|
Errant_Epoch's page
RPG Superstar 9 Season Star Voter. 246 posts. No reviews. No lists. 1 wishlist.
|
citricking wrote: Negotiator seems like a good starting point.
At level 10 you could have:
silver tongued focused study human negotiator bard 10
skill focus: bluff, skill focus: intimidate, persuasive, deceitful
mask of stony demeanor http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask- of-stony-demeanor/
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/elixe r-honeytongue/
bluff: +8 cha +10 skill ranks +3 class skill +2 silver tongue +6 skill focus +1 trait +5 negotiator +4 deceitful +10 competence mask +20 glibness +20 +10 honey tongue elixir take 20 = 107
diplomacy: +8 cha +10 skill ranks +3 class skill +2 silver tongue +6 skill focus +1 trait +5 negotiator +4 persuasive +5 competence some item +20 take 20 = 64
10 less if you're out of your take 20 for the day
Convincing Lie seems like a good rogue talent to take.
if you drop 1 level for cleric you can use this item to use diplomacy as a swift action.
That Bard can use "Pageant of the Peacock" too.
I can't link to it from where I'm at (site's blocked), and I'm unsure if it's PFS legal (can't currently check), but in Ravingdork's Crazy Character Emporium there is a character named "Job the Lesser" who is a social skill focused rogue who is ridiculously good at all the face skills.
2 people marked this as a favorite.
|
Passive aggression and rocks fall you die are both bad choices here. It's an OOC problem, it needs to be dealt with OOC.
Yeah but sometimes these threads can be cathartic to the OP. I mean most of us have been here before. There's always that one person who want's to be the CE or CN, greedy, selfish, backstabby, type character. Eventually most of them grow up and realize that it's far more fun to play amid the group and enhance each others fun than to play in an adversarial way.
To the OP, that's all you can do is try to be patient and then if that fails, cut your losses. Otherwise you're effectively punishing yourself.
Step 1 is always speak to the person OOC and explain to them that while their fun is important it is not more important than the other players or the GM's and can not come at the cost of the others fun. To think otherwise would be selfish. It seems you've already had this talk and if so you need to move on to step 2, just make sure they've actually listened and that you've pointed out:
-that no one persons fun should trump the fun of others
-that a decided upon roleplay is not an excuse to betray the above premise
-that willfully doing otherwise is highly disrespectful to all parties involved
-that a certain style of play was agreed upon by all other players and it is necessary for them to accept the will of the group.
Step 2 is kicking them, obviously as politely as possible as this is a friend but understanding that a real friend would not willingly put their own personal sense of fun so far above everyone else's that they would create such a scenario in the first place.
It's not a witch hunt, I was just wondering if you were mistaken or if you knew of some ruling I didn't.
It doesn't make it a two handed weapon but if you're wielding it with both hands aren't you in violation of the clause 'attack with a weapon in her other hand'. I mean it's the same weapon but both hands are attacking with it simultaneously, one of those must be the 'other' hand.
how does your very first build work? How do you get precise strike if you're holding the Heavy Pick two-handed? Isn't a heavy pick's damage 1d6?
Couldn't the Linnorm just deal with them in a non-lethal fashion? Use some power to paralyze or restrain the PC's and then converse with them about how magic is changing and why that is making it destroy things before magically whisking them back whence they came?
I mean add some better theatre to that but such a premise could be used to add to the gameworld and build upon what already exists as well as more fully introducing a major entity into the PC's ken without needing any death.
Think of anything that's ever been in an Egyptian style adventure and there you have it. Basically watch one of the Brendan Fraser Mummy movies and you'll know what to expect. All very to trope.
Color spray will be fairly useless in MM. Which, I'm sorry for partial spoilers, but I err on the side of wanting people to have fun and join the hobby.
