Khepri

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Dark Archive

I am also wondering this, as I plan on playtesting a level 10 biohacker. Should it be ran as ignoring the immunities, or should it be ran as is(not actually doing anything).

Dark Archive

A brief description of what the alchemical sapper does would be great. I am playing an alchemist in a reign of winter campaign and I really want to use stuff from this book(I am planning on retraining to a vigilante if the DM will allow unless the sapper is really cool)

Dark Archive

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You'll want the startoss style from the weapon master's handbook. It makes the boomerang ricochet to new targets up to your iteratives.

Dark Archive

I wouldn't normally suggest this, but here we go:
Barbarian(take archetype Wild Rager, it will give you an extra attack and as you won't be going more than 3 levels of barbarian most likely you should be able to make the save no problem.
For cleric I would suggest taking the rage domain because as far as I can tell with the FAQ your levels for rage powers should stack with cleric levels(1/2 not full) so that will get you more value from the rage powers your receive overall.

Dark Archive

Technological Weapons(if allowed), and if your GM is cool then I'm pretty sure there is a weapon building thing in weapon master's handbook which would make the feat worth it.

Dark Archive

The best way I have experienced to DM reactive checks(if you want suspense rather than just a chill game) is to have all of your players numbers for reactive things(like perception, sense motive, etc.) and have them roll(and you roll) whenever something could be happening. Then they never feel like they aren't given a chance against problems. Also: establish a marching order for each situation, and have them be in that order 100% of the time when it would make sense and 0% of the time when it wouldn't(like if they are attacked while shopping or something). These two things will always make the players feel like they are in control(and if they meta their characters into never leaving the marching formation or etc. then it's a good idea to have NPC's treat them like the paranoid freaks they are.)

Dark Archive

Very good for ambushes, and used often outside of combat(like ALL the time). I enjoy the aid another builds... especially when given to a mascot familiar, as they aren't too feat intensive(two traits, two feats and a teamwork feat that can be granted will allow it to spend a standard, move, and swift all to aid another as it rides on your shoulder)

Dark Archive

If you want to craft alchemical items be an alchemist, investigator or VMC alchemist to add your level to craft(alchemy) and if you pick up swift alchemy half the time. If you were a 5th level alchemist with similar investment, adding in the master alchemist feat and fungal brewing trait(along with being an int focused class):
Crafter's Fortune spell (+5), Fungal Brewing Trait (+2), Master Alchemist (+2), INT mod (+4), Cauldron of Brewing (+5), Class Skill (+3), and five ranks in craft (+5), Alchemy bonus from class levels (+5) = +33. A roll result of 41. That let's you in 5ish minutes make 1 alchemist's fire for 5 GP, because master alchemist let's you use GP instead of SP for crafting, swift alchemy makes it take 1/2 the time, and because fungal brewing reduces the cost of materials required by 20%.

It requires:
1 1st level extract
1 Trait
1 Feat
1 Magical Item(Alchemist's lab and Cauldron of Brewing's bonuses don't stack)
1 Class Skill
5 Skill ranks
2 Class abilities

You can ditch the magic item, and the extract if you don't mind it taking a bit longer though. Honestly, you should only be using craft for alchemy or traps if you are taking the specific feats and/or class abilities that make it good. Otherwise it 100% isn't worth your (or anyone other than your paid alchemist servants) time.

Dark Archive

Best effective range increase is to go grenadier archetype of alchemist, because then you can just use the range increment of whatever ranged weapon you are wielding.

Dark Archive

Just tell him that you'll allow the system for fighters only, and that if he wants it, to play a fighter. You won't have to balance around it almost at all, as fighters are very predictable in what they can do(which is the problem most people have with them). Simply expect him to turn misses into hits, and pull off a cool trick once or twice per encounter. That is all it really allows martial characters to do.

Dark Archive

The problem with the first reading isn't just that it is OP like crazy(-1 Sp/lvl for +10 to all skills on a bard? I'm down to do that occult ritual at level 10 by myself, along with being better than everyone at every skill.), but also that it is obviously not RAI.

