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Grimserver's page
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So I am joining a game of Jade Regent, and am looking for suggestions on what class to pick considering the following:
* I rolled 18/16/15/14/13/9, which is actually about in like with the group.
* The group already has a Beastmorph/Gloom Chymsist alchemist, a Warlock Vigilante, and some kind of shadow-rogue 3pp thing.
* We are just starting the AP, so lvl 1.
* I already play an Oracle and just got done playing a Cleric, so I really don't want to do those classes again.
Originally I wanted to roll up an Unchained Monk given those stats, however now that I know that this group is leaning so heavily on damage I probably shouldn't. That said I don't want to be a med dispenser for everyone and I am all cleric/oracle'd out. Any suggestions?
Basically title. If a item/spell/creature/archetype/feat is printed in an older book, but then is also printed in a new book with alterations, is this new printing now the official version? Would this be considered an errata, or are there effectively now two versions of the subject in question?
I've recently been going through the d20pfsrd for summoned monsters and noticed that many monsters have their attack/damage calculated incorrectly. For instance summoned creature: eagle has the wrong attack modifier (it doesn't get a +2 attack from augment summoning because it was using dex for attack due to weapon finesse, it only gets a +1) and Small Earth elementals gain +1 attack from basically nowhere (+2 bab, +3 str, but listed as +6 attack with slam). Note that it says that earth mastery was not used in the calculations in its description. Many other creatures are also off on attack, damage, or both. Is there something I am missing, or are these just posted wrong?
I'm playing in a gestalt campaign for reign of winter, starting at level one, and am having trouble deciding on a combination. The others in the group are winter witch/blood kinetisist, eldritch archer magus/kineticist, and inquisitor/gunslinger. Needless to say this group needs some meat, which I am happy to provide, but I'm not sure what I should go for.
I was thinking of an unchained monk/druid gestalt, but I'm not to sure how good it would be. Other classes I had in mind were Monster Tactician or a Summoner of some kind to port meat into the field (combined with something else, not sure what), or perhaps a bladebound arcanist/inspired blade swashbuckler.
It seems that there are no banned classes, so long as they are first party.
Any advice?
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I was disappointed with the way they used harrow cards in the new Occult adventures play-test and upcoming book, so I made my own version of a base class that actively uses harrow cards to fuel its abilities.
https://drive.google.com/open?id=1VOXuRv_7aV70U7PZlJ4WdeyjepKVio3vpTn0O4_Ls -M
It is very much a work in progress. If you have suggestions, comments, or just want to heckle me then post below!
Basically title. If a swarm of spiders overlapped with a swarm of rats and they were enemies (as far as swarms can go) would they be able to deal damage to each other?
Basically title. Looking to build an archery ranger since our front lines is clogged with a magus, rogue, animal companion and melee druid, however I could easily go switch hitter. I've asked the DM but he's pretty tight lipped about what favorite enemy I could take. Starting level is 1, and I am all right with picking a less prominent favorite enemy at 1 since the next one I pick can be +4.

So one of my friends started up an iron gods ap. ATM our party consists of an unchained android rogue, a fetching swashbuckler, a wizard, a human summoner, and an android gunslinger. Obviously since this takes place in CONAN vs SPACE ROBOTS land I will be playing an android, but I'm not to convinced on what class to play.
If it helps we rolled for stats and I got 18, 16, 15, 15, 13, 10 (the highest in the group).
Now obviously this group has everything but divine casting. My question is what kind of divine caster to be. I know cleric is powerful, but honestly I find it quite bland. Druid would be much more interesting, but I don't know how a druid would fit into this party comp/CONAN VS ROBOTS land. One other class I looked at was hunter, which I found really unique and quite awesome with the primal archetype, but it seems more like a striker then a divine caster (think cavalier with spells). Since I rolled so well I'm not to worried about required stats, although I want to stay away from oracle since they are cha based and I have a penalty to it.
Of course, there may be something I am missing. Could I be so bold as to ask for your opinions/advice on the matter?

