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From my rough reading so far, I’ve found Command Undead and Bind Undead, which allows a character to control already existing undead. But how does one go about Animating/Creating an undead creature for the purposes of either unleashing them upon the general populace, or simply making them wear a fancy suit and serving wine at a dinner party? I don’t want Necromancer PCs to be reliant on their DMs throwing pity skeletons at them every few sessions. I only wish to please the Pallid Princess.
I’m sorry if this isn’t In the proper location, but I don’t know where else to put this. I’m on mobile, and whenever I go to Community -> Forums and click on the “Pathfinder Playtest” subforum, I’m sent back to Paizo’s Home Page. Even going through my internet history to access and older thread page on that forum, the link back to the “Pathfinder Playtest” subforum is completely gone. Did something happen to that Subforum? Was it moved elsewhere? I was very eager to continue discussing the newer Cleric Intformation with the others there. Is this something that just my phone started randomly doing? If someone could please respond and let me know what is going on, I would be grateful.
In the Cleric Blog, it was revealed that all Clerics will receive a +2 Bonus to Wisdom. This gives more proof to the theory that stat generation will be using the following method. ANCESTRY
BACKGROUND
CLASS
1ST LEVEL ABILITY INCREASES
Because of the flexible +2s at every step of character creation, you can still have an 18 in your primary stat even if you do not have a class that give you a fixed +2 to it, as long as your Ancestry does give you a -2 it. That being said, what stat do you think each class will give a bonus to as a fixed stat? Personally, I’m fond of the idea that since we have 12 Core Classes, there will be 2 classes that each provide a bonus to a particular Ability. My preferred class-fixed abilities would be the following. Strength: Fighter, Ranger
Seeing the Fighter Teaser makes me excited to think about the changes to my favorite classes. But even more so for the classes I could never get into. For me, despite loving the concept behind the class, I don’t like actually playing or building Bards much. And I mostly attribute that to a lack of choices and customization outside of what skills I want to put all of my ranks in. The lack of any Bonus Feats, small number of Spells Known, and the linear progression of Bardic Performances make it feel roughly on par with a Cleric in terms of how many choices I get when leveling up after 1st. Later books added in more options such as Archetypes, Masterpieces, and “Finale” Spells that fixed this for me to some extent, but with 2E and Class Feats I feel like there’s a chance to address the heart of the issue directly. That being that every Bard uses Bardic Performances exactly the same way. There’s no real choices about it in combat. There’s no reason NOT to be Inspiring Courage. Even when you unlock Dirge of Doom or Inspire Heroics, you’re powerful enough that you should be able to keep the effects of 2 or more songs active at once. I’d like for Bard Feats to work like a Barbarian’s Rage Powers that modify their Rage, or the Rogue’s Rogue Talents that modify their Sneak Attack. I want to be able to pick something every even level that makes how my Bard performs different from another Bard. After all, why does anyone who chooses to play a guitar, sing a limerick, or shake their hips always give their audience the same bonus? Maybe instead of giving your allies a bonus to hit and damage or to skills, you could have a Bard Feat that lets you to give them a bonus to AC, or Saves, or the DCs of Spells, or whatnot. Then add in the options that let you use your performance to debuff those stats on enemies, use some specific spell-like abilities, or even other completely new ideas. That way we can have debuff-focused Bards without needing to take a specific archetype. Or create Bards that can truly be customized to help fill any role in the party. I’m aware that the playtest book is so far along that nothing said here could realistically have any impact on something as important as how major class features works, but it is still fun to speculate. What would you like to see changed about the class?
I'm planning to start running Strange Aeons for my group soon, but there's something I need to know before my PCs can build their characters. I am considering using the Unchained rules for Automatic Bonus Progression, which replace the "big 6" magic items with automatic increases to their relevant stats as they level up. This frees up item slots for more niche/flavorful magic item choices, but you're supposed to halve the party's average wealth by level to compensate for it. Magic Weapons and Armor lose their numeric bonuses but gain qualities to compensate, and players cannot acquire items that directly boost AC, Saving Throws, or Ability Scores. I don't want to upset the horror atmosphere by changing my party's expected statistics and wealth. So please, anyone who has either ran this adventure or played through it, what was your experience when it came to party wealth? Did you feel that you had too little/too much gold? Do you think that this system would be appreciated or resented? I appreciate any and all input on the matter.
I'm planning to begin running this AP this weekend for my group. Unfortunately, one member of my group will be unable to play for a while for personal reasons but I still want to run the adventure. (And have the missing player join the party once the personal reasons are dealt with in a few weeks/month.) My group is not exactly the most optimized and I'm worried that they'll find the adventure too difficult with only 3 players. They are an Unchained Barbarian (Invulnerable Rager), Unchained Rogue (Sniper), and Unchained Monk (Manuever Master). So . . . yeah. The first option is to add in an NPC party member. But the clear choice for an NPC that the party needs is a caster. Or at least, someone who can take care of the party's magic needs. And GMPC + only caster in the party = bad idea. Alternatively just play the AP with 3 party members. Can they pull it off with no magic and subpar diplomacy? I know that I'll need to tone down particularly tough encounters like Xanesha and Erylium for this group, but will I need to weaken every encounter? Also, I was originally going it to use story progression to level up instead of exp, but maybe the early levels from doing this will help make up for the missing party member? And then maybe just switch back to story profession once the 4th PC joins?
