Eli Red - DEAD's page

No posts. Organized Play character for e-Spaceshot.




I'm going to be the one to say it, the Warlock in the playtest was better and more diverse than the 3 Arcane casting Archetypes we got given in the end. I can understand why they'd want to have the base vigilante to be no spellcasting to make it easier on themselves but in the end we got 3 specific archetypes with none of the diversity the original Warlock had.

The Magical Child focuses on the familiar and uses the summoner's spell list. The summoner's spell list is lacking because it expects the character to also have a strong combatant with them and not a familiar. Familiars != eidolon or animal companion, either would have made sense. Even a Familiar with the animal companion progression would have made sense. In the end you don't have much effectiveness and are resorted to be somewhat useless in combat or be a fighting type.

The Cabalist right off the bat wants you to be attacking with weapons. It's bleed ability is interesting and the magus list is all about attacking which helps with it's honed in concept. It doesn't have much diversity but for an Archetype that's fine.

Now the Warlock, which was once a part of the base class with 15 specific Talents (not counting casting increase) now only has 5. It was once a class direction that itself had options and ways you could play it. Did you want your vigilante side to be a sneaky caster? or cunning? or attacking from the shadows? or throwing bolts or bombs? Well now your choice is Bolts. No choice, just bolts. You get them at 1st instead of 4th but still just bolts.

Everyone complained that they had to spend vigilante talents on spellcasting improvements. They had the option to not spend them, to have lighter spell casting and more interesting abilities. The Archetypes don't give you that ability, you're forced into having less Talents and full level 6 casting progression. This subclass should have been kept within or Split with a Caster Vigilante class and a Non-caster vigilante class. That could have given Caster based social traits which aren't going to be a thing ever because casting is only specifically archetypes.

There is my rant. I liked the Warlock Vigilante. I can't find myself to make a spellcasting vigilante I enjoy. I don't want to blast, I don't want to stab and Magical Child is lacking in effectiveness. Hopefully they'll make a better spellcasting archetype in the future but for now it's shelved.


I've been playing Cartomancer for a few sessions now in PFS and just played my first level 3 scenario where I ended up using Deliver Touch Spells. It went well but there are a few questions I have about the archetype when it comes to combat.

1) Am I limited to the range increments of the Spelldeck, aka a dart, when using Deliver Touch Spells and thus get negatives for going past them?

2) Do I gain the +x of the Spelldeck to my to-hit when using Deliver Touch Spells?

3) Do I gain the +x of the Spelldeck to the damage of a damaging spell when using Deliver Touch Spells?

4) If I am casting a positive spell on a party member do I need to hit them or is it auto success using Deliver Touch Spells?

5) this is a side question, but do I have to pay full price for enchanting the Spelldeck or does it get the same treatment as an arcane bond does (allowing me to pay half/crafting costs)?

I know feats and effects that boost ranged touch spells effect touch spells being delivered at range, such as Point Blank Shot and Precise Shot, but I'm not sure if the weapon/Spelldeck enchantments do.


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I've gone over the heritages in blood of fiends a bit and found that they're quite interesting (more so than just getting the stats I want).

I have a few questions about them though.

1) If I choose a heritage do I gain the racial traits at the bottom of each of the entries, in addition to the alternate stats/spell-like/skills? EDIT: thanks for the answer, thought it was a racial trait, not a race trait.

2) If I do gain the race traits from the the heritage, do I gain them for free or do I have to replace current tiefling race traits with them, at one heritage race trait replacing one tiefling race trait? EDIT: again, confusion of race v racial.

3) Am I able to choose alternate racial traits that replace the spell-like or the skilled traits EDIT: if I have a heritage which gains an alternate spell-like and different skill bonuses (forgot to add that part in the first time)?

4) This is just a flavour/appearance question, but can (or even must) a rakshasa-spawn (beastbrood) tiefling have reversed palms/hands like rakshasa do?

These questions may have been answered already before, but my google-fu/search-fu have failed me if it be true.

I know this should be asked in the rules board, but I'd like to get a strict PFS ruling, rather than the usual "up to GM discretion" answer.


