Flurry of Notes's page

3 posts. Alias of Sarah Gabrielle.




Hi, I'm not sure that this is a rare problem it looks like, but I couldn't get my starting items on my new subscriptions to line up with what I wanted. So I thought I'd make the order and come here.

The Adventure Path that I intended to start with was Pathfinder Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6), not Pathfinder Adventure Path #144: Midwives to Death (Tyrant's Grasp 6 of 6).

And the Campaign Setting book that I intended to start with was Pathfinder Lost Omens World Guide, not Pathfinder Campaign Setting: Druma, Profit and Prophecy.

And then of course, I'd also like to confirm that my Roleplaying Game subscription will get me both the Core Rulebook and Bestiary for second edition.


So I know that this Adventure Path appears a little heavy in treasure in some parts, and lighter in others, but what about using either of these options? Has anybody tried either? Any suggestions just from people who have used them?

I think I like Innate Item Bonuses more, adjusted so that weapons and armor work how they typically would. Like you can still find weapons and armor that are just bonuses. I also have always been interested in Automatic Bonus Progression though.

What's everybody's thoughts on using either of these in Strange Aeons?

Edit: I'm going to be out for a bit, got a long long long shift at work. I won't be able to reply if anybody has any questions for me in particular, but I will be able to read this during breaks and whatnot. Will be able to actually reply tomorrow. Just wanted everyone to know my intention to start the conversation and leave it be for a bit.


So. I've made some feat lines that would allow you to gain the unique abilities from dual progression prestige classes, while in a Gestalt campaign, still fully progressing both sides of their Gestalt.

Here they are.

It's only a few prestige classes so far, but I hope to hit up the other dual progression classes later, preferably if I can be reminded of them. I know Rage Prophet is on my schedule for later this week, and some for the Dreamscarred ones as well, later on.

I hope for some constructive criticism on these, if you would.


Hey everybody. I've got a 5th level, nearly 6th level, Drow Blooded Archaeologist. Currently, this is his build:

build:
Drow Blooded Half Elf
Str:12
Dex:16
Con:12
Int:14(16 with Headband of Aerial Agility)
Wis:8
Cha:16

Feats:
Weapon Finesse
Lingering performance
Arcane Strike (as Combat Trick rogue talent)
Craft Magic Arms and Armor

Favored Class Bonus:5 rounds of performance

Traits:
Fate's Favored
Vagabond Child(Disable Device)

Skill Ranks:45
Acrobatics:5(Headband)
Appraise:1
Bluff:5
Diplomacy:5
Disable Device:4
Knowledge(arcana):5
Knowledge(all other):1
Linguistics:1
Perception:5
Sense motive:1
Slight of hand:1
Spellcraft:5
Stealth:1
Use Magic Device:5

HP:45(we assume max rolls for hp... we have this weird thing at our table with hp)

Languages: Common, Elven, Undercommon, Drow Sign Language, Giant

Equipment:
+1 Elven Chain
Jingasa of the Fortunate Soldier
+1 Razor Whip(going to be Agile at some point)
2 Spring Loaded Wrist Sheathes
Wand of Burning Hands(cl 5th)
Wand of Infernal Healing
Composite Longbow(str mod 1)
A bunch of other not as relevant things, including a few mostly unused wands.

Spells:

0th level: Detect Magic, Ghost Sound, Mending, Message, Prestidigitation, Read Magic

1st level: Grease, Vanish, Ear Piercing Scream, Silent Image

2nd level: Allegro, Blindness/Deafness, Shatter,(Probably Heroism next)

He is the Magister of a kingdom right now(actually in the Kingsmaker campaign(no spoilers)), but I'm thinking one of his students will slowly take on that role, as I'm wanting him to move on to Councilor. He's the party face for the most part, and instead of having a Ruler, we have sort of this party committee instead, but as Councilor might sort of serve as Ruler. The kingdom is very full of people who would normally be seen as one of the sketchier races of people, but we've thrived very much on taking anybody who's willing to work and willing to live with others. So the Drow bit isn't that big a deal... Umm.. Downtime is used for crafting now. I could go on story-wise, but I don't think much more is important.

Now this fellow is a follower of Shelyn and Naderi, which is where the question comes. I've only recently taken a real look at Inner Sea Gods, and I'm liking this Evangelist prestige class. I like the flavor and the substance. The question is whether or not to take it. The original idea was just straight Archaeologist, but I'm really considering Evangelist. I haven't decided yet, but my GM would allow me to re-train one of my feats, I'm thinking Lingering Performance, for Deific Obedience, and then at level up I would take Evangelist 1.

