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Dragon78 wrote:
We played the Sunday before last, spent most of the time leveling, got into a fight with a Treant variant on steroids(DM added 15 HD).

That's not steroids, that's MiracleGro!

Our Sunday game started out a bit of a "shopping episode" as they prepare for a journey through Ustalav. Ended with our mysterious dhampir PC finally opening up to her party about her past.


Mysterious Stranger wrote:

According to the AoN the Wildblooded replaces the bloodline, not the 1st level bloodline power. Hero Labs allows it both the Wildblood and the Tattooed Sorcerer to be taken. The sage bloodline is a variant of the arcane that has different bloodline powers. Some GMs might not agree, but from the looks of it RAW there is no reason you cannot take both the wildblood and tattooed sorcerer archetype.

The headband might help a bit, but the character is still not going to max out INT. Basing a character of access to a late game magic item is not a good idea, especially if the character is not starting out at high levels. Nor is taking feats that the magic item fulfills the prerequisite.

Wildblooded is still an archetype so it comes down to whether GM decides bloodline changes, so nothing can also alter anything with bloodline, or that it can just be treated as another bloodline. Azothath linked FAQs.

Maxing INT to max craft(tattoo) isn't really necessary. DC is 5 + CL, which is usually 1 or 5, with max of 8 for any tattoo other than spell tattoos. Only caster's tattoos and runeward tattoo have more than 1 prerequisite. 5 ranks and taking 10 cover almost everything. The INT headband would only come into play when making spell tattoos at higher CL's, by which time the item should be easy to procure. Crafter's Fortune or True Skill (which is a decent spell to make up for a sorcerer's lack of skill points), can replace the need for high INT.

Azothath wrote:


Headbands of Vast Intelligence unless your GM assigns a skill have a Knowledge skill (not a Craft skill) and should have a language.

Sounds like PCs are doing crafting, so I figured optimal skills would be chosen by crafters, as any skill is legal.


May want to plan on getting headbands of vast knowledge with skill craft (tattoo), or rather, mental prowess (INT + CHA).

Needles of Fleshgraving will eventually help.

Scrolls or wands of Crafter's Fortune.

Taking the valet archetype for your familiar may be excessively focused on crafting, but an option as well.

The Impossible bloodline's 3rd level power lets you ignore a spell prerequisite for magic tattoos (except spell tattoos). The free craft wondrous item may be extraneous to your family-concept character though.


MamoRambo wrote:

Hey there friends!

I have the trait "Power Of Suggestion", And it said if I want to bluff someone the object its something else, I need to make bluff of 20+ DC.
So, The question is after the successful pass, Did the NPC make another counter sense motive check? (My DM said it must, I say no...)

https://www.d20pfsrd.com/traits/equipment-traits/power-of-suggestion/

Hi back!

Usually, bluff is opposed by a sense motive. However,
RAW, the trait is just a straight DC bluff check by PC. NPC doesn't get an opposed roll (unless there is some other specific ability to do so). However, after a minute an NPC can force another bluff check if the object is still visible.

However, the NPC is entitled to a DC 20 "hunch" check to get a general feel for trustworthiness of the PC. While success on that won't uncover the deception alone, it can modify your bluff DC with a circumstance penalty.

Finally, while I think the above is RAW, as per rule 0, GM has final say. If your GM decides this is how the rules work, that's how it works. If that causes excessive frustration for how you thought the trait would work, then talk it over with your GM about trading out the trait with another.


Effect wrote:
Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming.

So, I would go with touch AC of wielder + size bonus of object targeted + cover bonus, if appropriate. Of course, trying to remember any penalties the ranged attack may have (e.g. -4 into melee without precise shot).

Suggestions for cover: wielded weapons (i.e. in hand), armor, shields, and other held items (that are significantly larger than the hand holding it) get no cover bonus. Most other items get at least partial cover. I would probably consider facing for cloaks or just go with basic +4. Some items like necklaces, rings, or belts may be under clothing and armor, and so may have total cover, and thus can't be targeted.

Eroding Ray

Note that the source material (Plane-Hopper's Handbook) states, "The following spell is available to characters who have extensively studied the Hao Jin Tapestry." So this is intended to be a rare spell.