I'm looking to build a cleric for an upcoming run through the Jacob's Tower dungeon crawl. From what I can tell (without being a dirty little cheater and spoiling myself . . .) the dungeon takes characters through level 1 to 13. I'm mostly satisfied with my character concept, but I'd like to have my feats planned out in advance and am open to advice in general. The party composition is myself, a natural attack Goblin Barbarian, a 2-handing Human Fighter, and another Human Fighter or Rogue (he hasn't decided.). I suggested maybe he play a class with access to arcane spells, but he's very new and feels as though a spellcaster would be too complicated. Level 1 Character looks like: Race: Aasimar
STR: 14, DEX: 8, CON: 14, INT: 14, WIS: 16 (14 +2 racial), CHA: 14 (12 +2 racial) The reason for the high INT is because I will most likely be the smartest, wisest, and prettiest person in the party (everyone else has either dumped or ignored these stats), so having a few extra ranks to spend on knowledges and face skills will hopefully be appreciated. Will be investing most ranks in Kn. Religion and Spellcraft, but will put one or two into Heal (at least until I can take 10 to make the DC to heal HP damage), Kn. Planes, Kn. Arcana, Diplomacy, and Sense Motive. My planned feats are: Lv1. Scribe Scroll
Originally I was planning on taking metamagic feats such as Reach Spell, Extend Spell, and Quicken Spell leading to Spell Perfection at level 15. However because we will not be reaching lv15, I am unsure if those feats are still worth taking or if I should/will be able to purchase metamagic rods for them. In that scenerio, what feats would you recommend for a Support Cleric/Necromancer who is also hoping to be able to be respectable (not amazing, but competent) in melee?
I'm making an Aasimar Cleric of Urgathoa in a campaign starting at Level 3. Rolled Starting Stats:
Domains: Undead (Death) and Divine (Magic)
GM's Homebrew gimmicks are that we start off with lv1 starting gold, but a free magic item of 10000gp or less. I'm planning on taking a Headband of +2 Wisdom and +2 Charisma. DM said that I am allowed to have my undead followers created by the start of the adventure assuming that my animated undead were created using spells that my character can cast (Lesser Animate Dead so no templates) in a Desacrated area, and my Command Undead . . . undead are allowed to be stolen from someone else (so they can have a template). All of which are free!! : ) I have 12 HD worth of Undead and 3 HD worth of Command Undead, however I'm having difficulties understanding how to properly apply the Skeleton and Zombie templates to creatures. For example, if I wanted to make a Skeleton from a 4th level human fighter, would the skeleton have 4HD, or would it only have 1 because it was made using a Human and loses all class level? Please go wild and leave suggestions for some good undead followers to have that fit within my 12 HD and 3HD limit, as well as any other advice you may wish to contribute. Also I was looking at the Undead Lord Archetype, and was considering taking it. Is it worth it? I'm mostly just interested in freeing up my 1st level feat for Scribe Scroll, using the Corpse Companion as a fancy undead backpack, and empowering my negative channel healing. Is it worth losing the domain?
Some guys at my local gamestore are looking into starting up a Pathfinder Society group and asked me to join. I'm rather new to Pathfinder in general (I've only GMed a few sessions of a Homebrew for my friends) so I've been looking up some guides for good classes and wanted to know how viable this character would be. The character is an Aasimar who was cursed by Nethys to hear the secrets of the world from the spirits of the dead and uses the information to aid him in battle. Eventually the spirits told him about Pharasma and her boneyard, and in an attempt to help the spirits move on, became a self-taught Cleric of Pharasma. He isn't very fond of large urban environments (because where there's people , there's lots of loud and obnoxious spirits). He's clumsy and easily distracted , but has a friendly and trustworthy personality which tends to make him likeable. Odd, but likeable.
Spells:
Gear: Kikko, Heavy Wooden Sheild, Morningstar, Dagger, Sling, Oracle Kit, Whetstone, Sack(2), Reinforced Scarf, and a Potion of Cure Light Wounds. So the idea is to start with a level of Oracle and just go Cleric for every level after.
As far as combat goes the plan is to buff (preferably BEFORE combat), find weaknesses with knowledge checks, and then start swinging away. Once I get to 2nd level, I can start throwing around some touch attack debuffs and save or sucks. And I get negative channeling as a backup means for damage (nowhere near the fighter, but better than nothing). So . . . Do you think this character could A. Live to 2nd level? And B. Be useful to a party? |