Creating a level 5 Gun Chemist, and I'm looking at +8 to hit unbuffed (3 BAB, 1 from +1 gun, 3 from dex, and 1 from Point Blank Shot).
This jumps to +10 when chugging my mutagen because of the dex increase.
For normal shots its 1d8+2 (magic gun and PBS), for Alchemical ordinance its 1d8 +3d6 +9 (Int to damage and Tiefling favored class bonus).
With all the strange options to sacrifice To Hit for more damage (Rapid Shot/Large Gun/Deadly Aim/probably many more), I'm curious about your experience: Only targeting touch attack, what is a High/OK/Low/crap To Hit bonus at LVL 5?
Rapid shot is an extra 1d8+2, a larger gun swaps the 1d8 with 2d6, Deadly Aim is +4 damage. All 3 options gives a -2 To Hit.
Which, if any, of these options would you choose? At level 5 what was your To Hit, and did you have problems shooting things?
Looking to take our group from lvl 4 to lvl 5, where another player takes over as GM and I jump in to play.
I'm looking for advice on pre made stuff to get the team through that one level.
So players/game masters, which was your favorite story from lvl 4 to 5?
A new player is joining at lvl 4, and I was thinking about them being a Pathfinder society member looking for new recruits, opening up the possibility for PFS scenarios. 3 of those are one level, right?
I just had a team of 5 adventurers play through Crown of the Kobold king, and they are on their way back to town. The paladin ended up with two of the most expensive items (mitral armor and the crown), so I wanted the town magician to offer items in trade for the crown so they could distribute the wealth.
But looking at the pricing it does not make sense to me. The crown is a combined:
Amulet of natural armor 2 = 8000 gold.
Headband of Alluring Charisma = 4000 gold.
Imunity to dragon fear effect =???
+1 to caster levels for sorcerer spells =???
Combined effects into 1 item =???
For the price off 15000 gold.
Am I right? Should this be way higher? Can someone break down what this item should cost by raw?
I'm looking at creating a lvl 4 character to join an ongoing homegame, and considered bard since the existing team are melee/ranged heavy.
I really want to play up the master of knowledge, so going catfolk for the favored class bonus. Other than that he will be the face out of combat and buffer in combat.
I'm thinking about a 1 lvl dip in lore oracle with deep one curse and extra revelation to get charisma to AC and knowledge skills.
20 point buy, and standard WBL so planing to start with a +2 charisma item for a total of 20 cha (15 base +2 race +1 lvl 4 +2 item).
The other feet goes to lingering performance.
The question part:
Which traits would help this cat?
which lvl 1 oracle spells are still useful without level increases?
What does he do when not using performance/casting spells?
Hi everyone. GMing a non PfS group of lvl 3 players, and the inquisitor is looking at getting an adoptive composite longbow.
Acording to the rules it needs a +1/+1 enchantment before adoptive can be added, pushing it past his budget. So I'm considering allowing enchantments to be added to weapons without needing the +1 enchantment.
If I do this I want it to be consistent, not just giving preferential treatment to one player.
What are your experiences with this? Is it game breaking? Are there a bunch of enchantments that needs to be balanced out if I do this?
Just trying to make sure that being nice now does not bite me later.
Joining a home game as a far strike monk/warpriest. Was planing to stay human, but ended up trading skilled for dark vision and using the feat on dodge.
So I started looking for a class that boosts wis and Dex, and gives dark vision.
GM seems fine with strange races, will be joining a Dhampire and a Kitsune.
So which +Dex and Wis races are there,and what do they bring to the table?
Doing a home game with a human farstrike monk (going warpriest next lvl) , a kitsune unchained Ninja, a Dhampire fighter, and an unknown arcane magic user.
Infernal healing for the magic user can help anyone except the Dhampire, anything else that works at lvl 1?
Looking at buff spells, and most off them are round/Level or minute/Level.
Am I correct in assuming that this only refers to my warpriest level?
Bonus question about fervor. If a spell has duration 1 round per level, I'm a lvl 1 warpriest and I use fervor to change casting time from standard action to swift, does that mean that I will benefit from the spell on the round i cast it, and until the end of my next turn?
As part of the spell description it says:
As a standard action, you can grasp a weapon and throw it as a ranged attack at any target you can see within 30 feet of you (even if it’s a type of weapon that can’t normally be thrown).
Does this mean that feats like Point blank Shot would be used with this attack?
This weapon takes the shape of your deity’s favored weapon
So as a Warpriest worshiping Pharasma I get a dagger, would my River Rat trait add +1 damage to the result? And would I add extra damage from extra strength?