Diego Rossi wrote:
I grok do u wrote:

Following Derklord's RAW note: the rest of the helpless entry is

Helpless wrote:
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

If a witch's familiar is an enemy of the witch, she has big issues.

----
I think one of the issues with GGoC is that it is such a potentially potent ability available to witches as early as level 1 (when swift actions aren't yet common for many casters). PFS probably would have allowed it if it was a major hex.

The witch needs two hexes to play that trick. If a first-level Witch spends her hex and a feat to gain the ability at first level, she has crippled herself.

Even with the strongest basic familiar, a fox, the save DC would be 10+2d3-2. So, probably, a Fortitude save at DC 11.
The save against the Sleep hex of a first-level witch would be Will 13 even in a low-power campaign.
Most opponents at low levels are bruisers with good fortitude saves, so sleep would be way more efficient.

As an added "bonus", doing a Cop de Grace provokes an attack of opportunity. The Witch risks going through a lot of familiars.

For clarity's sake, the second part was about the general ability to have a get-out-of-Fort-save-free card once per round until running out of valid targets. Not necessarily in reference this specific coup de grace scenario.

Having an offensive hex is usually better, but in some campaigns full of poisons and ghouls maybe being able to curse your way out of the Fort save is worth it.


Following Derklord's RAW note: the rest of the helpless entry is

Helpless wrote:
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

If a witch's familiar is an enemy of the witch, she has big issues.

----
I think one of the issues with GGoC is that it is such a potentially potent ability available to witches as early as level 1 (when swift actions aren't yet common for many casters). PFS probably would have allowed it if it was a major hex.


thelemonache wrote:
Diego Rossi wrote:


Summoned creatures are very different. The actual summoned creature itself has no existence before or after the summon monster/summon nature's ally spell is cast, and thus any items it's equipped with have nowhere to come from and nowhere to go. If a summoned monster is a creature that, in its actual stat block, has gear, that gear is with the monster when it arrives, but vanishes as soon as the monster or spell effect is slain/ends. And any additional gear...
The template to build the creature says they can be summoned with calling spells too, like planar ally. Wouldnt that suggest they are real creatures somewhere, like the eidolon?

That would seem to imply that it depends on which spell you use. Calling spells would allow equipment, tattoos, etc., but summoning spells would only have the abilities listed in the spell plus the template adjustments.


One option to interpret this is that the reference to the damage and fatigue as from extreme starvation means we can look at the starvation rules which state that creatures just continue to take nonlethal damage until it equals HP, then lethal damage. So, 2nd fail would be exhausted, assuming they didn't remove the fatigued condition before failing again.

Exhausted character just takes the penalties and 1d6 nonlethal, as if another day of starvation occurred (without the time to rest and remove any conditions).

Mysterious Stranger wrote:
Consumptive Aura does not say anything about what happens if you fail the save for the second time. Usually if an ability causes progression of some sort, it is specifically stated in the ability. The fatigued condition also states that the fatigued character has to do something that would normally cause fatigue. The question is does being in the aura count as doing something?

Since the aura affects as "extreme starvation," I would say it does advance. Usually, starvation leaves creatures fatigued and doesn't automatically cause exhaustion because of the assumption creatures are resting between days. If they are fatigued and take the nonlethal damage (fail the save), then they progress to exhausted.

The most common progression I see in spells is with fear effects, which usually specify when progression does not advance to next level rather than when it does. So, lack of specification here does not necessarily imply it doesn't advance - rather it is likely that standard progression rules do apply.

The question I then see raised by the ability is whether the clause in starvation applies: that this nonlethal damage can NOT be healed by any means but by eating food.

Of course, we can of course take the extreme hunger phrase as just flavor fluff.


Azothath wrote:
Azothath wrote:

{correction} ...

Rogue...
I got the rouge misspelling

And boy are you red!

MuthSera wrote:


I grok do u : Correct. Nobody is talking about concealment. We're talking about your blade never touching flesh, and therefor never having dealt sneak attack damage in the first place.

Which is the point, if the ward doesn't provide concealment or otherwise explicitly negate precision damage, then it doesn't negate sneak attack.

