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How do you suppose this: Healer's Hands (Conduit)
Prerequisites: Heal 1 rank, Knowledge (planes) 1 rank. Benefit: You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). And this: Incredible Healer
Prerequisites: Heal 5 ranks. Benefit: When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day. Interact together? It’s a little slow coming online but it appears that on a succesful DC 30 heal check, a character will be healing gobs of HP in a full round action: 30 + target’s HD + 10 (2 x knowledge ranks, presumably kept maxed) + wisdom score bonus (for exceeding the DC by 5) = mid 40’s to low 50’s depending on your wisdom score and the target’s HD. This is potentially at level 5, when 30 is a difficult but not unachievable DC, more than once on any given character and a number of times equal to your knowledge ranks! And it scales! It seems llike these two feats will make TDW pay off better than the various single target cure spells of appropriate level. CSW is 3d8 + CL so maxes out at 29 at level 5, for example. So am I missing something or do they work nicely together and is the healing better than the relevant cure spells assuming max ranks in knowledge (planes) and heal?
Is it just me or is the shaman spell list incredibly lacklustre? I've played around with the class for a quite a while now and, while I appreciate the value of versatility, I'm having a hard time truly realizing their power. It always seems to boil down to their underwhelming spell selection. What good is it to have a plethora of crap choices? The character I'm working on is a backup-backup-backup that will be level 10-12 and a 15pt buy goblin for our absolutely brutal Slumbering Tsar campaign. With that in mind, what gems are there at these spells levels in your opinion? Please help me to see what I can't seem to suss out on my own. I do have a preliminary build if necessary but I'd be happy with just a better appreciation of the shaman spell list in general rather than specific advice on a specific build if possible. Thanks!
We are playing a group of goblins through the Slumbering Tsar. It is a very tough AP so I need a new character. I'm pretty happy with what I've got here aside from what seems like a rather low damage output. Fully buffed, the most this character can generate is 1d4+14 (even including a Weapon of Awe buff cast from a wand for +2 sacred damage) plus a studied strike for 3d6 within 3 rounds of engaging any particular mob. This seems a little underwhelming. I suppose I can count on critting a fair bit but this still seems fairly "meh" to me. Have I missed something obvious? Are my expectations out of whack? Zaxl has a very high to hit when buffed (24/24/19 against a studied target) but I'm pretty certain rapiers don't qualify for Pirhana Strike, much to my dismay as he can totally afford the penalty to strike and it would be the perfect solution to the damage problem. If anyone has any advice or suggestions, I have not selected traits yet and I have one feat open as well. I'm also not averse to making other changes but I do want to remain a dex-to-damage swashigator when all is said and done. Thanks in advance. Zaxl Foulslip
Is there any reason to take feral mutagen as a beastmorph alchemist? The character will be at least level 8 to start. Aside from the obvious tumour familiar, what discoveries do you suggest for a vivisectionist beastmorph alchemist? No bombs takes a lot of them off the table. Do I pick the beastform I will take with the mutagen when the mutagen is brewed or when it is imbibed? Can you change from one form to another during a single mutagen? Choosing a single form for the entire duration when imbibed seems most reasonable.
My large home group is about to give We Be Goblins a try. There are only 4 goblins provided in the adventure but there are 7 of us players so the DM has given us the option of creating our own goblin. I'm not sure if anyone is going to play one of the pre-fabbed characters but let's assume all of them get played for the purposes of this discussion. What would be a good compliment to that group? I immediately thought of a flame oracle but I'm about to play a dark tapestry oracle in Giantslayer right after We Be Goblins and I just finished playing a blaster wizard; something a little different would be nice. The charisma penalty really hurts oracles as well; it makes quite a lot of classes unattractive, actually. So now I'm thinking some sort of necromancer...maybe...? I tend to prefer casters over martial and divine over arcance but this is a quick adventure whose sole purpose is a change of pace, a lark, between two massive AP's so I'm open to anything. What character do you think I should make to accompany Poog, Chuffy, Reta and Mogmurch? It's a 15pt buy and we can use most anything Paizo except the new psionics stuff.
