Vimanda

Gram's page

Goblin Squad Member. Pathfinder Rulebook Subscriber. 37 posts. No reviews. No lists. No wishlists.


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Pathfinder Rulebook Subscriber

I have purchased this book and it's pretty neat. Filled with a decent amount of fluff and goofy items/feats/racials. They are very underpowered but very fun, which fits kobolds quite well.

Was worth buying the book, it does exactly what you would want from it. I purchased the hard copy.


Pathfinder Rulebook Subscriber

depends what level you are talking about. The differences will be a -1 to hit on the falcatas with a 17-20 crit x3. On the kukris will be a -0 to hit with a 15-20 crit x2. The difference to hit is only 1, and with all the other fighter +'s to hit I dont think its going to be a problem.

The almost double damage die and more importantly the increase in crit multiplier is what makes the falcata out damage the kukri by a decent amount. but the extra 2 in crit range will have the kukris replenish crit mods. It wouldnt matter if I was sticking with stunning and staggering as you should crit at least once a round anyway. But If I go with bleeding crit and if the bleeding stacks, than thats the better way most likely.


Pathfinder Rulebook Subscriber
Argus The Slayer wrote:
Gram wrote:
After weapon trainging, weapon focuses, magical weapons, a larger base attack pool and the level 11 ability it would be worth it. Until then I guess its kukris.

Just to be clear: if you are going to dual wield, falcatas will NEVER catch up with kukris: the better attack bonus (or in this case the lower penalty for dual wielding) will always be better for TWF.

I disagree, its seems that damage wise falcatas would in fact be more damage while kukris will apply crit feats faster and more regularly.


Pathfinder Rulebook Subscriber

I am looking at getting crit focus, staggering crit, stunning crit, and maybe bleeding crit, which means I also should find room for crit mastery.

I think I may just stick with kukris


Pathfinder Rulebook Subscriber
Odraude wrote:
What about a scimitar in one hand and kukri in the off hand? It's the same -2/-2 penalty, but the scimitar has the same 18-20 crit range that the kukri has with some extra damage (1d6).

Yet you would lose the extra damage you gain from the 1d4 to the 1d6 just from weapon spec 1.

Also the kukri's or falcata's apostrophe. They seem to have a ton of them and I think they deserve m'o'r'e'.


Pathfinder Rulebook Subscriber

The main reason for mentioning it was the +1 extra to hit (forgot it was masterwork) and the free weapon prof. It still seems to give the weapon prof which means it wouldnt be a needed feat.

So even at lower levels is the falcata more DPR?


Pathfinder Rulebook Subscriber
Aelryinth wrote:

Keep in mind that you'll need Piranha Attack to do extra damage with kukri's. Light weapons don't qualify for Power attack.

TWF is extremely feat intensive. FOr simplicity you're probably better off going sword and board with a falcata, or doing the falcata/buckler build if you really want TWF (Rondolero).

==+Aelryinth

Quite sure you CAN power attack with a light weapon.

Sword and board is in fact less simple than TWF you have less feats to play with. Sword and board cant waste a feat on the falcata, scimitar or short sword(sun swords later) all the way. In fact the shield becomes your main weapon mid way through.


Pathfinder Rulebook Subscriber

Thats good news on the heirloom trait to be honest for awhile there was no reason to take anything else.

So it would in fact be a feat and -4 to hit vs -2 to hit.

I do plan on taking the two weapon fighter variant so at level 11 the penalties will start to be reduced. But than again its starting at 1 and working its way up.

I thought the x3 on the falcata would keep it on par for average damage done even with the extra -2 to hit. Seems thats not been brought up so I must be mistaken.

Higher level I assume (11+) the falcata is better and perhaps I start swapping feats at some point to swap over but overall kukri's seem best.

As far as feats go I dont think I could spare one for wakizashis, the main reason for looking at falcata larger die and x3 crit, the feat wouldnt be too bad for that but the extra -2 to hit early on does suck.

After weapon trainging, weapon focuses, magical weapons, a larger base attack pool and the level 11 ability it would be worth it. Until then I guess its kukris.


Pathfinder Rulebook Subscriber

Simple question, dual wield fighter crit based and focused on alot of attacks. What should blender boy use?

I will make a sword and board at a later date so its not an option. Only pathfinder books. Lets say the heirloom weapon trait is in. So the comparisons are.

1d4 18-20 x2 vs 1d8 19-20 x3
-1 to hit vs -3 to hit

The other trait will probably be killer so an extra +1 damage on a crit for the falcata over the kukri.


