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OK, I suspect I know the answer here, but want some feed back. Spell Chips, in general, are rad. I was kinda waffley on playing a Technomancer but for whatever reason Spell Chips tipped the scale for me. So, here is the meat of my question: Where does the cast spell originate when you cast it from a spell chip? the Casting Technomancer/Mystic or the Computer that it is loaded in? Background things:
Can she now cast the spells on those chips with an origination point of the chosen computer? The shenanigans this could produce are epic, diabolical, GM confounding and just damn fun... "whats that! A grenade?" ... "No, it looks like they tossed in a data pad...OH CRAP RUN!" Unfortunately, the details of Spell Gems, the governing item/rule seems to tell us that no, it can only originate from the caster... Someone please convince me otherwise!!!
Hi fellow gamers. I have posted this sheet link a few times, but this is a much newer version, with a complete instruction tab included, since the sheet is a little complicated at first glance. Details:
It does not have a class or archetype or feat database. It is designed to AUTO CALCULATE all rolls, and does so very well. It uses a simple macro that manually operates the " calculate " function in excel. You must set, under the formla tab in excel, to manual calculation. Basically, you fill in a quick and simple data tab and a few other details on the character sheet and then use check boxes to apply modifiers and feats like power attack and so on, then use clickable buttons to activate calculations. So, if you use tablets and or laptops to game, this is the sheet you may have been looking for. Check it out and let me know what you think! Google drive download link
Good evening people. I have a bit of an obsession with excel nesting. Did you know that you can nest a maximum of 64 "IF" statements in 1 cell? Any who... I have created a few auto calculating excel sheets for touch screens and this one here is my max effort. It is designed specifically for a 1920x1080 touch screen, though a laptop will work just fine as well. Obviously, that's a specific, if growing, group of gamers. Regardless, I have spent about 3 weeks and many, many hours creating it and I wanted to share it for those that think they might be able to use it. Some more details:
Sub CalcActiveOnly()
(it basically recreates pressing F9 to force the sheet to calculate) -The Macro is activated by buttons on the sheet. -Check boxes are used to swicth variables off and on, such as feat effects, condition effects, spell and class buffs... -I have tested the sheet exhaustively, but its pretty friggin complicated with all the formulas, so something might be off... I dont think so though. -the sheet is set up to be as flexible as possible, and includes natural weapons, 2 weapon fighting (.5x STR), flurry, 2 handed weapon (1.5x STR). -If your making an archer, you can delete the sections for 2 weapon fighting, for instance, without effecting the other calculations. (save a back up first... just in case) -It includes an Instruction tab for helpful hints. -Generally, to avoid errors in the attack calculations, be sure to check the correct weapon(s) and feats/effects. For instance, if you have 1 or more of the 3 two-weapon fighting feats checked AND Flurry checked, the attacks wont calc correctly. Here is the link to the shared google drive where the sheets are located. Google drive sheet location. I included a filled in sheet as well as an example. Let me know what you think! If you find any errors, I will try to fix them, but I can't promise it will be very quick, I have 2 kids and not a lot of time... also, will entertain requests, but again, 2 kids...
Soooo. I like sharing and giving/getting advice on character builds. So many of us do, it seems. Here is my Half-Elf Bloodrager 1 / Warpriest 10 build. I dare you to find any flaws! PFS build rules, but home game. 20 point buy
1st - Bloodrager 1
2nd - Warpriest 1
3rd - WP 3
4th - WP 3
5th - WP 4
6th - WP 5
7th - WP 6
8th - WP 7
9th - WP 8
10th - WP 9
11th - WP 10
Noteworthy Details:
-Obviously, straight barbarian type early, good HP, though slightly lower than true barbarian b/c of stat need for Warpriest. -Falcata is exotic, 1D8 - 19-20 x3. 1st level raging power attack damage is 1D8+10, Crit minimum is 33. I have crit 5 times in 2 sessions now for over 40 each. =) I killed that Wood Golumn in 1 hit, charging, raging and jumping through the air. He hit me with his AoO, but I still had 3 HP left... -5th level I can start adding Imp. Crit to the Falcata, 17-20, though its expensive (1 Fervor / round) -Raging Power Attack damage at 7th level is 1D8+19, +20 if +2 weapon. 17-20x3 with Imp Crit (from Fervor), min crit damage is 60 -Weapon Versatility allows me to qualify for Amateur Swashbuckler with the Falcata. -The advantage of Parry & Riposte for the build is significant.
-Extra rage is mandatory since I wont take but the one level of Bloodrager.
-Should I take Combat Reflexes at the higher levels filling in one of those 3 undecided feats... -WIS is low, save DC's for my spells are low, so mostly those will focus on healing and self buff, since, obviously this is more front line fighter than spell slinger. -CHA is not dumped b/c Amateur Swashbuckler.