Dark Archive

Str: It takes about 2.5 feats to equal a +2(unless two-handing in which case it take more like 3)
Dex: It takes about 2.5 feats to equal a +2
Con: It takes about 1.5 feats to equal a +2
Int: It takes about 5 feats to equal a +2
Wis: It takes about 1.5 feats to equal a +2
Cha: It takes 1 feat to equal a +2

Int>Str=Dex>Con=Wis>Cha

Of course you include what class you are playing and what the build requires a minimum, but mostly the above. For racial traits specifically in your case the +2 Cha is only worth it if you would already be putting the +2 a Half-Elf would get there anyway, and the weapon proficiency is worth it if your concept needs it(and isn't a huge loss if you happen to just want to use a cool weapon.)

Dark Archive

I 2nd getting the weapon master's handbook when it comes out, and I would actually suggest Ninja with Forgotten Trick(combat trick, style, and weapon training are ninja tricks and thus you can pick up to any one combat feat, any one style feat, or weapon focus as a free action with 2 ki points spent[1 ki point with ring of ki mastery] to eventually switch kung-fu or the new weapon styles during combat, every combat.)

Dark Archive

I have got to say, this sounds wonderful. Good job to everyone who worked on this book to make martials feel more viable. Once this comes out in my area, I am sure to get me a physical copy.

Dark Archive

It is easy to play characters like a witcher(prepared and having lots of cool gizmos and whatsits to help) Go here and click on the alchemical tabs to find alchemical items(most are useful in some respect) For the build I would go Vivisectionist Alchemist with Variant Multi-Class Barbarian.

Dark Archive

Cavalier is good, other than that I dunno.

Dark Archive

It is sense motive.

CRB wrote:
Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.

Dark Archive

It does nothing as you only have two "hands" no matter how many hands your race/character actually has.(or at least that is what I have found to be true.)

Dark Archive

@casual viking: Sorry, did not mean to come across as on a high horse. I just have problems with being questioned and etc. not gonna get into it right now. I agree that the clarification text is not RAW, but it has been stated officially by devs(both PF and 3.5) that they used clarification text a lot. By RAW it would still be okay for OP as I don't believe he cares that it wouldn't add Str. For my bloodrager it would suck if it didn't, but I do think the PF RAI is that the spell is really bad(as RAI for PF tends to go on the lower power side historically)

Dark Archive

Pool ray magus arcana is what you want with this combo.

Dark Archive

I can see that many people would disagree with how produce flame works, so I would expect table variation based on that fact. I was not asking anything. I was stating a fact. You are able to make iteratives with it as the relevant text you quoted does not apply[it is not a light or one-handed weapon, just a thrown weapon which would follow the rules for ammunition which you are allowed to make iteratives with], it is considered a thrown weapon[it states so in the text] so you would add strength to damage and other things that would apply to thrown weapons. Even though it says it does the same damage as the touch attack, that is just clarification text which Paizo does very often. The unofficial FAQ response is both unofficial and misleading as the spell does say it works as a thrown weapon when using the ranged version. RAI doesn't matter that much either as 95% of the spell was taken from the 3.5 rulebook.

Dark Archive

I have a gnome bloodrager with the fire bloodline who uses the above combo as his main weapon(it counts as a thrown weapon so you add Str to damage and is a touch attack, thus can be full attacked with.) It's a pretty boss combo, and this works with a bunch of other races that get fey magic as well. Elves can get at-will erase, detect secret doors, and comprehend languages. By the way, I always select "urban" as the environment required as it is extremely easy to meet the requirements of that if you have a portable hole or something similar.

Dark Archive

The whole point of the urban rager archetypes is for dexterity based characters(as far as I can tell) and remember that you can pick up other magus spells too, not just combat ones. Extra spells known are also just really useful in general.

Dark Archive

blackbloodtroll wrote:
I miss the 3.5 Warlock.

As do I.

Dark Archive

This and Filcher, Eldritch Raider, Deadly Courtesan, and Scroll Scoundrel also trade out other things but keep trapfinding.

Dark Archive

This,this(the brown one) are what you are looking for.

Dark Archive

Martials keep their AC and HP and etc. which should be higher than the casters, if you use the unchained rules then fighters and other martials should have stamina points to spend. This makes it much more even, and a pretty fun system actually.