Pathfinder Rulebook Subscriber

Alright well I know why the grit is back, while I am not really fond of the mechanic its the easiest way to balance a character around guns.

The other 2 things I took straight from gun variants classes as well but I see what you are doing and I approve, it looks better balance wise.

Head shot is just dead shot as an ability instead of a deed. Along with an improved version. It was a good way of keeping some neat abilities while doing away with deeds and grit.

The biggest problem with this overall variant right now is reloading. You now have it at level 19 as the first time that he can full attack. Old two-handed weapons are full round to reload, rapid reload is standard, alchemical is movement. He can only shoot one shot a round until level 19 maybe he needs to be changed into more of a sniper 1 shot does alot of damage early on, headshot and improved helps this idea but he only gets it at 11.

I was thinking dex based when I first thought about the variant but thought it had too much synergy. Overall I felt it would be to show his familiarity with the weapon, so dex could still work, or int is also an ok substitution. The main problem being more stats needed and int gives you a couple more skill points. If int did something else for the class it may help with the tie ins. Remember Grit is just a point system, you could call it familiarity and probably use dex fine.

Good bye through and through, ill miss you.


Pathfinder Rulebook Subscriber
Maxximilius wrote:

You don't focus on such weapon. Once you get a Glove of Storing and reach level 11, you reload one of it's barrels per round as a swift action.

Do a Dead Shot, reload one barrel. Next round, start by reloading again, and you're ready to Dead Shot another time. Or just make the weapon appear from the glove (free action), switch weapons (free action), reload (free/swift action), rince and repeat to always be reloading your main musket and your secondary one, just in case you'd need to shoot at close range without provoking too much.

Ahh I see, went and reread dead shot. It does not state you need to shoot all the bullets its just ONE SHOT. 2 counting the double barrel. That does make reloading a lot easier. If thats his only form of damage as he still has the problem I mentioned above for full attacks. I assume he just always has a lot of grit and spends it using dead shot often.


Pathfinder Rulebook Subscriber

You just do crits oddly, I was just thinking about that and coming to post. We have always done crits as a proper multiplier. You are critting before damage dice are rolled.

My biggest concern is reloading. He wouldnt even be able to full attack till level 11, and at that point are you really giving him 6 free actions a round for 6 attacks. (3 one barrel and 3 from the other)


Pathfinder Rulebook Subscriber

Armed: At 1'st level the rifleman gains Gunsmithing as a bonus feat. He also gains a battered gun identical to the one gained by the gunslinger. Like a gunslinger, a rifleman can use the Gunsmithing feat to restore his battered gun.

I removed the amateur gunslinger feat and removed the bonus feat as a penalty. I can go either way on this I dislike something for nothing but its also not really good enough to remove a feat for. Is there something small we could add that would make the whole worth losing the feat at level 1?

Im also worried about not being able to full attack without improved reloading, and that on an average character is 3-4 reloads at level 7, I could just remove the times per day on all the abilities and I still dont think it would be a bit behind or only slightly ahead of the gunslinger.


Pathfinder Rulebook Subscriber
Maxximilius wrote:

Ah, indeed, Seeking and Distance + Far-Reaching sight, sorry.

I'm not including the shotgun in the equation, as a double-barelled musket does a way better job IMHO. Critting on a double-tap dead shot is dangerously close range and may be hard to confirm, but our group's gunslinger did against the last foe of a hard encounter, and his 20d12+76 or something like this was awesome to behold (he missed one of the lowest BAB shots, even against Touch AC).

Focusing on two different weapons isn't recommended, you don't have enough feats for it, Rapid Reload only works for 1 kind of weapon, not for all two-handed or one-handed firearms. And Dead Shot is basically a free Vital Strike feat, in more awesome since it's almost impossible to misfire, and when you crit, it's just delicious. Overall it's not better than full-attacking but has it's uses.

Im curious about the +76, what level was he, cause thats crazy. Both double barrel and the deadshot only apply extra damage as if it were one shot. So what you are saying is that every attack has +76 damage and thats just ridiculously insane.

The level dipping or just plain going with gunslinger seem to be the best 2 options. Im going to see how my homebrew variant does in the forums for a few more days and if its not ripped to shreds ill use it. If it is ill just have to try of one of the 2 options listed here.


Pathfinder Rulebook Subscriber

I dont like the names of some of the abilities including the name of the variant as it seems to pertain to one class of weapon but I cant think of any better ones yet.


Pathfinder Rulebook Subscriber

I decided to give it a complete revamp, please check it out again. No fluff yet ;-P

Rifleman:

Weapon and Armor proficiency: Riflemen are proficient with all simple and martial weapons, two-handed firearms, and light armor.