MuthSera wrote:


If the rogue was stabbing through the field, he wouldn't only start dealing damage once the field was entirely collapsed. He would be dealing part of the damage to the field and part of the damage to the person inside it.

Which again is an argument for sneak attack not being applicable until the shield is down.

Which is not supported by the rules or even the description. Force Ward is never described as a "shield" nor "field", just a "ward of force." There is no reason the sneak attack can't contribute damage to Force Ward's temporary HP any less than any other source of damage.

If the abstraction of HP and this effect is frustrating you, just repeat to yourself, "It's just a game, I should really just relax." ;)


I would point out that the rogue sneak attack ability states: "The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment."
Italics for flavor, bold for crunch. The see and reach clause is setting up the rule against attacking a creature with concealment (or total concealment for unRogue). Force Ward does not provide concealment, so it does not prevent sneak attack.

Shell of Succor wrote:


From Succor Mystery: You can surround an ally with bolstering energies that supplement its health and grant it extra vigor. With a touch from you (a standard action), one creature gains a ward of restorative energy, granting it a number of temporary hit points equal to your Charisma bonus + 1d6 per 2 oracle levels you have (maximum 10d6). These temporary hit points last 1 minute per oracle level you have.

The target always loses these temporary hit points first, even before other temporary hit points (including those from, for example, the purify body spell on page 9 or a kineticist’s force ward defense wild talent). If an attack deals fewer points of damage than the target has as temporary hit points from shell of succor, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss.

Same rules mechanic, and still nothing stops precision damage from being added. A good rule of thumb for "additional effects that trigger on a hit/miss" is that they usually require another d20 roll, such as a save or attack roll vs CMD.

MuthSura wrote:
Precision damage is a result of striking precisely. Striking vital points. A telekinetic field has no vital points. Until you penetrate the field, you're literally whiffing on ablative barrier surrounding the target.

The rogue isn't just hitting the telekinetic field, he is stabbing through it, just like the fighter smashes through it with a power attack and vital strike. I get your image of a complete coverage force field, but you are simply adding something beyond its stated rules.

Now a potentially edgier rule question case here is whether an archer with clustered shot gets to add up all those attacks although the feat only specifies damage reduction.


Force Ward states: "If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss."

Sneak attack is damage from the attack, no different than using Power Attack feat to increase damage, and is part of the total damage. If (and only if) the ability specifically called out base weapon damage, then sneak attack, strength, power attack, vital strike, and other bonuses would be counted separately.

OP GM made the correct call.

Examples of abilities that trigger on a hit:
Grab and other free combat maneuver abilities, poison, stunning fist

Since this ability is being related to DR (although it is actually temporary HP), as that has a similar clause against rider effects:

Damage Reduction wrote:

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk’s stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.

As for concerns about "thematics," the flanking or flat-footed condition could mean that the telekinetic field is not complete due to the distraction or surprise, or the rogue/swashbuckler/slayer is precise enough to punch through some weak point. Abstraction of the combat allows plenty of room to interpret.


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So many of these necros are spam bots, but this being a decade-old slow burn is just beautiful. Well played!


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Yonman wrote:

...quotes trimmed...

It still confuses me when it says "An attack of opportunity is a single melee attack, and most characters can only make one per round." When clearly you can make two AoO in the same combat round.

That's what Claxon was alluding to about turn/round distinction.

The "combat round" is primarily for tracking initiative order, and maybe environmental effects like when the guards will arrive.

All the other uses of "rounds" are based on the turns of the individual creatures: how long they can rage, when that spell with 1 round casting time takes effect, and the AoO as being discussed. The round begins at the start of their turn and ends just before the start of their next turn. In general you measure everyone's rounds independently.

There are some outlier rules, like the immediate action using up the swift action of the next turn, or magic effects that make process on the caster's and/or target's turn. So, turns and rounds and rounds can be tricky.

Hopefully that makes some sense!


From my reading, anything that uses the "x/level" phrasing will be affected. Characters do not lose access to class feature abilities. So a druid would have reduced time in wild shape but not which creatures the druid has access to become. Barbarians would have fewer rounds of rage and bards lose performance rounds, but they don't lose level prerequisites for rage powers or which bardic performances they can use.