Str: 10
Dex: 16
Con: 12
Int: 10
Wis: 10
Cha: 18
Dhampyr Sorcerer 2
Dayborn alt racial trait trades away detect undead spell like ability in order to remove light sensitivity penalty
Draconic Bloodline (Bronze or Blue)
Favored Class Bonus: HP x 2
Skills:
Perception +4
K. Arcana +4
Spellcraft +4
Use Magic Device +8
Feat: Life Dominant Soul- this allows a Dhampyr to be healed by positive energy, normally they are not
HP: average is 13
AC: 13 before buffs
Initiative: +3
Draconic Claws 7 rounds a day for 1d4 damage
+1 bonus electric damage per die rolled in spell with electric descriptor
Spells:
Oth level (cantrips): usable unlimited times per day, Save DC:14
- Detect Magic
- Acid Splash- 1d3 acid damage ranged touch attack with a 30 foot range
- Mage Hand
- Read Magic
- Open/Close
1st level: usable 5 times per day (total not each), Save DC:15
- Shocking grasp (2d6+2 electric vs touch AC with a +3 bonus to attack if target has metal or is metal)- this is for single opponents
- Burning hands (2d4 fire in a 15 foot cone, reflex for 1/2 damage)- this is for swarms
Alternatively you could go Red/Gold/Brass for bonus fire damage, I think you'll find that fire damage is not super well respected by the AP and that electricity will serve you better.
This is kind of a meh build but you're only level 2 and you have a lot of book restrictions, it should work fine
Orc bloodline is honestly really good for you, although the roleplay might be a stretch
I would take the feat life dominant soul and the alternate racial trait: dayborn to help mitigate your racial disadvantages but many wouldn't bother.
Draconic Bloodline is good for blasting a chosen element because you'll get bonus damage. Although some of it's powers are melee and you should really try to avoid being in melee.
For point Buy I think you should go with the following array:
10, 14(which racials will make 16), 14 (racials will make this 12), 10, 10, 16 (racials will make this 18)
Hopefully this isn't a spoiler but: I would say steer away from spells and abilities that are "mind effecting", my witch had a hard time in Mummy's Mask.
What level are you starting at? What race's interest you? You mention Dhampyr are you intent on playing one? Do you have any thematic preferences?
As some general advice on sorcerers:
Sorcerers key ability score is Charisma. They get extra spells per day for having a high charisma score and their spell save difficulty classes are set by their charisma score. Many of their class features are often effected by charisma as well. So you want to prioritize that.
Sorcerers don't have access to good armor and they can't make excellent use of it so dexterity is usually important for them as well.
Sorcerers have a chart in their class write up that tells them how many spells of any given level they know at a given character level, there are very few ways to modify this number which means that they are fairly limited in the number of spells they can pick up. While normally referenced as a disadvantage this can actually prove somewhat advantageous because it means you'll know exactly what you're capable of at any given moment and you'll get to know your spell selection very well.
Sorcerers get more spells per day than most other casters which means they have an easier time "spamming" spells and this can be a strength.
As a beginner you should definitely ask advice every time you add new spells to your list of spells known. A lot of spells that seem good aren't and quite a few that seem dumb are actually amazing.
Bloodlines are great ways to theme a character but their abilities can be quite useful as well, much like spells some bloodlines that seem dumb are actually quite good and some that seem cool might be bad, although more often than not the usefulness of a bloodline is highly dependent on the play style of the user.
So I know all of this is very general but I hope it's useful, Sorcerer is a very fun class that can be a lot different things and it really depends on what you want out of them.
I think you should play a blaster based caster. New players usually seem to enjoy those.
Meanwhile I'm sitting here wondering what a trex is before I'm like "oh a T-Rex" lol
Every school has good spells, every school has bad spells. In Pathfinder you are not barred from casting certain schools your opposition schools simply cost double.
Therefore I would think the best schools to choose as opposing are the ones that contain the least amount of spells you want to be able to cast in combat. Which two schools that is depends greatly on personal taste as is evident from above.
The best way to pick them is to read through and make a list of "nah's and yeah's" for evey school. Try to weigh in likelihood of casting and frequency, you'll have to guess a bit. Then make your choice.
Personally I nix Necro and Enchantment unless I'm playing someone who intends to cast either of them as my primary schtick, but that's just me.