Armed: At 1'st level the rifleman gains the Amateur Gunslinger feat and also Gunsmithing as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger. Like a gunslinger, a rifleman can use the Gunsmithing feat to restore his battered gun. This ability replaces the bonus feat at level 1.

Combat Awareness: At 2nd the rifleman gains a +1 dodge bonus to AC when wearing light or no armor. Anything that causes the rifleman to lose his Dex bonus to AC also causes the rifleman to lose this dodge bonus. This bonus increases by +1 for every 4 levels beyond second (to a maximum of +5 at 20th level). This ability replaces Bravery.

Practiced Reloading : At 3rd level, as a move-equivalent action, the rifleman can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm mishap. This quick clear can be performed a number of times per day equal to his Int mod + 1 and an addition time per day for every 4 levels after 3rd. This ability replaces armor training 1.

Two-handed firearm expert. At 5th level, a rifleman gains +1 on attack and damage rolls with two-handed firearms. This bonus increases by +1 per 4 levels after 5th. This replaces weapons training 1.

Improved Reloading : At 7th level, a rifleman can reload a two-handed firearm as a swift action once per round. If he has the Rapid Reload feat or is an using alchemical cartridge (or both), He can reload a single barrel of a gun as a free action instead. Additionally he does not provoke attacks of opportunity when reloading a two-handed firearm. This action can be performed a number of times per day equal to his Int mod + 1 and an addition time per day for every 4 levels after 7th. This ability replaces armor training 2.

Deft Shot: At 9th level, a rifleman does not provoke attacks of opportunity when making ranged attacks with a two-handed firearm. This ability replaces weapon training 2.

Head Shot: At 11th level, as a full-round action, a rifleman can take careful aim and pool all of his attack potential into a single devastating shot. When he does this, he shoots the firearm at a single target, but makes as many attack rolls as he can, based on his base attack bonus. He makes the attack rolls in order from highest to lowest, as if he were making a full attack. If any of the attack rolls hit the target, the rifleman’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the rifleman increases the damage of the shot by the base damage dice of the firearm. For instance an 11th level rifleman hits with all 3 attacks, he does 3d12 damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased with this ability. If one or more rolls are critical threats, he can confirm the critical once using his highest base attack -5. For each critical threat beyond the first, he reduces the penalty by 1 (to a maximum of 0).The rifleman only misses this shot if all the attack rolls are misfires. He cannot use this shot with a blunderbuss or other scatter weapons when attacking creatures in a cone. This action can be performed a number of times per day equal to his Int mod + 1 and an addition time per day for every 4 levels after 11th. This replaces armor training 3.

Always Aware: At 13th level a rifleman gains a bonus equal to 1/2 his fighter level on perception checks. When he is hit by a ranged attack, he can shoot his two-handed firearm at his attacker as an immediate action if it is loaded. This ability replaces weapon's training 3.

Improved Head Shot: At 15th level, a rifleman can perform a Head Shot as a standard action instead of a full-round action. If the bullet successfully hits the target that target must succeed on a difficulty 10 + ½ the fighters level + Int modifier or be stunned. If the creature fails it is stunned for 1 round. Creatures immune to critical hits are also immune to this effect. This replaces armor training 4.

Heavy Shot: At 17th level, as a standard action, a rifleman can make one attack with a two-handed firearm at a -4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or trip maneuver using the attack roll as the combat maneuver check. The rifleman must decide which maneuver to attempt before making the attack roll. This ability replaces weapon training 4.

Through and through: At 19th level, when a rifleman confirms a critical hit with a two-handed firearm, the bullet pierces the target and can strike another creature in line behind it. The rifleman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a -4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack. If the bullet successfully travels through a target that target must succeed on a difficulty 10 + ½ the fighters level + Int modifier or be shaken. If the target is already shaken it is frightened.Creatures immune to critical hits are also immune to this effect This ability replaces armor mastery.

Weapon Mastery: A rifleman must choose a type of two-handed rifle.

Edit: it was pasted without spaces.


Pathfinder Rulebook Subscriber

Alright I will be completely honest as I would expect the same from everyone else.

Point 1- fluff: The fluff was something done in haste and I agree no longer fits in the slightest. I would change the proficiencies but in game terms I think they are where they need to be, I havent seen another class with one weapon type and I think people would complain just as much if I removed them. The buckler should not be there, as you said it feels just kind of tacked on for no other reason than some extra non fluff AC.