PLEASE read the my whole argument before trolling or flaming me, or even forming a reply! Spell Combat (and maybe Spell Strike) Magus Ability + Flurry of Blows. The overall consensus on the message boards says NO WAY. I disagree, completely. The message board consensus is based on the idea that Spell Combat is a full round action AND Flurry is also a full round action, and as such you cannot combine them. If that were true, I would agree. Here are the pertinent texts to see how each ability is written: Spell Combat
Flurry of Blows
OK, so things to note about these 2 abilities... Both abilities reference two-weapon fighting. Spell combat notes it is like 2 weapon fighting, which is a type of full round action (attack). Flurry of blows references, specifically, the 2 weapon fighting FEAT, which specifically only effects the penalties associated with 2 weapon fighting, nothing else.
Each of these 2 actions note that they are, effectively, full round actions. Fine, you can't make 2 full round actions in 1 round. I get that, but here is the problem, Spell combat specifically says in its description that you get to make all of you attacks... As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell. I think the wording of FULL ROUND ACTION was intentional b/c taking all of your attacks is already, in and of itself, a full round action (attack). So, spell combat is already combining 2 full round actions. Taking all of your attacks in a round, either from 2 weapon fighting, Flurry of Blows OR BAB is a
The conclusion MUST be that spell combat is meant to be combined with a full attack action, yes? which means all of your attacks from BAB or Flurry of Blows because they are both full attack actions. I would not say that you can 2 weapon fight though, b/c it specifically also notes your other hand is casting a spell and is counted as a weapon. Text from actions in combat, please note how it applies examples of how you would get additional attacks per round... Full Attack: If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones. The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks. If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first. CONCLUSION!: Spell Combat + Flurry of Blows is COMPLETELY ALLOWED PER THE RULES AS WRITTEN. =)
Hey everyone I have been working on this off an on for a while, and made a final push recently to get it mostly done. This character sheet is made to be used with tablets, as the title says, and has 1 macro button in it to "roll" so to speak. (essentially, it calculates the sheet each time it is pressed.) It does not work well with Ipads/phones or even Android b/c they dont yet have full excel. =( which sux, but for those of use with windows tablets and phones, this is pretty rad I think. Check it out and let me know what you think. It has multiple tabs, and the last 2 are instructions sheets. I wont say too much, b/c I want to know if the instructions are clear enough to make sense of the thing. Lastly, if you want to see the scripting, its mostly IF statements within IF statements galore, and its all recolored to be invisible to the right of the "data sheet" and small amount below the character sheet. Here is the Google Drive shared link, it will look funny online, since its excel, just DL it to and open with excel.
I previously posted my build, with some positive reception, looking for advice for a Kingmaker campaign build. I have now progressed through level 13, and I wanted to post him up again. He is pretty amazing, and if you cant tell, I am kinda proud of the build. So, here it is:(*note, items listed and total cash value are based on what the Kingmaker campaign hands out)... Stylistically, Fa Xian is supposed to be a mix of Spike (cowboy Bebop) and the indian from Brotherhood of the Wolf (a french movie, check it out). Here is the build, PF 25 point buy:
LEVEL 1 - Gunslinger, Pistolero Arch 1 (Build req. free hand)
LEVEL 2 - Fighter, Unarmed Arch 1 (Has to be second, bonus style feat has to be a style feat (i.e. first in the tree)
LEVEL 3 - Monk, Master of Many Styles Arch 1
LEVEL 4 - Fighter Unarmed Arch 2
LEVEL 5 - Monk, Master of Many Styles Arch 2
LEVEL 6-9 – Gunslinger 2-5, getting, in order:
LEVEL 10 – Wizard, Spellslinger Arch 1
LEVEL 11-12, Monk, Master of Many Styles Arch 3 and 4
LEVEL 13, Gunslinger 6
ITEMS, again, King Maker Campaign Cash:
Points:
*He fights defensively when needed w/ only -1 to attacks, deflects 1 melee attack a round for free (from crane 3, as deflect arrows) + whenever he deflects, free AoO… with combat reflexes this is awesome. *Has a great AC (specially with Mage Armor) at level 5, it would be 20 (with a dex item and ring +1) base, 24 Fighting Defensivley (acrobat bump and crane bump) and thats 24/28 with mage armor. --at 6th, add in another dodge bump from nimble -at 13th level it is truly awesome, Dex+8, Wis+5, Monk+1, Ring+2, Amulet Nat+2, Nimble+2, Crane Style Fight Def +4, Monk’s Robe, another monk +1 : 35, 39 with Mage Armor, 43 with shield wand (Spellslinger synergy), 47 with Ki for one round… so yeah. Holy Shit. *Attacks at 5th level are great (I think). He only loses 1 BAB over the entire build. with every thing on, he is fighting defensively, rapid shotting and deadly aiming and at point blank: -- +6/+6 for 1D8+5 x4, but it’s all against touch AC, and that’s awesome for most targets. (but, yes, have to be within 20' for this, thus the awesome defense) --Attacks at 9th level hit a new level, with DEX to damage. BAB 8/3 (+16 total. 21 dex, 8 bab, point blank, magic+1, focus), so fighting defensively -1, Deadly aim -3... -- +12/+12/+7, Vs. touch within 20', for 1D8+13 x4 (1point blank, 1 magic, 6 deadly aim, 5 dex) --Attacks at 13th level are really, really good. You average ~100 round, ~150 with a crit. Not as good as the Barbarian or Summoner/Eidolon combo stuff, but still very good. You give up some damage to essentially be damned near untouchable. ---- +23/+18/+13 base with 1D8+10 (with only +1 enhancement to gun, though it should be+4 total now, mix and match, I like reliable, greater reliable and holy) ----Fully Buffed and going all out, standard combat set: Rapid Shot, Deadly Aim, fighting def, Haste… ------ +18/+18/+18/+13/+8 (all at touch ac at 40’- distance ability to weapon) for 1D8+16, 19-20 x4 *SAVES… at 13th level are: 20/20/17. Yes, 20/20/17.