This is different than 3rd Ed rules, so I think many GMs still use those as house rules.

I respectfully disagree with Mysterious Stranger on sneak attack, as that is +1d6 every odd level, so it would be retained, as would a ranger's favored enemy bonus. The verbiage for these is that the features increase at specific levels. Fighter weapon and armor training, monk AC and unarmed damage, and paladin smites per day would likewise not be affected by level drain. May be splitting hairs on my part, so YMMV.


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Couple of quick rules check first.

Creation wrote:


Source PRPG Core Rulebook
Definition Type Subschool
A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Wall of Lava has a duration, so magic is holding it together. May be hard to classify as "unattended," so it would be reasonable to at least require some kind of skill/ability check along the lines of Control summoned creature. However, there is also the strong probability that the size of the wall exceeds the gargantuan limit of Greater Object Possession. Finally, Wall of Lava is dismissible, so it wouldn't last long even if allowed.

With regards to the ability to shoot lava, that is not an ability inherent to the lava, it is something the caster can control through its magic manipulation, so not something the possessor may do, again assuming this gets allowed by GM.


My Rottingham's turns it into "Swonkmushler"

SwunchMashbonkler for unchained.


FAQ

Metamagic: wrote:

At what spell level does the spell count for concentration DCs, magus spell recall, or a pearl of power?

The spell counts as the level of the spell slot necessary to cast it.

For example, an empowered burning hands uses a 3rd-level spell slot, counts as a 3rd-level spell for making concentration checks, counts as a 3rd-level spell for a magus's spell recall or a pearl of power.

In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage.

Heighten Spell is really the only metamagic feat that makes using a higher-level spell slot an advantage instead of a disadvantage.


Mysterious Stranger does a great job laying out the key issue of having a -2 CHA racial modifier, along with its knock-on effects.

Assuming 20 point-buy, it costs 17 points to start a dwarf with a +3 CHA modifier, or 13 to start with +2 and adding a point at level 4 to get to +3. By dipping gunslinger, a dwarf can spend 10 points to have a 12 CHA and 16 WIS which will give a pool of 1 panache and 3 grit (after a level of both classes, of course).

Grit and Panache wrote:


The gunslinger’s grit and the swashbuckler’s panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources together into a larger pool of both grit points and panache points.

For purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.

.

If using Deeds of Renown, a character can trade out deeds like dodging panache that are weaker with lower CHA.

Charmed Life isn't as good with low CHA, obviously, but at least dwarves get a racial bonus on most saves, and the boost to WIS helps Will saves. Gunslinger also gives a bump to Fort. So, I think that overall it's a wash.

The ability to use CHA in place of INT for feat prerequisites is very useful for some builds (especially to get improved combat maneuvers), but can be unnecessary for others. Losing this does reduce options.

Because getting DEX to damage can be difficult for the heavy pickaxe, grabbing enough strength to use Power Attack can help boost damage.
However, the FCB and Slashing Grace do allow battleaxes or waraxes to be used instead and get DEX to damage, so those are more optimized weapons.

Swashbuckler is definitely a class that maxing DEX and CHA is the normal best course, but a dwarf wanting to focus using a heavy pick may be better off diversifying.


Actually a suggestion with traits:
Pragmatic Activator is a poor choice as it switches UMD to INT from your ideal CHA.

Sorcerers hoping to use a lot of metamagic can make good use of the Magic Exemplar trait. Read the exemplar trait rules closely though if you use this, they are a bit different.


If you can use the deeds of renown as Pizza Lord suggested, then Vengeful Heart, Hilt Hammer, and Vengeful Soul are all good. Hilt Hammer has a very nice side effect of allowing you to double your precise strike damage on crits with the heavy pick.

If the CHA penalty feels too much, take a level of gunslinger - I'd suggest Bolt Ace archetype - so you can just use your WIS to get grit.

Grabbing a gunslinger dare might be good, if you are running a low panache swashbuckler. It is a dare character, after all.

As others mentioned, using STR rather than trying to get DEX to damage might be a sound approach.

Are there other pertinent aspects we should be looking at, PFS PC, point buy, campaign AP, etc that might help inform a more tuned build?