Point 2 -have gun: The reason for it being included is that I took the ability from holy gun, the paladin archetype and they had it, I didnt even realize some of the others do not until you commented. I can go either way, its not really needed but than again its not much of a balance issue.

Point 3- Hawkeye: The ability was taken right from the archer archetype. I will say that there are 2 sides to the range increase. One its not all that great as most two-handed firearms have long enough range already and only helps vs long snipe sessions. On the other side, I assume it also adds to the minimum range and that helps guns a lot more than it ever did bows so it can be reduced or changed.

Point 4 - grit: That is mostly what it was framed from and changed int instead of cha. More on this later to add to my comment to Cheapy.

Point 5 - weapon training: yeah they sacrifice weapon training in all sub weapon packs for it, seems they all do it like this one.

Point 6 - Deft shot: Yes I figured that reloading needed to be in the archetype and thought that was the best place for it, there is a feat that does both albeit it is a feat. One solution could be to remove reloading from this ability and replace the range increment of hawkeye for the reloading and change the name of the ability.

Point 7 - Quick sniper: Like point 8 and 9 it was taken strait from the crossbowman. After reading it over again I dont feel it fits as well as I did when grabbing it. what if we called it Situational awareness, replace the stealth checks with perception checks when detecting nearby enemies or in combat. Remove the perception from hawkeye, seems that tier needs a rework.

Point 8- seems fine

Point 9 - the problem with adding more is balance, at least it is a level 19 ability. Quick thoughts, the ability to ricochet to a target that is not behind, or ricochet off something to another target. Or you could give it a fort save to be stunned, guns are quite fast may take you by surprise after it shoots right through you.

point 10 is standard.

Ok now for Cheapy. The main reason I wanted to create the rifleman is for A something different and B to limit the grit/deed stuff. I will be the first to admit that first draft didnt do very well with B.

I wanted to keep it fairly simple and balanced and sadly first thing was to take stuff that was already made. It maybe closer to what I want if I remove the grit stuff and add in 4 new deed like abilities that wont use grit but more a times per day system. Maybe int mod plus 1/4 level? or int mod +1 per every "deed" like ability. So first one with 14 int would end at 6, than 5, 4, 3 times per day.


Pathfinder Rulebook Subscriber
Maxximilius wrote:

Play a musketeer gunslinger, really.

Get yourself a sniper (searching, far reaching, long sighted) musket to hit Touch AC under more than 12 cases, focus on this weapon reload.

Then take a double-barreled musket as your secondary weapon for Dead Shots/AoOs (when double-taping on this weapon, you can have a Dead Shot dealing up to 6d12 + 2xbonuses, 24d12 on a critical hit if you crit and confirm in one of your 6 dices...) that you will reload as a swift action each round one barrel at a time thanks to Lightning Reload.

What book are searching and long sighted in?

I found far reaching as a scope, there is a seeker and distance. I will assume those are what you meant. I am taking a second look at gunslinger.

I also tried to build my own archetype http://paizo.com/forums/dmtz52cu?Fighter-Variant-Rifleman#1

Edit: Also wanted to go back to the damage you are talking about. I was mentioning the double barrel shot gun, combined with x3 from vital strike is 12d8, while it takes a bit to get there you should also have some nice bonuses to damage by than. Even when not used with vital strike ie a full attack it doubles all your attacks albeit at a shorter range to the rifle, hence the need for both.


Pathfinder Rulebook Subscriber

So I am not too fond of the gunslinger base class and fighter lacking a gun archetype I was given the idea to use either the archer or crossbowman archetype instead.

The problem being neither fits all that well so I figure ill try my hand at making my own and asking the forum to help make it both viable and balanced.

I took some already in game samples, changed some names, and messed with the proficiencies. Losing medium and heavy armor is balanced by the exotic weapon proficiencies and other abilities.

Please leave feedback, anything seem like its too much, too little?

Rifleman:
The Rifleman has perfected the use of two handed firearms to such a degree that its become an extension of himself. No other weapon feels right in his hands anymore. Raining shards of metal down on his enemies and the smell of black powder is all that he requires in his day to day life.

Weapon and Armor proficiency: Riflemen are proficient with all simple and martial weapons, two-handed firearms, light armor, and bucklers.

Have Gun: At 1'st level the rifleman gains the Amateur Gunslinger feat and also Gunsmithing as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.Like a gunslinger, a rifleman can use the Gunsmithing feat to restore his battered gun. This ability replaces the bonus feat at level 1.

Hawkeye: At 2nd level a rifleman gains +1 on perception checks, and the range increment for any two-handed firearm he uses increases by 5 feet. These bonuses increases by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces Bravery.