Dark Archive

Be a Ninja
put max ranks in craft(alchemy)
1 Unarmed Strike
3 Adder Strike
5 Two-Weapon Fighting
6 Spend Ninja Trick on Combat Trick(Pinpoint Poisoner)

Dark Archive

Any way to stop those pesky paladins from potentially peregrinating through my proper proceedings parents paradisical play parallel to my punctual plans.

Dark Archive

I have played in campaigns as such and in my experience using the unchained rules where you need rare expensive components for spells helps. Additionally I would reduce all casters casting ability by 1 step full-2/3-4/9 and give all casters bonus feats at 1, 4, 8, 12, and 16 related to their class.

Dark Archive

You could just have him be like the guy who scarred an entire generation of people so that they are so afraid of something associated with him that they scream and try to kill it on sight(better if it's something people tend to like such as dogs or birds).

Dark Archive

Xuldarinar wrote:

Ok, taking another crack at the kineticist, taking on the advice.

Kineticist
A character who chooses kineticist as her secondary class gains the following secondary class features.
Elemental Focus (Su): At 1st level, she gains an elemental focus. She does not gain any additional class skills from this class feature, nor does she automatically gain any wild talents because of this.
Basic Kinesis (Sp): At 3rd level, she gains the basic kinesis utility power associated with her chosen element (basic pyrokinesis for fire, basic telekinesis for aether, so on). For the purpose of using this wild talent, she treats her effective kineticist level as her character level.
Defensive Talent: At 7th level, she gains the defensive wild talent associated with her chosen element. For the purpose of using this wild talent, she treats her effective kineticist level as her character level - 6.
Utility Wild Talent: At 11th level, she a 1st level utility wild talent of her choice. For the purpose of using this wild talent, she treats her effective kineticist level as her character level.
Improved Utility Wild Talent: At 15th level, she gains an additional 1st-level utility wild talent.
Greater Utility Wild Talent: At 19th level, she gains an additional 1st-level utility wild talent.

I would follow the witch VMC in this instance(as the abilities are the most similar) and probably give a 3rd level or lower utility wild talent at 15th and a 5th level or lower one at 19th.

Dark Archive

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Oculon the Ever-Vigilant and it should look like this

Dark Archive

This sounds super cool, anything that would make my Tekko-Kagi focused Brawler even more awesome is good in my book.

Dark Archive

The answer is actually yes/occult adventures needs errata to make one of its archetypes function:

Mindblade wrote:
When using two-weapon fighting with two psychic weapons or a psychic double weapon, the mindblade can use her spell combat ability as though she had a hand free.

Dark Archive

I second Theurge, and would suggest that if you go oracle you take the psychic searcher archetype, the lore mystery, and be an archer as to be able to provide knowledge checks along with some much needed ranged damage and full casting.

Dark Archive

I like it actually. I had a robot character that died in a campaign, and every character took a piece of the metal he was made of and wore it in remembrance, it was touching and great.

Dark Archive

Anti-Paladin with reflavoured sacred servant archetype and the crocodile domain with accomplished sneak-attacker will give you@11: 5d6 SA, Full BAB and you can cast the spell natively.(you eventually get up to 8d6 sneak attack, or if you choose to worship Shax at level 20 retrain accomplished sneak attacker to Daemonic Obedience(Shax) and you'll have 10d6)

If you want a simpler build that gets what you want: Ranger with VMC Rogue and accomplished sneak-attacker to have 3d6 sneak-attack and full BAB@11th and end up with 5d6 sneak attack and full bab by 19th.

Dark Archive

I'm pretty sure that it means anything that requires a ranged attack roll. The higher level ability allows you to turn any cone or line shaped spell into a ray, and rays require a ranged attack roll. There aren't a lot of spells that specifically mention a ranged attack, if you want your shocking grasp then check out snowball it will function exactly the same as shocking grasp except cold damage and have a stagger chance instead of to hit bonus vs certain enemies. Your concern is understandable, and if you want to use those touch attack spells, they thought of that and included reach spellstrike as an arcana for those that would like a larger range of spells.

Dark Archive

Kali, would you be willing to detail what the new portable traps are? I've always enjoyed trap-based characters.

