Pathfinder Chronicler

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Google "SHARD rpg", it's designed for this sort of thing according to a friend of mine.


I've often wondered if Pathfinder will ever see the return of a class structured off of a D4 hit dice rather than the current minimum D6. The main reason for my asking is I often play the squishy, sit in the far back, supporting spellcaster of my groups, and in some cases it's better to play squishier classes that offer the overall lower hit points pool in exchange for the extra abilities/spells/whatever that they gain.
Thoughts on the benefits or drawbacks of such a concept are appreciated, thank you for reading!


Rods are just generally better in my opinion. You can always earn money to buy more rods, but a caster only gets so many feats, and they're likely better spent on things like Improved Initiative, Spell Focus, Spell penetration, etc


Final Build is going to be Air/Air/Void. The campaign started at level 8, currently level 9. I found myself most useful when using my electric blasts to hit through heavy AC opponents.

I also invested in a cloak of elvenkind and did my best to max out stealth, which when combined with my unlimited flight due to Wings of Air, made me an excellent scout for the party which gave us some valuable info in multiple places.

I bought myself a belt of dexterity over constitution to improve my hit chances, which has worked very well, as I keep up in damage per round with our Zen Archer Monk (we each are dealing around 70-90 damage per round, which will be far easier for me to do with maximizing metakinsesis infusion).


So update, I played the first session with my Railgun character on Saturday, and it went very well - we all had a lot of fun and I felt pretty useful hitting an insanely high AC boss with one of my touch attacks. Can't wait to level up further!

Thanks for all the advice guys :)


Lavawight wrote:

With Kineticist, probably air with electric blast, followed by aether using coins as the projectile. She started much weaker, though it was before the series, and her most damaging attack doesn't deal electricity damage at all; it's an electromagnetically fired physical projectile.

What are the difficulties you're encountering with the build, specifically?

Mostly just wanting to develop an actual Railgun "move" - a highly flashy/damaging ability to really give that feel, but the standard blasts that kineticists have just don't seem to...do enough, in my opinion anyway.


Title, I'm having trouble re-creating the "Railgun" (Misaka Mikoto) from A Certain Scientific Railgun, with the Kineticist class.
It fits very well outside of one issue - I want to recreate the truly devastating "signature blast" she uses. As of yet, I can't seem to find a way to get very close outside of being an Admixture Wizard and making Disintegrate deal electricity damage.
Thoughts and ideas welcome.


Title. I play a lot of bards, and have done extensive research into finding a reason to play one of these instead of Inspire Courage or whatever. At one point I condensed the incredibly long activation times by making them into "scrolls" through the Pathfinder Chronicler, but they were still incredibly situational or flat out bad...

Are there any plans for these thing to be reworked or...something? I love finding things to add new twists or flavor to a Bard, but these are generally just not worth it...at all.


Xethik wrote:

One of these days, I'll write up a guide I can copy-paste for this. I consider myself a pretty big AT fan, so I try to keep up to date with the best entry options. Really excited there has been a lot of buzz lately. Currently, you are looking at:

Start Snakebite Striker Brawler with Variant Multiclass Rogue and the Accomplished Sneak Attacker at 1st level.

Then, take Wizard for 3 levels.
You'll have a Snakebite Striker 1/Wizard 3 that can enter Arcane Trickster. At 7th level (Wizard 3/Brawler 1/Arcane Tricker 3), retrain Snakebite Striker Brawler into Wizard, which will take 7 days and 490 gold. You now have a Wizard 4/Arcane Trickster 3 at 7th level.

In your case, you could delay Arcane Trickster by a level and use Sorcerer or Arcanist instead.

If retraining rules are off the table, another option is to go Sorcerer/Wizard 7 and then AT

Wow that's genius. Now to just convince my DM to let me use this feat and the unchained multiclass rules..


Are player companions valid/legit or whatever? These guys take convincing to get a single trait in a campaign.


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So my group is wanting to do a "superhero" game, where everyone makes characters in Pathfinder based off actual heroes (or villans). My question is this: I'm wanting to construct Loki, preferably from an Arcane Trickster.
My only problem is that for theme purposes, he pretty much needs to be a sorcerer, which will already make it more difficult than going wizard. Some of my group is more "oldschool" (as far as Pathfinder goes), and I worry about convincing them of the validity of newer material, but it may be my only hope of getting into the PrC before something ridiculous like 7th or 8th level.

TL;DR share tips for a sorcerer based Arcane Trickster that won't be completely terribad


Relating to the links from Lab_Rat;

With Versatile performance, do you actually make a performance for the skill (such as you play a flute solo for a Diplomacy check..), or do you simply get to substitute the skill ranks and make the Diplomacy check as normal (such as talking to them in character or what have you)?