Knowledgeable Grit: At 3rd level, a rifleman gaines a number or grit points equal to his Intelligence modifier(minimum 1) and gains the use of a single gunslinger deed. He can select any deed that a gunslinger of his rifleman level -2 could use. Every 4 levels after 3 (7, 11, 15 but not 19) The rifleman gains another grit point and another gunslinger deed that a gunslinger level -2 could use. This replaces armor training 1,2,3, and 4.

Two-handed Firearm expert. At 5th level, a rifleman gains +1 on attack and damage rolls with two-handed firearms. This bonus increases by +1 per 4 levels after 5th. This replaces weapons training 1.

Deft Shot: At 9th level, a rifleman does not provoke attacks of opportunity when making ranged attacks or reloading a two-handed firearm. This ability replaces weapon training 2.

Quick Sniper: At 13th level a rifleman gains a bonus equal to 1/2 his fighter level on Stealth checks when sniping. When he is hit by a ranged attack, he can shoot his two-handed firearm at his attacker as an immediate action if it is loaded. This ability replaces weapon's training 3.

Heavy Shot: At 17th level, as a standard action, a rifleman can make one attack with a two-handed firearm at a -4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or trip maneuver using the attack roll as the combat maneuver check. The rifleman must decide which maneuver to attempt before making he attack roll. This ability replaces weapon training 4.

Through and through: At 19th level, when a rifleman confirms a critical hit with a two-handed firearm, the bolt pierces the target and can strike another creature in line behind it. The rifleman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a -4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack. This ability replaces armor mastery.

Weapon Mastery: A rifleman must choose a type of two-handed rifle.


Pathfinder Rulebook Subscriber

So we are starting a new campaign next weekend and I decided I wanted to try out the gun system. I prefer fighter and would prefer two handed rather than dual wield.

Looking at a 20 point buy fighter starting at level 1 with feat progression.

Str 12
Dex 16
Con 14
Int 12
Wis 14
Cha 7

We can than add +2 racial dex, +4 level dex, +1 level to cha?

1 Exotic weapon Prof, Gunsmithing, Rapid Reload
2 Point Blank Shot
3 Precise Shot
4 Deadly Aim
5 Rapid Shot
6 Amateur Gunslinger -Quick Clear
7 Deft Shootist
8 Weapon Focus
9 Weapon Spec
10 Vital Strike
11 Snapshot
12 Greater Weapon focus
13 Greater weapon spec
14 Penetrating Strike
15 Imp Snapshot
16 Imp vital strike
17 Greater penetrating strike
18 Greater vital strike
19 Improved Precise Shot
20 Greater Snap shot

Why is there no gun toting fighter variant, there is one for most classes but they seem to have skipped fighter ;-/

Any advice, im looking at both the double barrel shotgun and the peperbox rifle as soon as im able. I kinda wanted to be able to make my own magical guns but couldnt seem to fit in the feat.

I assume I would make the shotgun my weapon of choice for feats and normal play and use the rifle for longer shots, range wise. The problem im seeing is that not only are alot of needed feats pushed quite far down the line but also the feats that would require shotgun chosen wont even apply until I can make one and reloading will be a pain till I can make one.


Pathfinder Rulebook Subscriber
Cyberwolf2xs wrote:

Short: yes.

Long: Cleave and Cleaving Finish are two separate feats, two separate effects that grant each you one additional attack under special circumstances. They do not interfere with each other.

So yes, if you drop the first enemy with your single standard action attack, you get one additional attack against a foe in reach for each of both feats (since you fulfilled both requirements).

If there's only one foe within reach after you dropped the first one, you can attack that foe twice.
(If there are more, you can distribute the two attacks as it pleases you.)

There's nothing in the description of the two feats that forbids it.

As he says it works perfectly together. I just did that last weekend with a great axe warrior. Move action to walk up stairs onto a balcony with 2 casters, and use cleave. Crit the first caster for enough to one shot him and with the following cleave and cleaving finish proceeded to 2 shot the other caster.


Pathfinder Rulebook Subscriber
Gram wrote:

So trying out a new DM, his setting is a mostly dark campaign with floating pieces of a magical sun. Everyone is nomadic and anywhere there is light means alot of fighting over it.

20-point buy: Str 9 (-2), Dex 14(5), Con 13 (3), Int 18 (17), Wis 10 (-1), Cha 7(-4)
Elf stats after racial mods. str 9, dex 16, con 11, int 20, wis 10, cha 7 (HP 10) (+1 con at level 4)
30 foot movement, low light vision, +2 perception

Ditching the good elven traits for - Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with intelligence of 10 or higher can cast light at will as a spell like ability. This trait replaces elven immunities and elven magic racial traits.