Illeist said wrote: I just did a little back of the napkin math. A 15/15/15 ft cube has a volume of 3,375 cubic feet. But the statue isn't a cube and only occupies a portion of that area. I casually estimated that it takes up 1/4 of that area, or 844 cubic feet. That's a fair assumption but I think you're forgetting that if Fabricate targets a mineral the volume is reduced to 1 cubic foot per level, meaning 9 cubic feat for minimum caster level. That would still require 94 castings to affect the volume you described. Proving your point that it's untenable to use Fabricate.
I'm not sure if Metals count as minerals but stone certainly should.
Illeist wrote: There is one big, awkward question, though: how are you making the statue? We're looking at a fairly massive undertaking here. Even magic doesn't make it that much easier. Fabricate would take ~9 castings at minimum CL, and major creation's duration is way too short. Can you explain your Fabricate math? I'm getting way more than 9 castings at 9th CL. I just want to check my math.
1 person marked this as a favorite.
|
Occultist, Go Transmutation, Divination as your early implements, take telekinetic spells and self buffs. Legacy Weapon Implement power to power your sword, burst of speed to jedi dash, mind eye for spying, danger sight for Jedi reflexes, then take enchantment to pick up some mind tricks and evocation for lightning.
Thanks Guys those two builds seem to be what I was looking for. I should say that this is for an NPC but it is still very helpful and instructive to see how they came to be what they are, it helps me understand the character better.
Essentially he's going to be high damage and CC and mobile, throw in some minions and I think it'll be a very challenging encounter!
the character in question doesn't use weapons and has already used dimensional slide in front of the PC's.
I really want him to have a spellcaster theme and would prefer an Arcanist but I'm open to wizard or sorcerer if someone can make a good case for it.
Hello, I'm trying to design an Arcanist that focuses on the battering blast spell. He'd be about 10th level, with a 25 point buy, and is restricted to Paizo material but otherwise I could use anything. any suggestions?
The party you've listed really covers all conventional party bases. The summoner has battlefield control and provides melee allies, the shaman should be able to fix status, heal, buff, etc. the ranger and rogue combined can fight and cover most skills.
So really I think anything would fit. Pick a class that you haven't tried yet, or something you've been waiting on.
Alternatively specialize in divination magic and become the party's fact finder and researcher.
If you and your friend always GM for each other aren't there others in your group who could take a turn? Assuming there are at least three of you.
Chromantic Durgon <3 wrote: Wouldn't an inquisitor catch up rather than taper off? Yes eventually. Poor turn of phrase on my part. The longer the combat, using the numbers posted above, the more beneficial it is to be the inquisitor or warpriest.
I don't know how Warrior Spirit works but if it takes a standard action then the warpriest is the clear victor. If it can be done as a swift action the warpriest and the fighter are more or less tied until round 5. Most combat's with this kind of damage don't last that many rounds.
If you assume a three round combat and average the first 3 rounds Chaplain Warpriest and fighter with Warrior Spirit are around the same and everything else tapers off.
avr wrote:
While zen archers keep getting more stuff they're no longer one of the best archers once manyshot, higher BAB etc. start biting. I suspect that zen archer 4 / fighter X would be really solid though.
Higher Base Attack? Don't Monks Flurry at a full BAB even if they are normally a 3/4 BAB class? Do Zen Archers not do that too? Or do you mean in terms of prereq-ing feats?
Why do you think you won't be able to go back in if you leave?
Serisan wrote:
Mind Blank breaks his See Invis because See Invis is a divination effect. Ditto True Seeing. If Karzoug suspects Mind Blank will be in play, though, it's reasonable that he'll prepare Echolocation, which is transmutation and is only broken by Silence. This happened to our group. Literally all of it.
I'll be damned. Good thing my players are very straight forward in their approach.
Wouldn't Glidderdust still work? Albeit at the cost of an action.
Karzoug has constant See Invisibility so greater invis doesn't really avail you anything until you dispel/disjunction him.
Also his contingencies are way different but I guess he would prepare as necessary for the PC's.
It's funny though, we play by milestone instead of tracking XP and the anniversary addition only brings you to 16th lvl if I remember correctly.
Garrett Guillotte wrote:
Note that all of these providers (and Paizo) will have a problem with you if they find out you're using copyrighted images not allowed under the Community Use Policy. PathfinderWiki tracks a lot of CUP-licensed or freely licensed artwork and is a decent source if you're looking for allowed art.