Now taking Evangelist, I would lose the ability to take more Favored Class Bonuses, I would take a small hit to BAB and Saves, obviously I'd be retraining out of Lingering Performance, and then, of course, I'd basically be taking a dead level next.

Now what I eventually get out of the deal is a bonus on Perform/Craft checks, few more class skills, which is neat, a few more languages, which is neat, 2 AC, Multitude of Talents(which may prove completely useless, or not), a choice a few SLAs of "Image" spells(Fiction Weaver), Versatile Artist(my GM has said I can retrain skill points once I get this to optimize a little), Persuasive Aesthetic(which seems REALLY nice), and Spiritual Form(which seems amazing).

Now here's the thing though. It's really neat to keep my progression for the most part, but I do lose a few things certainly. My playstyle in combat is mostly buff up and fight with the whip, if I'm not burning things. Most of the things I'd get from Evangelist don't help that. I've done some illusion type stuff before, effectively even, but it's not how I usually work. Even Spiritual Form might not be completely worth it, because I'm already planning on getting my headband to at least +4 at some point, which might be enough flying to get by anyways. Heaven forbid I get it to a +6. I mean telepathy and a +4 to a ability score(probably Dex) is super... But what's my other ability going to be? A swim speed? A redundant fly speed?

But what does help my combat? Not stifling my BAB, and abusing my Luck bonuses... I'm really not sure on this, because even then, it's still not HUGE losses, right?(Besides maybe Lingering Performance, which I could get again later)And if something happened to my headband, Spiritual Form with wings would be a lifesaver.

Edit:

I mean, unless anybody knows of any 3rd Party Naderi Obediences and Boons...

Also, any other advice?


I have no idea how to calculate it. I've got some ideas though, and I just need some clarification.

Alright. Lets say I have 4 levels of Monk, and 6 of Bard. (Now is not the time to debate effectiveness of this.) My overall BAB would be +7/+2, correct? If I flurry, even if I take no more Monk levels afterwards, it will always add an extra attack, correct? At this moment, that would be three attacks. I have no idea what these three attacks are made at, even before bonuses from feats, strength, and other such things.

Allow me to make an educated guess however. My BAB from monk, for flurrying, is my monk level. So the first attack would be at +8, and then I get an extra at +8, because it works like TWF, and then do I add anything to the third attack? The chart on the monk page implies no, so a third attack at +2? But then, finally, since it's like TWF, I get a minus two on all of these?

So then it's +6/+6+0? Extending this into later levels, confuses me even more deeply...

Another thing I read, but was unsure of, is that the part of the monk's table that calculates Flurry BAB, only applies to a single classes monk, and is to be ignored? This same source went on to say that you simply add the extra attacks at levels 1, 8, and 15, as stated in the rules. Which also makes sense to me. The extra attack at level one being made at your first attack's bonus, the second extra attack at the second attack's bonus, and the third at the third.

Sooo, currently, that would be +8/+8/+3, but then, TWF, so -2 to all attacks... +6/+6/+1?

That second one seems most right to me, with the only major flaw in this logic being that the designers essentially wasted a column in the monk's class, solely to confuse me, I mean make single classes monks easier to understand.

If we take this into later levels, say by taking 4 more Bard levels, my Flurry would be at +9/+9/+4/-1? If instead I took 4 more Monk levels, would it be +10/+10/+5/+5/+0?

10 more Bard levels would net me a Flurry of +14/+14/+9/+4/-1?
10 more Monk levels would get me +16/+16/+11/+11/+6/+1?

It's all very confusing for me, but basically I was planning 4 Monk/16 Bard as the 20 level build. (Again, not the time.) So before Strength, feats, magic weapons, and whatnot, the +14/+14/+9/+4/-1 is accurate? Currently, it would be at +6/+6/+1?

(Edit: Deer Lord. Please, in the name of Erastil, forgive any bad math on my part. That's why I'm asking for help.)


A friend and I are in a small spat about magic item crafting rules, specifically rings, but I imagine it applies to all other magic items also.

Alright. So. The alchemist in my group says he's thinking of taking the crafting feat to make rings at next level, level nine. Fine with me. He was talking about wanting to make a ring of wizardry. Took a look at the page. It has a caster level of 11. Woah woah woah. I said. You don't meet that requirement.