For traits I think ill go with Loreseeker and warrior of old.

Ring: Bonded Object

Specializations: Conjuration, Ones to forbid, Enchantment, Divination
Replacing acid dart with teleportation

Feats: Craft Wondrous Item 5th, Augment Summoning 5th, Superior Summoning 7th Toughness 1st, Spell focus(conjuration) 3rd

Skills: Spellcraft, Perception, Knowledge arcane, nature, religion, the planes,Ride.

Spells Known: All 0 level spells. Plus 8 1st level spells. Can cast three 0 level spells and 3 first level spells plus one level 0 and one level 1 conjuration spell.

Level 0
Detect magic* (takes 2 slots)
Acid splash*
Mage hand*

1st level *'s are memorized
Mage armor
Grease *
Color spray *
Enlarge person
Summon monster 1
Ray of enfeeblement*
Unseen Servant*
Mount

Any suggestions for level 1 or later levels? Pathfinder books only no 3rd party or pathfinder society allowed.

How odd, well I quoted it so its easier to see than.


Pathfinder Rulebook Subscriber
Cheapy wrote:
Gram wrote:
I have Updated the original post with some of the changes mentioned.
You can't actually update the original post after an hour, so I'm not sure what you really did.

Except if you look at it, it did in fact update ;-)


Pathfinder Rulebook Subscriber

I have Updated the original post with some of the changes mentioned.


Pathfinder Rulebook Subscriber
Cheapy wrote:
Gram wrote:
Icaste Fyrbawl wrote:
Gram wrote:
I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning.
Please explain how you are going to 'drop' toughness.
Any time you level you can retrain a feat to another as long as you are not retraining a feat needed as a prerequisite.
Only fighters can retrain feats, and then only ones from their bonus feats.

That makes sense, i've only played a fighter in pathfinder so far.


Pathfinder Rulebook Subscriber
Icaste Fyrbawl wrote:
Gram wrote:
I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning.
Please explain how you are going to 'drop' toughness.

Any time you level you can retrain a feat to another as long as you are not retraining a feat needed as a prerequisite.


Pathfinder Rulebook Subscriber
Cheapy wrote:

1 spell book: 3 lbs

1 spell components pouch: 2 lbs
Scholar's outfit: 6 lbs
Backpack 2lbs

13 lbs

If you have a handy haversack, that's 15 lbs.

You have very little wiggle room for utility items! Spells can't duplicate everything, ya know.

You have a limit of 23 lbs before you have a medium load. Unless you want to store *everything* in that handy haversack, and spend the actions to retrieve them when you need it (rather than just hooking it onto you character's clothes somehow), that's fine.

At level 10, you can be taken out by a single Ray of Enfeeblement, with an average roll. You'll have maybe +5 Fort, which means you will be taken out about half the time against an opponent with just a 16 to his casting stat. Against a level 1 spell.

At 1st level, you have a 16.667% chance of being taken out by that one Ray of Enfeeblement. If you drop your Int to 16 pre-racial bonuses, you lose out on one extra low-level spell, and slightly lower DCs, which is made up by your spell focus (conjuration).

Plus, if you take Craft Wondrous Item, you can easily make your own items to increase your Intelligence.

I feel quite passionate about low strength characters.

Enough ranting about that...

I do agree that you should drop one of color spray / grease / sleep. I'd vote for Sleep, since while it is awesome at low levels...eh. 4HD is quickly surpassed.

At 5th level, I'd take Craft Wondrous Item instead of Extend. And at 7th, take Superior Summoning.

If you take Arcane Bond (a ring), you will get 1 extra spell of any spell level. That's wonderful. And then you can enchant the ring without Forge Ring. That's amazing. Much better than a familiar, IMO.

Lets start with changing the stats a bit.

str 8, dex 14, con 15, 16 int, 8 cha before elf racials. First point in con at 4th than 8th and 12th into int.

Stat weight has never been anything ive ever had a GM enforce other than large quantities of items ie equipment from an entire dungeon.

Ray of enfeeblement is a rarely used spell honestly, at least around here but I noticed it was going to be a problem, not much can be done about it. 2 casts can be used just as easily as 1 and id still be done for with another 1-2 strength.

with the change to removing enchantment I decided on removing sleep and adding in ray of enfeeblement, and im going to swap out silent image for unseen servant.

I agree about craft wondrous item if the low magic campaign ends up being that low. Is superior summoning worth it? I thought it was rarely worth summoning 1d3 smaller guys.

