skills, keep them maxed. Put the rest of your skill points in knowledge or other areas where you see fit.

Spells like remove fear/feather fall/cure can really be a boon.

Example of how you support: Level 7 you could heroism the whole party. When a difficult battle starts, start with inspire courage (move action), and cast haste (standard action). Congraduations, you just gave the entire group +5 to hit (+1 haste, +2 heroism, +2 inspire) and +2 damage, with an extra attack. Then you start to brawl things yourself.

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Bards can be very good, and very great in your party as well.

You may want to consider a more melee oriented combat bard such as the Arcane Duelist. If your group needs a party "face" then i would recommend sticking to the base bard with the versatile performance ability and using the skills and knowledge skill boosts. Your party might need a guy like that? I wouldn't recommend an archetype that drops inspire courage, especially in your physical damage group party.

A bard starting with 18str, 14 cha would be a great melee oriented bard. May want to pick up feats like toughness and great fortitude to make up for your weak points, even if the feats aren't "flashy".

If your party is currently lacking an archer, then go with more dex and be an archer. Bards can be good at that too. Hint: Arcane strike works with bows.

Stick with the buffing/curing/support spells, your DC's won't be great.

Spells like remove fear, feather fall cure light wounds for 1stlevel. **Heroism**, Mirror Image for 2nd level. **Haste**, Dispel Magic for 3rd. Dimension Door / Freedom Of Movement for 4th.

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Perhaps a sorcerer (dragonic) into Dragon Disciple. Your main stats being str, and then followed by cha. Can melee pretty pretty well with the rest of them, but can also stay back spell slinging if desired.

There is also the Eldrich Knight, Full BAB, mostly Full Spellcasting. Fighter 1/Wizard 5/Eldrich Knight x could work out well in your favor.

Magus could work out well, but would often be in the thick of things.

A Magus is for the guy who always wants to be in the middle of melee, swinging is sword and spellcasting damage spells (usually). An Eldrich Knight is good for the Wizard who wants to enhance his fighting ability and still cast fairly effectively, it sounds like you are looking for the later.

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If multiclassing...

Swashbuckler 1/ Paladin 2 could make a great baseline "charismatic" fighter.

Couple different paths from here

1) Finish Swashbuckler.

2) Aldori dueling sword. Go Fighter 2 With the Swordlord Archetype. Take the Aldori Swordlord Prestigue class. Advance from here as you see fit.

3) Duelist Prestigue class.

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With variant multiclass sorcerer from pathfinder unchained.

I'll agree somewhat that the spell casting is weaker on a bard, but if you are obsessed with spellcasting, why are you going to do dragon disciple? The bard will do what you want just fine, in some ways even better. You are not going to be slinging spells round after round.

Heroism is a level 2 spell, which is a big advantage. You have access to mirror image, alter self, dispel magic, displacement/blink. Later on dimension door and freedom of movement (sorc doesn't). Can also pull out a backup cure in the right situation.

While it may not have everything, there are areas where it is better. It has more then enough.

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There is use magic device. Could try to use that to cast ant haul from a wand. Also there is a ring of spell knowledge which could do what you want.

That being said, the maximum heavy carrying capacity for a 8 STR gnome is 60 lbs. Triple that to 180, subtract your own gear and you are likely not going to be able to pick up most medium creatures with either the cords, or belt/ant haul. You would need "both" in order to do so.

There are consequences for going that low in strength and being small.

Tell your party you are not a taxi ;)

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It might turn out something like this

http://i.imgur.com/FzZBq6K.png

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My suggestion is a different take completely on Dragon disciple...

The eventual end result would be bard 8/ DD x. Paladin 2 / Bard 8 / DD 10 could also be considered for a full level 20 build. I'd skip the paladin though until maybe the end. Plus it is completely full of flavor.

In my method you do get almost full bloodline access with the exception of the level 20 power. Tacked onto the power of the bard chassis, rather then the sorcerer. The bard is better for fighting.

Grand Lodge

I actually personally like the Bard, you focus on buffing yourself and your allies (mostly yourself), with a few utility spells thrown in for good measure such as remove fear and a perhaps a cure. Have high strength. Your cha can be fine to start with at 14 or so as you won't be fosing on DC's. Get Elven Chainmail when you can. You will still have great skills.

One thing I have wanted to do with this with would be to play a Bard with the Flamedancer archetype. Then use variant multiclassing (sorcerer[dracongic]) from unchained. Switch to Dragon Disciple after level 8.

2 bards in the party are actually quite fine as long as they don't step on each other's toes. If he is the typical enchanter type bard for example you will get along quite well. You will have different spell preferences and be in different roles. Early levels he will probably be doing the inspire courage while you hit things. Later on when you can inspire courage as a move action, he can be doing dirge of doom or inspire heroics. +2 to hit/damage on your side and -2 on their side is pretty huge.

If you want a hammer type weapon, heirloom weapon can be a very good trait for you (if traits allowed), getting an earthbreaker or Lucern Hammer. Also worth considering for martial weapons would be going half-orc for the Falchion or Greataxe... though not exactly a hammer

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The biggest thing I have noticed with d20pfsrd is with certain campaign specific / Golarion attributes. In particular with traits and feats that require a certain god, or various other "named" pieces. Such as Blade of Mercy for Saerenrae or Defensive Strategist for Torag. Similiarly, The 'Aldori' Dueling Sword is just called Dueling Sword, and the 'Aldori' Swordlord prestigue class is called just Swordlord. Wayang Spellhunter trait is instead called 'Metamagic Master'.

To be honest, I am not sure how AoN gets away with it while d20pfsrd doesn't.

I've never seen an actual rules piece be wrong, unless it was something new that recently changed. Those that have changed I have seen get changed farirly quickly.