He pointed out kindly to me that technically, it isn't listed as a requirement, and if it were, it would only be a plus five to the check. Now, I didn't agree with that. What I thought was more in line, was to make each caster level he didn't meet, count as a separate requirement. Since he would be two off, it would be another +10, not +5 to the difficulty check. That would be a total of 5+11, since that's the level of the ring,+5 since he doesn't have the spell,+10 since he's two caster levels off. Total of 31.

An alchemist level nine, with spellcraft maxed out, would have a +12 already, and this particular one has a +5 from INT. +17 total. He'd have to roll a 14 or higher to craft this ring. Sounded fair to me. After all, to have the spell Limited wish in the first place, you'd have to be a level 13 wizard, not a level 9 alchemist.

What he argued, and I'm linking him to this post so he can more faithfully tell his side of the argument, is that it should only be 5+11+5. Total of 21. Because caster level eleventh isn't listed in the requirements. Basically, he'd have to roll a 4 or higher. Didn't sound right to me.

To further argue it, I pointed out that a ring of three wishes, certainly one of the more powerful rings out there, with a caster level of 20, would only be 5+20+5. A total of thirty under his logic. Thirty five if we count caster level as a requirement only once. Roll a thirteen or higher, and he can craft it at level nine? Not what I figured. I figured, eleven levels off? +55 to what he has to roll. It should be completely and utterly impossible for a level nine character to create a ring of three wishes at all. Now that's not what he wanted to craft, but I think exemplifies why his logic is wrong.

So, I come to the forums for whatever the official rules might be. Since I couldn't find them. Shortly, you'll have his side. He'll post it himself.

Editing to say he says he will post to this when he has the time. I don't recall his username, but I'm sure he'll make it clear who he is.


My friend is going to be running a Kingmaker Campaign soon. I was going to create a Half-Elf Archaeologist, using the favored class option for the extra round of luck at each level. I was thinking of using my level one feat for lingering performance, and using a whip and combat maneuvers as my thing. I was originally going to be a light meleer, with something like a rapier and weapon finesse, but the more I look at whip, the better it looks. Umm. Unfortunately, still not sure on anything. I hear it would be good to grab a crafting feat too? I was thinking wondrous item.

Using twenty pointbuy, I came to this, but it's certainly not final. 

Strength-12
Dexterity-16 (14+2 from Half-Elf)
Constitution-12
Intelligence-14
Wisdom-7
Charisma-16 

Obviously though, Lingering Performance will slow down my feat progression, and I'm still not even sure what to take. Same with skills and spells. I have guesses, but that high int is totally for more skill points, so I don't have to make those tough decisions. High charisma for face and spells. 

My traits so far are Bastard, and  Vagabond Child, to get Disable Device as a class skill. 

I plan to be party face, skill and spell monkey, and I'll be going for the Ruler leadership role. Bardic Knowledge, spells, rogue tricks. It all sounds very good to me. 

Build help... Is much appreciated. I don't know what the other characters are going to be yet, or even how many of them there are. I have about two weeks, so that's good. 

If I go whip, he's willing to let me pick this up for ten gold. http://www.pathfinderdb.com/character-options/weapons-a-armor/1279-ra zor-whip 
We're also using hero points. I'm not focused on being optimized, but being useful... would certainly be useful. 

Oi. Edit: As a half elf, I was thinking of subbing Multitalented for Arcane Training, and adaptability for... Something else? Skill focus is nice though... For certain things. Like I was thinking of getting eldritch heritage later for a familiar, if I skill focused knowledge arcana. My first pick for a rogue talent was going to be Trapspotter, to allow me to be more a rogueplacement.

Spoiler:
Story goes that my mother was something of an elven... Escort. My father was something of a young heir, not to the throne, but of noble blood. They had a brief affair. When they learned she was pregnant, he vowed to raise me... His family did not agree. The gal was too much of a commoner. He split without leaving much. Just a necklace he had given her, and a small sum to help raise me. 

Grew up in the slums, what he left not having been enough. Blah blah blah, he will never admit I'm his, calls my mother a filthy whore... After mother had several more children, I began stealing to help the family get by. Blah blah. Bunch of cliche flavor. Mother got imprisoned for my crimes, after she confessed to let me be free. 

After learning my lesson, I vowed only prosper from hard work, not what I felt entitled to, or what I stole. After leaving my siblings to a relative, I left to study on my own, and work on developing my magic. Having spent several years starting to finally gain a little respect, I jumped at the chance to go on a certain expedition, and prove my worth.