Also familiars are easy to keep safe, that being said I was unaware you could enchant the ring without needing forge ring, how and why does that work?


Pathfinder Rulebook Subscriber
cp wrote:

Universalist is not a school. But, even if it were you'd be hosed as Read Magic is universalist.

So without it you would be unable to cast spells.

Sp F: conjuration is not worth is solely for grease.
Usually if you are going conjuration you're going to be looking at summons - so augmented summons, graduate of the academae etc.

Check your traits - I'd suggest magical lineage and LoreSeeker.

So universal is not a school because the specialization in it just means to deal with all schools? If thats the closest ill get im fine with it I'll ditch something else.

I agree on the feat choice waiting 2 levels on it being useful seems like a waste. Might as well pick up both of those feats at level 5. Ill take toughness at 1 instead and improved initiative at 3 than at 5 ill drop toughness and get extend spell, spell focus conjuration and augment summoning. Ill change the toad at level 1 to a scorpion for the +2 int.

For traits I think ill go with Loreseeker and warrior of old.

While typing this I noticed the other reply from cheapy. Thank you thats all I was looking for I was sure it shouldnt be allowed just wanted to make sure. It was the Gm telling me it was the best choice to remove ;-P.

Im pretty sure im thinking divination and enchantment so far. The party consists of a half-orc barbarian, human cleric and another physical damage type (still unknown). Most of the divination can be handled by the cleric and the carrying can be handled by the barbarian. I honestly havenet seen many point buy stats that are not similar to the ones ive chosen. I will admit we normally roll but even in treatmonks guide to wizards his other stats are lower, I balanced them a bit more. Low magic campaign might mean no stat items, its been hinted at so I will need the high int. The point at level 4 will most likely go into wisdom. Str and cha arent really needed.

As far as level ones go I assume having color spray, grease and sleep seems a bit much. Should I just drop to 2 of the 3? say ditch sleep?

I do like the concerned with how the world is not how the would could be aspect.

EDIT: I could probably ditch escape artist as having the teleport from conjuration specialist and getting access to another at level 8 from the same place. What would be another useful skill in its place?

Edit 2: never heard of the graduate of the academae which pathfinder book is it in?


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Petty Alchemy wrote:

It's just for Light descriptor spells I believe. The point is to counter Darkness spells.

There are some attack spells that are Light, such as Sunburst.

yeah 8th level spell, seems like its much better in the hands of a divine caster.


Pathfinder Rulebook Subscriber

Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with intelligence of 10 or higher can cast light at will as a spell like ability. This trait replaces elven immunities and elven magic racial traits.

Does that only encompass light, daylight, dancing light? Are there other spells that could be ambiguous or is it just spells that are of the evocation:light. Any spells that you as a DM would add to the list like color spray?

What are the best spells/uses for said spells?


Pathfinder Rulebook Subscriber

I will agree the teleport addition from the APG seems to be a must and will be taken.

Spell focus enchantment and illusion will not be taken.

Color spray and sleep are both still very good spells all though I was thinking having so many similar spells seemed a little redundant. I know summon monster level 1 isnt that great and ray of enfeeblement is decent at low levels. I dont think magic missile is anywhere near worth memorizing especially at level 1. As for the other 2 spells obscuring mist is pretty decent but expeditious retreat isnt worth memorizing just yet. Not enough spell slots.

Does it say anywhere that universal is not a spell school, I cant seem to find it anywhere. I was trying to decide if I would ditch necromancy abjuration or evocation they each have the odd spell here and there thats quite nice.

I am giving up both immunity to sleep and the SR pen. While I agree thats not a good way to go I still have decided that I like the flavor of the choice in his campaign.


Pathfinder Rulebook Subscriber
Black_Lantern wrote:
I think there's a conjuration specialization that allows 10ft jumps. Might be something worth looking into.

APG, you ditch the 3 + int times per day acid arrow for it, 5 Foot per 2 levels jumps. Quite decent.


Pathfinder Rulebook Subscriber
Chakfor wrote:

Your stats are fine. I'd actually drop con by 1 point and put it someplace else then use my 4th level stat to bump it back up. I hate taking a penalty on will saves as a caster.

Take a raven as a familiar. They can speak to you at low levels and make great aerial scouts before you can cast overland flight.

I'm not 100% sure you can take Universal as a banned school. That's just freaking cheesy. Take illusion (if your DM is a stickler for using them) and necromacy instead if he won't let you take Universal. At level 9 you can take opposition school research from UM and get rid of the ban on necromacy.