My impression is that it would work as a normal thrown dagger, just that it has 30 feet range, the damage dice is 2d6 and its force damage. So for a 18 dex 13 strength lvl 1 warpriest with weapon focus daggers, river rat trait and Point Blank shot feat it would be:
I will be GMing crypt of the everflame in a week or two from now. I ran it once before, and I'm looking for some advice on two of the accounters that my old players had problems with:
Spoilers from Crypt of the everflame:
The shadow and the construct that holds the two tower shields. Last time I was generous on knowledge check results for the shadow, and encouraged the paladin and cleric to deal with it while the non magic users stood back. For the construct the damage surprised me, luckily they ran away, I deactivated it and they used a grappling hook to dislodge the shields. Those two slam attacks hurt on a lvl 1 character.
The team this time around is 3 players, one going unchained Rogue, the others have not decided.
So.. Any advice? Switch out the first encounter with another monster? Pull punches on the second one, and spread the damage out?
Creating a human monk for a low lvl (1-3) game.
Is there a feat/trait/item that can give him dark vision? For items I could take rich parents to pay for it.
This guy will most likely be our scout, so seeing things would be good.
I'm looking at making a low level bard, and I seem to remember a trait or feat that gives a bonus to all knowledge skills that you do not have a rank in.
Tried finding it, but my google fu is weak. Can anyone point me in the right direction?
I was planing to use the Historian (Human) trait to boost bardic knowledge to 2, so searching for other things that will boost all my knowledge skills.
A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice.
This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith."
Can a Bolt Ace start with any weapon called "crossbow", independent of the price of the item? Asking since the price ranges from 35gp for a light crossbow to 800 gp for a repeating hand crossbow (not counting the masterwork property).
Since your starting weapon will most likely be swaped out for a magical one when you level up, it seems sensible to go for the most expensive one.
Which class would you choose for a game that starts at lvl 1 and continues for 3-4 sessions?
Most likely 4 players, won't know what two of the other players choose. The third player is my wife, and I will most likely create her character also.
So looking for either 2 classes that plays well together at lvl 1, or 2 that are a bit front loaded.
Was konsidering far strike monk for myself, or a mouser swashbuckler/Unchained Rouge combo for me and the wife. The gimmicks would be for the mouser to fight in the enemies square, debuffing attacks on other players and giving the Rouge sneak attack.
Which classes have you had fun with at low levels, and which ones would you shy away from?
I'm creating a Human Arsenal Chaplain for PFS, and wondered if the hive mind on these forums could help me out with critiquing/giving advice/make sure what I made so far is PFS valid (first time I create a PFS character).
The character will be fighting exclusively with throwing daggers. I know that archery is better crunch wise, but I always had a soft spot for this fighting style in comics/books.
Starting stats: Str 13 Dex 16 +2 Con 12 Int 12 Wis 14 Cha 8
Traits: River Rat and Fate's Favored
Books: at the moment I have the humble bundle pack. If I go with this character I would have to pick up Adventurers Armory and Weapon Masters handbook. Anything else I'm missing?
Tactics: At LVL 1 he would use Spring loaded wrist sheets to replace the daggers he throws. After this the goal would be to pull a weapon while moving each round, until getting Quick draw/Ricochet toss.
Starting Equipment: Starts with 8 Cold Iron Daggers, a Whetstone to sharpen them when given the chance, a buckler and chain Shirt for armor, Spiked Gauntlet and sling as backup weapons. A Pickpockets outfit to help hide those daggers, and 2 wooden holly symbols.
Skills: 4 skill points per level until 7, when it increases to 5. Maxing Diplomacy, sense motive and Knowledge:religion, with one point on different skills.
Creating a Human Warpriest, and was planing to take the racial Favored Class Bonus for more feats:
Human - Gain ⅙ of a new bonus combat feat.
I assumed I could start doing this at lvl 1, getting the bonus feats at lvl 6/12/18.
But I read on another forum that you cant take the favored class bonus before you get your first normal bonus feat at lvl 3, meaning that the bonus feat's are given at lvl 9/15.
Which of these interpretations are correct? Or is this not cut and dry, so its up to the GM?
The Swashbuckler Archetype Flying Blade gets the deed Disrupting Counter:
Disrupting Counter (Ex): At 3rd level, when an opponent makes a melee attack against her, she can spend 1 panache point to make an attack of opportunity against the attacking foe. This attack of opportunity can be made with either a dagger or a starknife. If the attack hits, the opponent takes a –4 penalty on all attack rolls until the end of its turn. This deed replaces kip-up.
If he also gets Snap Shot, can he throw a dagger as his attack of opportunity?
Looking to build a character who uses throwing daggers as his main combat style. Gestalt game, going for Warpriest (WP) + Swashbuckler Flying Blade(SW).
With my GM ruling that I get the bonus feats from each class (Max one per level), I have a bunch of feats to play with:
Reading the instructions for creationg gestalt characters, it says that you can't combine two variants of the same class.
Does parent classes count as variants? As in the fighter part of warpriest and swashbuckler?