Thank you for the link.
I don't intend to post any artwork not done by myself, my wife, or my friend Sarah. Most of the NPC's my players interact with are of my own devising and on the occasion that they meet someone there is official art for I will just show them that picture from my hard copy. (I own Magnimar: City of Monuments, RotRL, and Shattered Star)
Everyone thank you all very much for your suggestions. I have my homework cut out for me.
I do write session notes and I would like a place to keep them (currently transmitting via a FB group) but I really need the wiki just to keep track of the volume of NPC's, places, and things my players are coming across. This is a homebrew sandbox that is set in Golarion (specifically Magnimar) and has been going on for half a year now (we play bi-weekly) so they've encountered a lot and my notes are becoming impossible to navigate. I used to have such a steel trap that that wasn't a problem, but now so much fantasy (and so much reality) is fighting for space that I'm forgetting characters names and that is unacceptable to me.
I feel like a wiki is going to help a lot.
It'll be labor intensive at first but once it's up and I grant my players access they'll help maintain it.
Again I feel very grateful and very well informed from this discussion. Thank you all.
Wilmannator wrote: A wiki can be an awesome way to get players involved in the setting. I wanted to do a prequel for a Kingmaker game and decided to put up a Wiki for the prequel (which is set in Brevoy). Needless to say, I got carried away... but the players really appreciate it. Their reading of it shows in all the interactions they have. Political intrigue has played an appropriately big part in our game already!
kingwiki.wilmann.com
Check it out if you'd like to see what we're up to!
The main categories you see on the main page all have an actual wiki category associated with it, and the pages are all categorized appropriately to make it easy for the players to find and for navigating through it all .
I haven't yet found a way I like for not having everything linked to from the front page. Not sure if I need to at this stage, but as it grows, I'll need to figure that out.
Actually this is just the format I'm looking for.
What Wiki host are you using? I'm not familiar with Kingwiki
Thanks for the info all.
My campaign is sandbox style, but set in Magnimar primarily. I keep adding new plot, villains, allies, etc. and I'm losing track. My intent is to use this wiki to allow my players (and myself) a quick access to info and allow us to have persistent notes. That way continuity will be maintained.
I'll look through your various links,
TY
As above just wondering if there was any basic advice etc.?
Have greatsword will travel?
the Diviner wrote: Highest HP:
Human Barbarian 1
18 Con
Feats: Toughness, Tribal Scars
Favored class bonus: 1hp
This totals into 26 hp
Couldn't you start with an 18 base con and add your racial +2?
nicholas storm wrote: The sneak attack for slayer and vivisectionist won't stack at all. So I would not mix those classes. This is very dependent upon whether Sneak Attack is considered a redundant ability. The jury on that is very much out.
OP: It's difficult to say exactly how they interact because the Vivisectionist archetype uses wording to facilitate multiclassing with rogue that assumes that all sneak attack granting classes follow the same progression whereas they do not. There are some who read a clause in hybrid class rules (Slayer is a hybrid class) that states that redundant abilities between hybrid and a parent class do not stack when those two classes multiclass together and in this case since the vivisectionist sort of counts as a rogue that might prevent stacking. Personally I would count the vivisectionist levels you take as rogue levels, determine the sneak attack damage and then directly add the slayer bonus sneak attack damage as it follows a different progression but it's not up to me. The best thing to do is ask your GM how they think these abilities interact as they are the final arbiter in the matter.
As you are Lu Bu I would suggest conquering Xia Pi castle and calling upon Dong Zhou for aide.
More seriously what level is your party? What do you mean by "pot shots"?
Stats are for functionality, not flair. Don't try to use stats to impress or create fear. Use description to create atmosphere. If you want players to cringe or be worried you'll go much further with a verbose description than you will with some giant block of bonuses.
Try to balance encounter pacing, a few quick frantic fights then the occasional slog. If every fight takes forever they will become a chore and no one likes chores.
Be prepared, but don't over prepare. If the PC's bypass your plans, reward their creativity and shelve that set of notes to be renamed and repurposed later.