Currently I'm playing a wizard that's a conjuration spec as well. I took evocation/necromacy as banned schools and haven't missed either a single bit. Soul Jar is a FANTASTIC spell but again, depending on the DM, you may or may not be able to use it. If your party makeup is heavy on the damage dealers you won't need fireball either :) Just haste the melee, slow the enemies, and go have a sandwich.

Abuse the crap out of color spray and grease. Remember to grease an area if there's a mob of enemies and a weapon if it's the BBEG.

Unless you have a great reason don't waste a slot on extend spell at 5th. The metamagic rods are stupid cheap. Go with a different metamagic or create wonderous item.

EDIT: Just my take on things!

Its supposed to be a world populated by undead, and mutants mostly. I would ditch evocation if it wasnt for daylight. Which still might be worth it as I could still cast it if needed, or scroll it. -4umd I assume to use the scroll. Nothing says you cant ditch universal /shrug.

Its going to be a low magic campaign and im unsure ill be able to get rods if I do I will ditch it for something else.

About the familiar I was planning toad mainly for the fact that with out it I have 7 hp, 10 is slightly better and I can get another familiar at level 3-4 ish. I like the scorpian for +2 int.

Planning on controlling/summoning with a some buffing/debuffing in those orders.
Not sure about your suggested stat changes, ill think about it.


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Pathfinder Rulebook Subscriber

So trying out a new DM, his setting is a mostly dark campaign with floating pieces of a magical sun. Everyone is nomadic and anywhere there is light means alot of fighting over it.

20-point buy: Str 9 (-2), Dex 14(5), Con 13 (3), Int 18 (17), Wis 10 (-1), Cha 7(-4)
Elf stats after racial mods. str 9, dex 16, con 11, int 20, wis 10, cha 7 (HP 10) (+1 con at level 4)
30 foot movement, low light vision, +2 perception

Ditching the good elven traits for - Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with intelligence of 10 or higher can cast light at will as a spell like ability. This trait replaces elven immunities and elven magic racial traits.

For traits I think ill go with Loreseeker and warrior of old.

Ring: Bonded Object

Specializations: Conjuration, Ones to forbid, Emchantment, Divination
Replacing acid dart with teleportation

Feats: Craft Wondrous Item 5th, Augment Summoning 5th, Superior Summoning 7th Toughness 1st, Spell focus(conjuration) 3rd

Skills: Spellcraft, Perception, Knowledge arcane, nature, religion, the planes,Ride.

Spells Known: All 0 level spells. Plus 8 1st level spells. Can cast three 0 level spells and 3 first level spells plus one level 0 and one level 1 conjuration spell.

Level 0
Detect magic* (takes 2 slots)
Acid splash*
Mage hand*

1st level *'s are memorized
Mage armor
Grease *
Color spray *
Enlarge person
Summon monster 1
Ray of enfeeblement*
Unseen Servant*
Mount

Any suggestions for level 1 or later levels? Pathfinder books only no 3rd party or pathfinder society allowed.


Pathfinder Rulebook Subscriber
Jeraa wrote:
Quote:
When a magic item creation skill check fails by 5 or more, roll on Table: Common Item Curses to determine the type of curse possessed by the item.
While they are created much the same, golems and other constructs are not magic items, so I would have to say no.

Alright, just trying to get all the rules in one place and its not an easy task ;-)

Still cant find a good way to reduce HD, or change size, at least cost wise.


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Pathfinder Rulebook Subscriber

Since Golems and other constructs are made exactly like magic items do they also have the chance of becoming cursed if you fail by 5 or more?


Pathfinder Rulebook Subscriber

So I read on here somewhere that you can drop the price of the golem by cutting its HD in half. I also wanted to make a small iron golem and see how it worked out. I am starting an artificer at level 10 from the Tomes and secrets book (not positive on the name, but its in the srd)?

So I came up with

Small construct 7CR
HP 63 (9d10+10)
AC 24 (1 size 1 dex 12 natural)
2 slams +15 (2d6 +7 19/20 crit)
Dr 5 adamantine
Golem traits, the breath weapon at 15 DC, and his strength and a half to attacks.

20str, 13dex, -con, -int, 11 wis, 1 cha

Now this isnt quite what the rules stated, I think it should have been 5 HD with 30AC but I fixed those abit. I used the rules for making monsters and the half HD= half cost. It should have cost 20k than but the rules for making golems said 24500.

Im just wondering if it seems appropriate and if I have read any of the rules terribly as they are all over the place. Just want to feel like im balancing correctly so I can go and make a few more constructs. He also has 3 homunculus and a riding table (animate object) so far.

Edit: so 24500 base price plus about 2500 for the body.