I'm looking for interesting, innovative ways to play an archer with some skill points and out of combat utility. I know bards make good archers but we're likely to have one, possibly even two, bards in our party for the upcoming AP so I don't want to go that route myself. Being that Skald is part Bard, is nice and skilly with an attractive spell list and brings different songs to the table, any thoughts on whether this could be viable and how I could best make it happen?
I'm liking this Skald I've been working on but almost none of the rage powers appeal to me. They all seem very limited and lacklustre except the anti-magic/magic-user ones like Superstitious, Witch Hunter, Spell Sunder etc. however I am having a heck of a time trying to figure out how it would make sense for a Skald, who is a magic-user in his own right, to have these powers. The best I've come up with so far is the rather uninspired notion that my character is an exceptionalist of the worst sort. He is worthy of magic, no one else is; his magic is safe, helpful, useful whereas that other guy's magic is dangerous, mischievous, troublesome. Maybe it's a version of devouring your enemy's heart--my guy believes he grows stronger by destroying your magic, that sort of thing. This isn't exactly grabbing me though and I'm feeling pretty blocked for any other reasoning. Does anyone have any interesting suggestions to build upon my idea or even any completely new ideas they'd be willing to share? I'd appreciate any thoughts on the matter
My group is about to wrap up CoT after about 2 years on that adventure and we are talking about doing either Giantslayer or Kingmaker next. I have a solid concept for Giantslayer but I'm at a bit of a loss for Kingmaker because it is such a unique sort of AP compared to the others. My first thought was to do a mounted Halfling Slinger. I've experimented with a Cavalier, a Nature Fang Druid and a Hunter to that end but I am not pleased with any of the results. I'm not sure if I will abandon my Halfling altogether; I'm still interested but I need to find something that screams "YESSSS! I am your build!" Does anyone have any suggestions on how to realize my vision? Alternately, how about any other suggestions of fun and interesting characters to play for Kingmaker? For the most part, I prefer a caster of some sort and generally favour divine over arcane although that is not a hard and fast rule. A bunch of the other guys in the group are already fighting over who gets to be the king/queen. This, coupled with the fact that I rarely play face-types, means I am not interested in pursuing the crown for myself. Other than that, I'm pretty much a blank slate. Thanks for any help you all can offer. I appreciate it.
Combat Advice: Your succinct words can aid an ally even in the heat of battle. Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you. Source: Ranged Tactics Toolbox pg 14 I found this little gem yesterday while working on a Cleric build. It seems too good to be true. There doesn't appear to be any limitation on the frequency or number of times a character can give her ally the bonus to attack. Can my Cleric, so long as her ally can hear her and she can see both him and the designated enemy, grant the +2 round after round? The feat looks extremely attractive for a buffing-focused character, especially at low levels before your ally has iterative attacks from high BAB. It's only a move action so there is great opportunity to give advice and cast a spell from a safe location. I believe you'd still have a 5' yet if you need it too since you didn't actually move for your move action. What am I missing here??
So my switch-hitting ranger got stomped into paste by a trio of powerful charging rhino-riders. It was not pretty... The DM has given me until the next session to make adjustments to my new character even though he was played for a couple of hours last session. My group is composed of light optimizers so I try not too push things too far on the min/max front. It's mostly unnecessary and I don't want to overshadow the rest of the group. With that in mind, here is my exciting new character, a blaster wizard drawn mainly from the blockbuster wizard guide. If anyone has any thoughts or suggestions, I welcome your criticism. (I did get permission to break the WBL rules by using the Craft Wondrous Item feat in case anyone notes the excessive value of my gear. I'm still within the allowed wealth once the fact that I crafted several items is taken into account). Hayk Crycemar
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
I have a Ranger that I want to have the Witchguard archetype but she will not be acting as protector to a Witch. Instead, she travels with an Oracle that is her charge. Of course, in a house game, it would be easy enough to do this with the GM's approval however I'm uncertain whether or not this would be acceptable at a PFS table. Any thoughts?