If this combination is legal, would the character gain bonus feat every time one of the classes gained gains bonus feat, or just gain bonus feats from the class that gets them every third level, and ignore the class that gains them every 4th level?
Considering the Magical Knack trait for one of my characters:
"You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice."
Being found abandon in the woods fit my character background, but I'm unsure which "magical creature" I can choose from.
Hi everyone,
Recently my wife gave me the Pathfinder Core Rulebook and the Bestiary, since she knows I have been lurking the forums here since 4th edition made me cry. We have not been able to play since then, because of work and the fact that we lack a GM.
We are spending 10 days in Italy for Easter, and my wife suggested that I could try my hand at being the GM for a short adventure. If it turns out to be a success we can continue it when we go back to Italy for xmas.
More information hidden in the spoiler:
GM: It’s me! Long time player, but first time behind the screen. A good mix of exited and scared. I have read the rulebooks a couple of times, and have lurked enough on these forums that I feel I will be able to handle most situations. Planning to run the game with a “you tell me what you want to do, and I will tell you how to do it/what to role” attitude.
Players: It’s my wife’s sisters and college friends, none of them have pathfinder experience. They are a mixed group, most of them played or were GM’s in AD&D back in the day, but two of them have only played RPG’s on PC/consoles. We would be 7 players + one GM, and they all seem really keen on playing.
Characters: I do not want to spend too much time on character creation during this holiday, so my plan was to keep it simple by using 15 point buy and only core classes. I will also ask the players to send me their characters for approval before the holiday starts (an easy way to see who are the most eager players).
My questions:
1. What is the maximum number of players you would recommend? Considering that this is my first time as a GM, and the players would be new to Pathfinder?
2. At what level would you recommend I start the adventure? I feel that level 1 would be the easiest for me, but looking at the forums I get the feeling that most GM’s start their parties at level 3, to make it more fun for the players.
3. With question 1 and 2 in mind, can you recommend me a free or published AP that would be suitable? Since this will be a short game (max 3 sessions, with the possibility of picking it up again later) I would prefer a free one, but realise that professional work comes with a price.
4. Which tools would you recommend for the players to create their characters?
5. What do you usually do to prepare as a GM?
6. Rogue was my favourite character in 3.5, but it gets a bunch of flack on the forums. Should I look into house rules to boost rogue, or is it viable in a core only team?
Sorry for the long post, and thanks in advance for any help you can give me.
I’m creating a half-orc ranger (Grakul) who ran away from his father’s clan at a young age, and survived by himself in the forest for a long time before reaching adulthood. So he is used to being self-sustained and thrives in the wild (think Survivorman with tusks).
The idea of Grakul creating his own weapons appeals to me, so I started looking into the craft skill. I also like the idea of the Green Arrow/Hawkeye gimmick, with trick arrows for special situations. I’m a bit confused at the moment, so I’m hoping someone here can guide me through the maze of rule books, and link me directly to the rules I need :)
Non magical crafting:
1. Are you able to craft arrows while out adventuring? (Ideally my character would buy a bag of arrow heads in town, then find the wood and feathers while out in the wild, and craft them at camp.)
2. Which bonuses can he get to his craft skill? At lvl 1 he would be Rank 1 + Cass skill bonus 3 + Int bonus 1 + Masterwork tools 2 = 7. Every level after that he can only add 1 Rank to the skill. Am I missing some easy way to add to this?
3. Can he take 10 on a craft check, so that he can create his own arrows (DC 12) and a composite bow with Mighty 1 (DC 17) as soon as he can afford it?
4. Which non magical arrows are available in Pathfinder (Iron, nonlethal, smoke?) and what is the price and DC for crafting them?
Magical crafting:
I would like him to continue creating his own arrows/bows as the adventure continues, but at some level I assume a normal ranger would switch to using only magical arrows/bows. What I have read so far tells me that to create magical arrows/bows I would need two feats: Master Craftsman (requires crafting Rank 5, so cannot be taken before lvl 6.) and Craft Magic Arms and Armor (Item Creation)(Dependent on Master Craftsman, so cannot be taken before lvl 9).
So, I have to burn my lvl 6 and 9 bonus feat, and I cannot create anything magical before lvl 9. At lvl 9 my crafting skill should be Rank 9 + Class skill 3 + Masterwork tools 2 + Master Craftsman 2 + Int bonus 1 = 27 when taking 10.
1 Is my understanding of magical crafting correct, or am I missing an easier/earlier way to craft magical bows and arrows?
2 What kind of magical arrows can I craft, what are the DC/cost of those arrows, and what do I need of extra tools (Scrolls/wands/a player with the available spells).
3 Can someone please create an example of the proses my lvl 9 ranger with Master Craftsman and Craft Magic Arms and Armor goes through when creating a magical arrow? +1/+2/+3.
Sorry for the super long post, and thanks for any advice you can give me.