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So lets say your a guardsman (or women, gender equality people), and you've been getting complaints from the local farmers that the nearby long-abandoned orc stronghold is no longer abandoned and its residents aren't being to gracious to their farmer neighbors. Of course since this stronghold falls outside of the city limits its out of your jurisdiction, and since there are no main roads nearby (for obvious reasons) you cant justify sending a patrol to the premise. Despite that, your captain has told you the issue needs to be dealt with, and issues like these need adventures. So off you go inn-hoping looking for some murder hob-- ahem, "adventurers" that you can entice with some gold to go clean that place out. Luck would have it in the last in there are two groups that don't have any quests on at the moment, lets call them the A-team and the D-team.
The A-team consists of what appears to be a wizard, a druid, a cleric, and a barbarian. They look well equipped, well blooded, and looking for adventure. The D-team is equally well equipped, just as blooded, and also looking for adventure, however they are made up of a bard, a ranger, a paladin and a fighter.
It doesn't take a 20 int to figure out that magic beats swords (and even magic swords), and so you go to the A-team. You sit down, buy them some drinks, bring up the quest an-- wait, what? They want how much? I mean, sure being a wizard, druid or cleric takes years of training and dedication but surely-- Why yes you know they could easily take down a dragon but your talking about an orc problem and-- Beneath their pay grade? Why the nerve!
Dejected by the all mighty full casters (the barbarian is just there to look pretty at this point) you realize that in your world full casters of any kind are a rare breed. They may start weak, but given time they can move mountains, destroy cities, call upon the might of angels (sorry BMX bandits) and even create new realities. Beings like that need not dally on orcs when they can loot dragon hords, battle demons and still make afternoon tea time with Iomedae. No, you need someone a little more... human. Someone who will take the dirty jobs and run with them. Someone who at level 10 still thinks an orc camp is worth charging into. You need someone who has made it this far with wits and brawn, not fancy magic. You need (to settle for) the D-team.
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Situations like the above probably happen more often than not. After all, not every adventuring party in the realm of pathfinder is as loot hungry, adventure starved, and murder thirsty as player characters (because in real life, you arent getting toasted by a dragon). Likewise, not every party is gracious enough to be blessed not only by a full arcane caster (pick your flavor, I prefer strawberry sorcerer), but also a full divine caster or possibly multiples of either or. These parties likely have a mix of full martial characters (fighters, rogues), recreational casters (ranger/paladin), and partial casters (bard, hunter). With the advent of pathfinder unchained and its changes to monk and rogue in particular I feel like there are no mechanically bad classes left (except for you samurai, you special snowflake you).
So earlier today I was toying around with the idea above. What if you were an adventuring party that only consisted of full martial, recreation and partial casters. The obvious benifit is that mid and late game the fighter is still useful in combat since the cleric isnt summoning angels and the druid isnt roflstomping things as a t-rex. The obvious drawback is that you no longer have the cleric summoning angels and the druid roflstomping as a t-rex when you have to deal with a very magical big bad. Obviously there are other issues here, but this post is already a wall of text and I don't want to make it longer so time for the TL;DR
-What are the benefits of a D-team party
-What are the drawbacks of a D-team party
-How would you deal with regular APL appropriate threats as the D-team.
-If needed, how would you increase the capabilities of the D-team.
-Ideas for your ideal D-team (and for GM's, what would you get the D-team doing in your world)
and finally
-Would you play as the D-team if given the choice between the A-team and the D-team.
BTW personally I love the idea of the D-team. I've always been partial to martial and recreational/partial casters, but they always seem to be outdone by their 9th-level spell casting party-mates mid-game onwards. Would be great to see how a game with the D-team would run.
Let the discussion begin.
one of my friends is having trouble deciding between Skulls and shackles or Curse of the Crimson Throne for his first time dming. I have played up to the second module of skulls and shackles, but I haven't dm'ed it, so I ask for advice from you lords of the advice board.
My friend doesn't want to have to deal with ship combat. Is it possible to ignore the ship combat in skulls and shackles? If so, how?
As a side question would SnS or CotCT be easier for a new dm?
As per title, what is a good weapon and feat/feat line for summoners. Of course spell focus conjuration and augmented summoning are the first two feats being taken.
Things to note:
I have 15str, 17dex, 15 Con, 15 Int, 13 Wis, and 19 Cha (rolled for it).
I am a story Summoner (had no idea this existed, literally rolled for the class/archetype.)