Some players like just to advance, advance, advance, others would rather sit at a given level indefinitely and simply live in their character, find this out before you begin play by asking players and run your game accordingly. (For my group they want to breeze through the first four levels and then slow to a crawl so that's how I pace my games, but everyone's different)
1 person marked this as a favorite.
|
Deathless Initiate, Deathless Master.
R123r97 wrote: I've been trying to find a thread on this. Ive been playing a cartomancer and thought about the touch spells. If you have rapid shot would you be able to dish out multiple chilled touches? Or each round would you be hitting with one normal card and one touch spell? I'm interested in hearing someone elses opinion on the matter. On the round of casting Chill Touch you are allotted a "free" touch attack with that spell, on subsequent rounds you can deliver the remaining touches to the limit of your ability to utilize attacks. If you are a magus and you combo spell strike with spell combat you can deliver two in the round of casting it. Although in further rounds using spell combat would mean casting another spell and thus dispersing further charges of the chill touch.
I don't think the posters between us noticed the threadomancy.
So are you looking for Rogue/Rogue like builds or...?
There's nothing anyone can do about bad rolling but to stat around it. Either making a character less dependent on rolls or to make bonuses so high for what you want to do that you won't fail on a lower roll. Either of these can be achieved with some degree of success but to offer any helpful advice we need design parameters.
Terevalis Unctio of House Mysti wrote:
It should not take that long to do what you want to do. I agree with you.
Yeah, Capstones are great and all but the highest level character I've had in 3.X/PF only hit 16th (discounting three characters that started at 20th so we could try the "Epic" rules) so when I see peoples builds that function on it coming "online" at 12th I just consider that not worth playing.
The Arachnid Wildsoul does get some neat abilities earlier on, not to mention all the normal vigilante stuff it gets, but most of it uses the same 3+con mod pool of usage. 8-10 times per day is not often enough to be a characters shtick IMO. Great for those full caster early level back up powers, bad for a mid level combat/utility power.
The Spider Sac alchemy item is probably more helpful, but its range is only 10 feet and it's a one use item, so you'd have to produce a lot. It also weighs a pound and costs 30GP (although you'd obviously craft them and get the reduced price).
The frog domain power doesn't seem to work on objects but I could be wrong.
Spiderman is strong, agile, intelligent, perceptive, climbs walls, leaps far, and fights with his hands. Sounds more like a Monk, Brawler, or Ninja to me. Ninja especially will allow you to jump ridiculously high with the acrobatic master and high jumper tricks. Climb walls (but unfortunately not ceilings) with the Wall Climber trick. Deflect arrows could help rep "spider sense".
3 people marked this as a favorite.
|
The problem with Arachnid Wildsoul Vigilante is that you need to be 18th level to actually swing like spiderman. 18th freakin level, to essentially have a very limited, very slow (most likely), version of flight. The Fly spell is only a 3rd level spell, so you'll be web slinging along and have a bunch of 5th lvl wizards just quidditch on by you at a faster rate with no necessary anchor points. Speaking of anchor points depending on setting that 18th level ability would be pretty useless, In Golarion only a few places have more than one building that tall. Now some of the wording implies that you might be able to use the 12th level power to swing, but said power doesn't say that or give you any movement speed, so you'd be able to swing on it like any other rope but not necessarily be able to chain it along, and if your GM allows that type of movement, given that you can only use the 12th level power 3+con mod times you're going to have to have a discussion about how many uses swinging along properly uses. In short you'll run out fast. Perhaps if you combo the various abilities and items listed above you could gain enough frequency of use.
I'm sorry for going off on a tear that Arachnid Wildsoul template just frustrates the hell out of me.
Blave wrote:
Sirocco and Enemy Hammer are nice but a bit too useless when the enemies make their save.
It's worth noting that Sirocco applies fatigue as long as the enemy in question takes damage from the spell. The Fortitude save halves the damage and negates the effect of knocking the opponent prone. The spell is also one round per level and will exhaust people who are fatigued (from earlier rounds of this spell or otherwise). It will average around 28 damage, half of that is 14 so even creatures with resist ten fire that make their save are still going to become fatigued, and 1 round later exhausted. It's only weak against Fire resist 15 or higher, and fire immune or fatigue immune foes.
|