I have this character that I've been playing in PFS for a little while now. He's doing quite well as the crit-fishing partner to a heavy-hitter Paladin that my husband is playing but I am a little concerned about his Will save. I plan to take Slayer levels for the rest of the character's play and most of what is shown in the spoiler can't be altered easily, if at all. With that in mind, does anyone have any suggestions for PFS legal ways to boost this guy's Will save that will stack with the obligatory Cloak of Resistance? Spoiler: Troost Oldwar
Human (ulfen) fighter (lore warden) 2/rogue (knife master) 1/slayer 1 NG Medium humanoid (human) Init +4; Senses Perception +8 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 35 (4 HD; 1d8+3d10+8) Fort +8, Ref +9, Will +4 -------------------- Offense -------------------- Speed 30 ft. Melee +1 kukri +6 (1d4+2/18-20) or mwk kukri +6 (1d4+2/18-20) or sap +7 (1d6+2 nonlethal) or sap +7 (1d6+2 nonlethal) Ranged light crossbow +7 (1d8/19-20) Special Attacks sneak attack +1d6, studied target +1 (1st, move action) -------------------- Statistics -------------------- Str 14, Dex 19, Con 14, Int 12, Wis 12, Cha 7 Base Atk +3; CMB +5; CMD 19 Feats Butterfly's Sting, Combat Expertise, Dilettante, Iron Will, Two-weapon Fighting, Weapon Finesse Traits blade of the society, pragmatic activator Skills Acrobatics +9, Climb +6, Disable Device +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +8, Stealth +9, Use Magic Device +8 Languages Common, Dwarven, Skald SQ hidden blade, track +1 Other Gear mithral chain shirt, +1 kukri, crossbow bolts (20), light crossbow, mwk kukri, sap, sap, cloak of resistance +1, masterwork thieves' tools, 1,816 gp, 5 sp -------------------- Special Abilities -------------------- Blade of the Society You gain a +1 trait bonus to damage rolls from sneak attacks. Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Dilettante You can make untrained Knowledge checks up to DC 15. Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. Track +1 Add the listed bonus to survival checks made to track. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
I am working on an oracle for PFS and I'm not terribly satisfied with how she is turning out. She'll be a melee focused oracle, either battle or metal mystery but I'm having a hard time settling between the two. To complicate things, a 1 level dip in Swashbuckler will get me some nice goodies and has pleasant synergy for an Oracle. Hanako Ryar 1
Spoiler:
Female kitsune oracle 12 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 192) CG Medium humanoid (kitsune, shapechanger) Init +4; Senses low-light vision; Perception +16 -------------------- Defense -------------------- AC 20, touch 15, flat-footed 15 (+5 armor, +4 dexterity, +1 dodge) hp 111 (12d8+48) Fort +8, Ref +8, Will +8 -------------------- Offense -------------------- Speed 40 ft. Melee scimitar +14/+9 (1d6+4/18-20) or bite +8 (1d4) Spell-Like Abilities (CL 12th; concentration +15) 3/day—dancing lights Oracle Spells Known (CL 12th; concentration +15) 6th (3/day)—mass cure moderate wounds, wall of iron 5th (5/day)—mass cure light wounds, major creation, telekinesis 4th (6/day)—cure critical wounds, versatile weapon{super}APG{/super} (DC 17) 3rd (7/day)—cure serious wounds, keen edge 2nd (7/day)—cure moderate wounds, heat metal (DC 15), levitate, minor image (DC 15) 1st (7/day)—cure light wounds, lead blades{super}APG{/super} 0 (at will)—ghost sound (DC 13), mage hand Mystery Metal -------------------- Statistics -------------------- Str 12, Dex 19, Con 14, Int 10, Wis 10, Cha 16 Base Atk +9; CMB +10; CMD 25 Feats Dervish Dance[ISWG], Dodge, Extra Revelation[APG], Toughness, Weapon Finesse, Weapon Focus (scimitar) Traits dangerously curious, seeker Skills Acrobatics +5, Diplomacy +18, Perception +16, Perform (dance) +5, Sense Motive +15, Use Magic Device +17; Racial Modifiers +2 Acrobatics