I am a half-elf, so I can get either skill focus or a martial/exotic weapon prof for free.
The party consists of a archer-ish shaman, a ninja, a reach magus, and me.
Of my ~10 feats 4 of them are going to be summoning related (spell focus conjuration, augment summoning, superior summoning, summon good monster) leaving the rest open.
I was thinking of ranged weapons* or crafting feats since the party has 3 melee (eidolon included)
Bonus points for unique/thematic ideas!
Edit*- changed word "feats" to "weapons"
Basically a wording issue. The text is this:
Because it is a being of its master's own mind, a figment can never serve as a witch's familiar, and it can't use any divination spells or spell-like abilities it may possess.
Does this mean the figment cannot use divination spells and divination spell-like abilities, or that the figment cannot use divination spells or *any kind of* spell-like ability
*Edited for clarity*
Basically the title. We've got a magus, ninja, and melee sorc. Obviously this group is all hammers. As the resident 4th man, I need to be both arm and anvil for these dudes.
I was thinking (and was approved) as a master summoner, but I don't know how effective they are at the arm/anvil roll. I also know that Shamans are divine casters with access to both the cleric and wizard/sorc spell list through human/half-elf/half-orc favorite class bonus and lore spirit. Versatility like that probably means they would be able to fit both the rolls I need, and by "abusing" hex vulnerability and healing hex there is a decent amount of healing there for a first level spell.
So, what do you think? Master summoner? Shaman? Do you have another idea?
First off, thank you to those who commented on my sorcerer question (and double thanks to those who answered in rhyme). Unfortunately my dm had to quit due to health problems, but someone in the group has stepped up to run Jade Reagent.
As of right now our group has a sorc/wizard, a barbarian, and a rogue-esq character (most likely a ninja). I don't know what the AP entails, its difficulty, or much else other than there are caravans. I don't want to know the storyline of the ap. What I do want to know is a good class for the ap and party composition would be. I really don't have a preference other than it not being a rogue, but since that role is already taken I think I am good there.
So? Thoughts? Advice?
As a side note, its fine to include things like common enemies or terrains. Just don't tell me "At level x you should be at y point in the story. You will fight Z1, Z2, and Z3 so this is why ____ Class is good."
You've probably seen this thread a million times before.
And yet here I am asking you to think of it once more.
A gnomish sorc with tricky spells is what I aim to make.
A tiny man upon a roc to make the fearsome quake.
Enchantment and Illusions are the spells that he prefers.
But damage should not be which to others he defers.
So help me pick a slew of spells with the above in mind.
Let us find the fruit I seek past the spell-list Rind.
I don't know about you, but something about charging into battle as a 7' tall reptile with falchion and breastplate just seems to click with me. Sadly it doesn't seem to click with the people from Pazio, as the lizardfolk race (8rp) is lacking in several regards. First off, they have no listed alternate favorite class bonuses or alternate racial features. They also have no racial feats, and they don't have a listed age of adulthood (and subsequent recommended age for classes). Perhaps the biggest issue is that, while they come with a racial swim speed, the lizardfolk race lacks the racial ability hold breath that lizardfolk have listed in the bestiary (I believe this requires and ERRATA).
I don't know if this is the proper board to post this, but I would request some love for the resident lizard race. If it is the wrong board could someone point me in the right direction?

I was having a discussion with a friend the other day and he pointed me towards Words of Power variant rules. I saw them and immediately thought "This would be amazing for sorcerers!" and began to mess around with the idea. However the more I messed around the more unsure I was. Don't get me wrong, Words of Power is an excellent idea, but there are so few of them that many kinds of spells don't have a presence (particularly Enchantment/illusion spells). I don't know if the versatility allotted by Words of Power make up for the areas that it doesn't cover.
So, I'm unsure, but you may not be. The Idea I had was a sylvan-blooded gnome sorcerer with a roc companion (mini gandalf) who gives air support through debuffs/buffs, illusions, and battlefield control. This idea I would like to preserve, but Whether this is better achieved through Words of Power or regular casting, I don't know.
So, TL;DR (and its really not TL). Words of Power, are they any good on a non-blaster sorcerer?