The major hole for the build, as with most builds I think, is vs. CMD and grappling. Monkey style mitigates a lot of what CMD attacks can do, but you would want a vest of escape, a maxed escape artist skill and maybe some party support with a wand of grease. But you are DAMNED HARD TO HIT =-D I DARE YOU TO FIND ANYTHING TO NIT PICK!!! Previous Post, pre-campaign start:
Google Drive link to Excel sheets, level 12 & 13:
So, looking for advice and picking apart of my build, just for fun; Since its already PERFECT! =-D Anyway, stylistically, its supposed to mix Spike (cowboy... well, if you dont know, you should...) and the indian from Brotherhood of the Wolf (french movie). Here is the build, PF 28 point buy (maybe 32... dont remember)
LEVEL 1 - Gunslinger, Pistolero Arch (Build req. free hand)
LEVEL 2 - Fighter, Unarmed Arch. (Has to be second,bonus style feat has to be a style feat (i.e. first in the tree)
LEVEL 3 - Monk, Master of Many Styles Arch.
LEVEL 4 - Fighter Unarmed Arch 2
LEVEL 5 - Monk, Master of Many Styles Arch.
LEVEL 6-9 Gunslinger, getting, in order:
So, DPS TANK? maybe.
*Has a great AC (specially with Mage Armor), at level 5, it would be 20 (with a dex item and ring +1) base, 24 Fighting Defensivley (acrobat bump and crane bump) and thats 24/28 with mage armor.
*Attacks at 5th level are great (I think). He only loses 1 BAB over the entire build. with every thing on, he is fighting defensively, rapid shotting and deadly aiming and at point blank:
*Attacks at 9th level hit a new level, with DEX to damage. BAB 8/3 (+16 total. 21 dex, 8 bab, point blank, magic+1, focus), so fighting defensively -1, Deadly aim -3...
So, pretty good. I kept this break down simple, assuming +1 magic weapon, +2 stat item on dex and wis. Also, HP are pretty good being mostly D10+2 and only 2 D8+2 and the saves are damned good as well, at 5th, they are 10/10/8 and at 9, they are 14/13/10 Flexible stuff would be when to take focus/snap shot and monkey style. I would want to get the range doubling magic effect asap for the pistol touch attack at 40'. The major hole for the build, as with most builds, is vs. CMD and grappling. Monkey style mitigates a lot of what CMD attacks can do, but you would want a vest of escape, a maxed escape artist skill and maybe some party support with a wand of grease. =-D I DARE YOU TO FIND ANYTHING TO NIT PICK!!!
OK, first, base idea... a gunslinger loosely based on a combination spike from Cowboy Bebop and the PC from Alpha Protocol (pistol / martial art fighting style) This is what I come up with; I think it rocks. But, I am looking for advice b/c I have never played Pathfinder, though 20+ years with D&D up to 4e. From what I can tell, PF is balanced pretty differently. (I like what I see so far...) Build: Gunslinger (pistolero) / Monk (master of many styles) STATS:
Human Level 1:(GS1)
Level 2:(M1)
Level 3:(M2)
Level 4:(GS2)
Level 5:(GS3)
Level 6:(GS4)
Level 7:(GS5)
Thats it so far. Attacking, at 7th level, assuming a 22 Dex (+6), BAB +6, point blank +1/+1 and a +2 gun for +15/+10 (rapid shot +13/+13/+8) another -1 if deadly shooting
Now, the low range of the pistol requires a lot of close range fighting (to get touch attack), witch fits my character style, so lots of fighting defensively, as my monk and style feats show. soooo...
Bottom Line with standard operating procedure at character level 7... *AC 27 (Mithral Shirt +2, Dex 6, ring +1, nimble +1, fight def +3)
*Saves: Fort +9 , Ref +13 , Will +6 (iron will?) *Attacks are vs. Touch within 20' (40' if enough cash for +3 weapon) *HP 52 (12+6+6+7+7+7+7, all favored class bonus points to skills)
*Attacks: static: +15/+10 (1D8+9/1D8+9)
*GS Deed, Precise Shot
Questions? Comments? How often should I expect to run into things with good touch attack AC's? (same as D&D?) Am I missing anything? |