Dark Archive

Malwing wrote:

One thing I'm concerned about is ability score damage and incorporeal creatures. Is there a real way to deal with those without caster levels/extracts? We're using the automatic bonus progression as if magic items are rare so we don't have to worry about the basics but I can't immediately think of ways to deal with ability score damage.

Also ways to deal with will saves beyond Iron Will and our resistance bonus from automatic progression.

The general consensus of the party on how to deal with resurrection was to simply not die.

For ability score damage, get someone with heal and ask if you can use the unchained heal skill unlock. It won't really help until later levels, but it'll give each of your party a 1/day 1 hour session to full heal and remove a lot of ability damage. In occult adventures it has a blurb that says you can use holy water to damage haunts, so have everyone in your party carry some of those around. Look up dragon's blood if you want a way to heal some ability damage immediately as it is 60 GP for 1d4 cured(it will also boost your will save a little), and it even removes a negative level 1/week(for 3 of them so 180 GP). I would honestly check out alchemical drugs, and alcohol as those are going to be your only ways to buff yourselves very much.

Dark Archive

If you got the knowledge to take the feat(and feats knowledge was hard to come by) it would be worth hundreds if not thousands of gold. To get a free feat slot spendable on anything, well then I look to the advanced rogue talents as that is the only way I know of to get an extra feat. So I would price one of those at 50,000(because a ring of evasion is esentially a rogue talent's worth) then multiply it by 2 because it doesn't have a slot. So 100,000 gold for a slotless feat that can be spent on anything. Now specific feats should range between 5000 gold(for something like toughness) to 95,000 gold(such as sacred geometry, etc)

Dark Archive

Enhanced Diplomacy is a 0 level spell that gives +2 on diplomacy checks, so you could just have it cast that on him whenever he takes off his hat. I would still price it around 300 GP to buy, and 150 GP to make(as it is functioning kind of like a magical version of a masterwork diplomacy tool that applies to all diplomacy checks which is very good)

Dark Archive

It's really good no matter how you read it, as it should apply not only to poison's(which +4 to DC is a HUGE boost), but also to any ability or spell you use that deals slashing damage. Dazing assault would have its DC raised by 4 which is awesome, and there are a large amount of other effects you can use weapons for(especially if you have a ki weapon to deal your stunning fist/etc with). For a Brawler I would say this feat is amazing as long as you don't make it do nothing(and by that I mean your GM isn't a butt).

Dark Archive

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I agree, and in my games I give a large amount of traits and feats are gotten for free if your character would qualify for them otherwise. This allows the cool stuff to still be done, but there are rules for it now and it doesn't cost resources.

Dark Archive

I would most definitely allow it for that, and I know there are some 3pp that add 0th level spells that do something similar to what you're looking for(though their names escape me at the moment). If the game doesn't allow 3pp I tend to allow prestidigitation to do this. Although you will see if you look at magical items that many list spells that do something similar(or could do something similar in tandem if multiple) but don't actually do what the item does. I would say it would be a 300 GP item(but also count it as magical finery for blending in at a court, so he can wear whatever he wants but be considered fashionable for having such an awesome hat)

Dark Archive

It's wonderful for low-no magic campaigns/when you don't have access to your items(which if your dm likes to do fantasy tropes should happen about once every two to three months)

Dark Archive

I ran a campaign where the bbeg was a merchant/wizard, and would bring his magical tent to the adventurer's whenever they completed one of his tasks so they could buy his wares and sell their loot. It worked out wonderfully as they didn't realize they were completing part of his evil plan, and even made friends with him along the way. Led to a pretty awesome finale.

Dark Archive

I think a good option would be to use the spell fumble and spell attack roll rules from PFU and also give pure martial +1/4 lvl vs spells, and sla's.

Dark Archive

I would have this be a god that is also a multi-dimensional trade city. The god(and thus city) would be a huge living construct that travels through dimensions at random. The residents would worship the city and trade technology to other cultures in return for resources to continue expanding the city. Kind of a symbiotic relationship between the city-god and the people. The city would most likely have an abundance of both technological items(a'la tech guide) and magical items. You could easily stage a series of campaigns in the god-city as well, being that it is constantly travelling from place to place.

Chaos
Artifice (Construct and Industry Subdomain)
Community (Home Subdomain)
Travel (Trade Subdomain)

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