Languages Common, Sylvan SQ change shape, kitsune magic, mystery (metal), oracle's curse (haunted), revelation (armor mastery, dance of the blades, iron constitution, iron skin, skill at arms) Other Gear kikko armor, scimitar, 105 gp -------------------- Special Abilities -------------------- Armor Mastery +/-2 (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt Change Shape (Su) Assume a single human form. Dance of the Blades +2 (20% miss chance) (Ex) +10 Speed while wielding a metal weapon. If you move at least 10', add +2 to hit for all metal weapons. As a move action, you can give non-incorporeal melee attacks and ranged attacks against you a 20% miss chance. Dervish Dance Use Dex modifier instead of Str modifier with scimitar Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away. Iron Skin (1/day) (Sp) Gain stoneskin, granting DR 10/adamantine. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Hanako Ryar 2
Spoiler:
Kitsune oracle 11/swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56; Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Advanced Race Guide 192) N Medium humanoid (kitsune, shapechanger) Init +4; Senses low-light vision; Perception +15 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 14 (+4 armor, +3 dexterity, +1 dodge) hp 101 (1d10+11d8+36) Fort +8, Ref +9, Will +9 -------------------- Offense -------------------- Speed 30 ft. Melee longsword +15/+10 (1d8+4/17-20) or bite +4 (1d4) Special Attacks deed: opportune parry and riposte, panache Spell-Like Abilities (CL 12th; concentration +16) 3/day—dancing lights Oracle Spells Known (CL 11th; concentration +15) 5th (4/day)—mass cure light wounds, righteous might, telekinesis 4th (7/day)—cure critical wounds, wall of fire 3rd (7/day)—cure serious wounds, magic vestment 2nd (7/day)—cure moderate wounds, fog cloud, levitate, minor image (DC 16) 1st (7/day)—cure light wounds, enlarge person (DC 15) 0 (at will)—ghost sound (DC 14), mage hand Mystery Battle -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 9, Wis 10, Cha 18 Base Atk +9; CMB +9; CMD 24 Feats Dodge, Extra Panache[ACG], Great Fortitude, Greater Weapon Focus (longsword), Improved Critical (longsword), Iron Will, Slashing Grace[ACG], Toughness, Weapon Focus (longsword) Traits dangerously curious, resilient Skills Acrobatics +4, Diplomacy +19, Perception +15, Sense Motive +15, Use Magic Device +19; Racial Modifiers +2 Acrobatics, deed: derring-do Languages Common, Sylvan SQ change shape, deed: dodging panache, kitsune magic, mystery (battle), oracle's curse (haunted), revelation (battlecry, surprising charge, war sight, weapon mastery), swashbuckler finesse Other Gear lamellar (leather) armor, longsword, 75 gp -------------------- Special Abilities -------------------- Battlecry +2 (3/day) (Ex) Allies in 100 ft gain +2 to hit, skills, and saves for 4 round(s). Change Shape (Su) Assume a single human form. Deed: Derring-Do (+4 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die. Deed: Dodging Panache +4 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +4 to AC vs. attack. Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack. Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Slashing Grace (Longsword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg. Surprising Charge (2/day) (Ex) Move your speed as an immediate action. Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having War Sight (Su) Take your choice of 3 initiative rolls. Always act in the surprise round. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
I haven't added equipment, just assume it is identical for each character. I haven't added spells either; they will be virtually identical except for the build with the Swashbuckler dip won't get 6th level spells before retiring. I can't decide if the Panache and early access to dex to damage is worth the trade off considering I'm giving up Heal and Mass CMW. Any thoughts?