Edit: Found some artwork that shows my idea.
http://riot-web-static.s3.amazonaws.com/images/news/December_2011/2011_12_2 1_skin_sale/Veigar_Greybeard.jpg

So I posted about a brawler a while back, and lucky he is still kicking. Unfortunately that isn't true for our party rogue, who got digested towards the end of the path. Thankfully the player had another character sheet ready and was able to play to the end of the module, but should I die I don't have a character sheet ready to go. Thus I come to you, oh glorious lurkers of the pazio advice forums, benevolent in your ways, to help me build a competent backup character.
I already have my stats rolled and got a 16/16/13/13/12/10. If possible I would like to play an unusual race (15rp and under plz), but something that makes sense in the tropical area the AP takes place in. The only other stipulations are that it has to be a front line combatant, has to be seaworthy, and not be a rogue/ninja or magus.
To those with advice, thanks!
Edit: I just realized that the title has lizard-folk in it. While that is definitely an option, it isn't the only one available. If you have an idea that would work just as good by all means suggest it!
So I'm playing a dwarven brawler in a Skulls and Shackles game and am currently at lvl 2. I came in a little late to the party (lvl 2) and have around 150gp to my name but that isn't much of an issue since my fists and beard are weapons in their own right. As of this moment my stats/feats are as follows (including racial bonuses/penalties):
str:16
dex:15
con:16
int:12
wis:15
cha:10
(Note that this was rolled for, not point buy)
Feats: Weapon Focus: Unarmed Strike, Dodge.
Now to my question. Is it worth it to take a 2 level dip in Monk of Many Styles to pick up 2 styles and have them both up, or should I just go straight brawler. I've heard of good things by stacking dragon style/pummeling style/pummeling charge, and since I am (usually) the only true melee in the group crane style would get my ac to 21. However I'm not sure style feats are worth losing 1 BAB and late access to brawlers furry (improved twf) and martial flexibility (swift).
Any thoughts?

Hey people, I got a question that I cant seem to find an answer to myself, so I thought I would bring it to the experts lurking in this forum.
Brawler. Love it or hate it right now I'm playing it in a skulls and shackles game. Its still to early to get but I have a question regarding the wording on the item monk's robes.
"When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus."
Key point being that the wearer has to have levels in monk. Under the brawler entry...
"At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist."
Thus since you count as a monk for feats and magic items, I would assume that you would count as a "monk" for monk's robes.
Now I'm not saying I think this gives you the monk progressions. From what I understand since your Brawler levels are "Monk" levels, and your "monk" levels are 5 higher, than that would mean your brawler level is 5 higher for unarmed damage and your ac bonus. This seems to work, at least in my opinion, by both RAW and RAI and is not broken.
Now on to the other things. I've looked for a guide on brawlers but the closest things I can find are guides for monks or the brawler fighter archtype. I know about the brawler enchant and using your martial flexibility to obtain style feats, but if anyone has any tips/tricks/item's worth noting that would be awesome.
Lastly I'm kind of torn over a standard brawler or a mutagen mauler. I like the idea of a flexible martial artist as much as I do Popeye the sailor (in a skulls and shackles campaign no less), but is the mutagen worth loosing martial flexibility and the (kinda weak) ac bonus. Martial flexibility is limited to 13/day max and only lasts a minute but are incredibly versatile while the mutagens are a powerful steroid but take an hour to make and unlike the alchemist you cant increase their duration from 10min/level to 1hr/level.
Thanks in advance!

So today in our Burnt Offerings game we managed to get into thistle top and found ourselves in the courtyard area. Lo and behold a mighty horse named shadow mist (or something like that) was trapped in a stall, and the ranger of the party (namely me) was able to tame it. Now I don't yet know the stats, only that it appeared to play hacky-sac with some goblin heads, but as a ranger that is on his way to getting an animal companion it would make sense to make it this horse he saved (assuming he and shadow mist make it back to sand point alive).
This begs the question, what do you do when you make a per-existing animal an animal companion. My dm hinted that it was a war trained horse, so does it retain that training? If it has extra hit die does it keep those? I really want to make this horse his horse, but I'm worried that making it an animal companion would weaken it and put it at risk of getting killed (which is always a risk, I just don't want to increase that risk).
I am planning on getting boon companion at fifth, but that is still a level that I'm not to sure what the rules are.
Thanks in advance!
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