I'm at a loss here. I'm not sure if it's just a kick in the nads to the vivisectionist archetype for the alchemist or it's a rule that will eventually be added to existing sneak attack places, but it seems to me that sneak attack damage comes down to the form of add all levels in classes that give you sneak attack and count that total as your rogue level for calculating sneak attack total.

Unfortunately this isn't stated anywhere else besides in the vivisectionist archetype. The rogue's sneak attack entry doesn't specify what happens when you get sneak attack from different sources, neither does assassin, master spy or arcane trickster. So in theory with RAW level 1 rogue/level 1 master spy or assassin (with enough of another class in between to make up the prerequisites) becomes 2d6 sneak attack, add in the other prestige class out of master spy and assassin it becomes 3d6 out of 3 levels. Then if you add vivisectionist (no idea why you would, but hear me out) you end u going back to 2d6 because you then start counting effective rogue level for sneak attack which is 4 levels.

This just doesn't make sense. Is vivisectionist not meant to multiclass as well into a sneak attack supplying class as any other or is it because it's the most recent (at least that I could find) sneak attack source that it just happens to have the most recent rules?


I've made a vivisectionist alchemist with the TWF feat.

My issue is that if I take the Vestigial Arms discovery, I then get a 3rd arm. This would automatically mean my TWF feat is then replaced by MWF feat, but since PFS characters can't take monster feats if that is the case my character becomes illegal.

Now The way I see it since monster feats aren't allowed/existent for PCs that then MWF feat can't replace TWF feat since for my PC, the MWF feat never existed and thus is unable to replace it.

I would like someone who knows a bit more about PFS specifically (I don't care for normal rules, since I could just take MWF feat or whatever) to share their thoughts on the matter. And yes I do realise that I can just not take the discovery, but I like it and would like to work it in.


I know this has been posted a lot, but I haven't found the answer out of any of the ones I've found.

My question is with that current build; Alchemist, 2x Vestigial Arm discovery (earliest level 3 and wielding 2 two-handed weapons (lets say greatswords), would I be able to dual wield them?

Now if I can dual wield them, can I use TWF feat to reduce the tax on my to hit?

If TWF does alter it, does it go down to -4/-4 in which RAW says, being a main-hand and the off-hand isn't light? Or does it get a special alteration for the circumstance

The issue here is, is that most, if not all of the rules in the core rules are built on the assumption that players only have 2 arms. I doubt that would be the issue otherwise they would have made additional rules in APG (where eidolon's can get 4 or more arms) or in UM (Vestigial Arm/s) or have FAQed this by now.

Once all that is answered, we can then worry about the off-hand (and possibly even main-hand) bonus Str damage.

I am asking these TWF questions because the character in question I'm thinking of building is a PFS character, thus multiweapon-fighting isn't available. If someone know's of the answer, and could point me towards it I will be very thankful.


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If a synthesist summoner gets the skilled evolution in a skill in which they can make a day job roll do they get the +8 bonus to the day job roll?

Lets say a synthesist summoner chose +8 in craft(alchemy), do they get get to make an awesome day job roll or does that +8 only work in session like most other abilities that could give a non-permanent bonus to the day job roll (crafter's fortune, eagle splendor, mutagen/rage/cognagen for skills where necessary) they don't give a bonus.

Tyrale


I've been spending the last few weeks getting a level 1 oracle ready for a campaign and its been hard to choose which foci.

The foci's in whole don't work with its parts. Many of the revelations require spells of a type which there is only 1 every 3 or 4 levels. There are also a few revelations which are melee touch attacks or help CMB which doesn't make sense with the oracle's light armor.

The foci additional spell list is largely filled with spells that the oracle can get them self at a lower level. The only reason the oracle waits to get the spell on the foci list from the next odd level is because they only get 1 spell to start each new level and is most of the time filled by a cure spell.

What would help the oracle and make it different to a cleric is a new spells list, or to be precise multiple new spell lists. Instead of the the oracle getting foci extra spells they instead have a list of spells based on what foci they choose. The spells would be a mix of cleric spells and druid/wizard spells of the type (so battle would get combat buffs whist fire would get protection from as well as fire based damage). They would also need to get +1 or +2 spells known per level to compensate.

These are just observations made from having a hard time deciding on what foci is good both flavourful and somewhat mechanical.