My understanding is that a character can always purchase items valued at under 750gp regardless of Fame or PP. Is this the case or have I experienced a catastrophic reading comprehension failure? If my interpretation is accurate, what is the point of the items valued at less than 750gp available for purchase on a Chronicle sheet? For instance, a potion of Barkskin appears on my Hunter's sheet from her very first session. At 300gp, wouldn't I have been able to buy it even without this particular Chronicle sheet provided I had the gold to afford it? Also, can things on one character's Chronicle sheet be bought by another one of my character's since the Chronicles are kind of attached to me as a player rather than to each of my individual characters? It seems clear that the items and boons from the top half of the Chronicle are character specific but is the list of equipment on the bottom half available to only that character as well?
Husband and I have recently taken up with the local PFS group. He normally DM's and is not very experienced with generating PC's so it has fallen to me to create our characters. We have a crit-fisher/heavy-hitter duo that is working out famously and we're about to start a new pair this weekend, a Druid and Wizard husband and wife team that I hope will be as much fun. At any rate, in the spirit of always being prepared, we are working on a third duo. Husband has asked for a melee-focused Alchemist but the only Alchemist I have ever played was a Mindchemist who filled the face role in the party. I'm thinking of going Beastmorph but HeroLab seems to think it's not a PFS legal archetype. Is this true? I can't find anything saying that it is not legal but my search-fu is very weak. Other than pondering archetype legality, I've only gotten as far as deciding that it will be a half-orc female with all the cheesy goodness available to half-orcs: sacred tattoo, shaman apprentice and fate's favoured along with the Orc Weapon Proficiencies. Any suggestions on how to flesh this character out further? We don't need to be super-optimized but I'd rather not make a chump for husband to bring to the table if I can help it.
For PFS, I want to make an archery focused character with a pet but I'm having a hard time deciding between a Sacred Huntmaster Inquisitor and a straight up Hunter. It looks like the Hunter pet might end up more bad ass than the Inquisitor's pet will be. OTOH, the Inquisitor looks like it will end up being a better archer in the long run, much more combat capable. It's a tough call so I'm curious what you guys think. Any helpful thoughts?
I am currently playing an Urban Ranger in Council of Thieves with my regular group. I chose Westcrown as my first Favoured Community. Now that I am coming up on level 8, it will soon be time to select a second Favoured Community. The trouble is that I can't really think of any good options. We will be leaving Westcrown here and there but the GM assures me that it won't be the same destination more than once so that's not much help. Egorian seems like a reasonable option but the relationship between the two cities is rather contentious. Any suggestions for a nearby community that would have a more amiable relationship with Westcrown than Egorian? Or any other communities that a young Urban Ranger would have cause to travel to? (BTW I do realize this is part of what makes the archetype suboptimal compared to a regular old ranger with Urban for a Favoured Terrain but dropping the archetype is not an option. It was taken for story/character reasons and our table is not terribly concerned with optimization anyway.)
During our weekly game session tonight, the party ended up in a 15' deep pit with a DC of 10 for climbing a rough hewn wall to get out. Two of the characters have climb penalties because of their heavy armour but the sorceror has no penalty and I have a +6 in the skill. The guys with penalties rolled successfully to get out. The sorc and I both wanted to take 10 but the notion that there was no risk involved for us if we did troubled the DM very much. After reading the text of the ability, he came to the conclusion that he should just increase the DC's of skill check by 10 so we'd feel compelled to roll (making it extremely difficult or impossible for the other characters to succeed even with a roll as a consequence). I couldn't get the DM to understand that sacrificing the possibility of an exceptional roll balances the lack of risk when the task is very easy or mundane despite this being precisely the intention as described in the text IMHO. One of the complications is the similar terminology with taking 20; he wants to attach some sort of time frame (1 minute) to taking 10 and wants us to only use take 10 in situations where there is no risk of failure AKA situations where you take 20 so why would you only take 10 instead?? Please help me make this make sense to my DM. Finding a new DM is not an option. We are married, have been playing together for 20 years now and have a close-knit, well established regular group. Our game is very democratic and he is an excellent DM so, if worst comes to worst, the players can overrule him if we all gang up on him but I'd much rather help him understand the rule and agree to it than have him wrestled into accepting it. |