Minigiant wrote:

Thank you @PizzaLord

Last Question, Proficiency.

Does Exotic Weapon Proficiency (Firearms) get all the Tech Frearms?

RAW, yes as long as they are classified as firearms.

From Firearm rules

Firearm Proficiency wrote:

The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.

Additional support on RAI here is that Exotic Weapon Proficiency (firearms) is a prerequisite of the Technology Adept feat pertaining to technology firearms.

Firearm rules, especially when paired with technology rules, are not monolithic. How many of the feats work depend on the campaign, as seen in the "No Guns," "Emerging Guns," "Commonplace Guns," and "Guns Everywhere" rulesets.

I don't have the Iron Gods AP available to see what specifics it suggests to the GM.


Pretty nice looking inventory sheets. The new rules do leave some questions, as Azothath and Pizza Lord note, with magic interactions and how different-sized items count.

I can see the goal of simplicity (maybe a little "video-gamish," but that's fine), but there will probably need to be some additional details needed on whether something counts as one item, or can be stacked for be included in that belt pouch.

This looks like it should be a boost to carrying capacity, so less worry for low-strength characters. Using your non-proficient armor as an example, a STR score of 10 is now carrying 50 lbs for a light load instead of 33 lbs.

Seems like a interesting way encourage inventory tracking while removing the need to look up the weights of every item and calculate the total weight every time a character picks up some loot.
Look forward to seeing how you're thinking of handling those issues.


A 5' step is a "no action"; it limits the ability to make any further movement, but a creature would still have their move action available to hide as per Sniping. Movement may require a stealth check, but a stealth check does not require movement.


glass wrote:

...

EDIT: I am not sure what you mean by the last line. PF1 is long out of print; the only "official word" you're likely to get at this point is what was printed in the books back then. I cannot even find the PF1 FAQ any more! (Does it still exist somewhere?)

It can be a bit difficult to find without a link: PF1 FAQ


Heather 540 wrote:

I think I want to try Kineticist. It's on theme with the elemental stuff and has a ranged touch attack that never runs out, which is handy when I have to save spells.

Now the question is, what talents do I take? If I have this right, I can take any talent that says level one at any time. But I have to be twice the level for all the others? Like if a talent says level 2, I have to be level 4?

That's correct. Think of the levels like spell levels at sorcerer rate.

1st level would probably go with water element, cold blast, and probably either extended range (x4 to 120') or quenching infusion (a flavorful option).


While I would echo some of Taja's questions here, I would say that since either class would be effective on its own - this character should be fine.

Notes:
You may want to consider the armored mask exploit for level 1 instead of dimensional slide. The shield of faith option would benefit the PC because virtuous bravo loses that deflection bonus when smiting. Also frees up a prepared spell slot for something other than mage armor.

You'll also need to pickup consume magic items to actually be able to recharge your arcane reservoir.

Are you planning on focusing on the glaive with the bladed brush feat later on, or is it just a convenient reach weapon? That does work with the virtuous bravo's swashbuckler deeds, but has the weapon focus and Shelyn worship pre-reqs.

From a RAW perspective, I not sure if the Oath of the Crusade actually works with Virtuous Bravo. The loss of mercy and spellcasting would conflict with the Oath. Of course, your GM could say otherwise.


Alchemist pairs well on the saves, bumps up the BAB and HD, and has features (like crafting) that can be useful outside of combat to avoid the the action economy crunch. Grab cognatogen discoveries for a further boost to Int.


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I'm Hiding In Your Closet wrote:

Venomfist/Mutagenic Mauler would be a near-ideal alternative, BUT then she'd be stuck fighting with her fist, and I actually don't want her to, I have a very specific mental image of her using a piercing blade.

Ascetic Style line of feats would let you use a monk weapon with venomfist. Costs 4 feats though, but eventually get scaling damage on the weapon (like getting close weapon mastery back).

You may want to post your full concept in Advice to get more input on ideas to find the best class/archetype fit for what you are looking for.


Joynt Jezebel wrote:
Dwarftr wrote:
i got rid of the spell like ability to use the "Variant Aasimar Ablities" chart. DM let em pick.... (silly boy) and added an extra +2 str/cha. so starting with a total of +4 str/cha.
You get to choose once. That could give you +2 str or +2 cha, not both.

Probably "chose" to roll a 100:

Roll on this table twice, ignoring any further rolls of 100


B is the correct reading.
There are quite a few prepositions here, so I can see the issue. The "for each of his favored enemies" phrase should be read as "it applies [once] to all the ranger's favored enemies."

Option A would likely be written as, "...by 1 per favored enemy," "...by 1, and increases by 1 for each favored enemy chosen," or the ambiguous "...for each favored enemy."


Think others have covered this pretty well. Yes, it has to be fully opened to activate.

Links for reference: Portable Hole
Bag of Holding (Because of its potential interaction)
Extradimensional Spaces

There's an item that describes a possible use, which is a good example of how it can work:Caravan Master's Wagon.


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Andostre wrote:
I don't know what "plinking" is. Google tells me it's a type of marksmanship...

Certainly associated with marksmanship, but typically implies the use of smaller/weaker, and cheaper, rounds (i.e. .22LR or even air rifle pellets/BB's) rather than hunting or self-defense rounds. This allows someone to spend more time shooting at the range. So, the PC is underpowered for combat damage, and could be "plinking" at an enemy all day. :)

I have certainly seen bards played this way, as well as the occasional druid (yes, very hippie vibes). Rogues have been known to play into the non-combat role (except when they can absolutely get the drop on an enemy), "You fight the monsters, and I'll fight the locks."


KarmicPlaneswalker wrote:
Dasrak wrote:


One of the biggest advantages the Sorcerer has over the Arcanist is spell slots. The Arcanist is really tight on spell slots, and is only made even tighter by its reliance on Consume Spells to fuel its hunger for reservoir. A 6th level Arcanist with 22 Intelligence has 13 spell slots total, while the Sorcerer with 22 Charisma has 19 spell slots.

I'm assuming some of those slots are reserved for bloodline spells?

I'm still unpacking how the sorcerer's spells per day work vs their spells known.

The books say a sorcerer's spells known are not affected by their charisma.

Example: At level 12, sorcerers have a single 6th level spell they know, and have enough spell slots they can use it three times (before modifiers), correct?

Your example is correct. However, your assumption is incorrect. Sorcerers simply add the bloodline spells to their pool of spells known, so at level 12 the sorcerer knows 25 spells (not counting 9 cantrips); 5 are the bloodline spells fixed by bloodline, and the other 20 are chosen from sorcerer spell list. The bloodline spells are NOT like the bonus spell slots of specialist wizards or cleric domains.

Sorcerer spells known can be increased by bloodline adding spells, rings or pages of spell knowledge, the expanded arcana feat, or FCB.


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Sorcerers do have the advantages you already noted, spells per day and full spells known always available, as well as access to sorcerer archetypes, arcana, and wild blooded bloodlines. Arcanists can steal some of these by multiclassing and the bloodline development exploit, but that is at the cost of delayed spell casting advancement.

Sorcerers are awesome for their relative simplicity in playing, so it is a great class for first-time full caster players. Don't have to worry about preparing spells (decision paralysis or "wait everyone, I need time to prepare that"), no extra points resource to keep track of (except per day uses of powers), and only have a single key ability for spellcasting and powers.

Arcanists have limited preparation without Quick Study, have to keep track of arcane reservoir points (along with the consume spells/magic items changes), and use INT for spellcasting and CHA for many exploits. Arcanists can also be more limited by campaign design. Like wizards, they require access to spells to make best use of their spellbooks. Consume magic items exploit requires the items to consume (wands, scrolls, potions, or staves). If these are of limited availability during the campaign, the class is weakened relative to a sorcerer.

Arcanists can definitely step on the toes of sorcerers, especially once they clarified runestones to be usable by them to get more spell slots. Sorcerers can make good use of pages of spell knowledge, and can UMD very effectively (SAD focus on CHA), easily using scrolls and wands to expand their versatility. I wouldn't be surprised if someone has done a detailed cost analysis of sorcerers, wizards, and arcanists based on expected item usage over the course of a campaign. Regardless, it often comes down to preferred play style or flavor.


clocksmith wrote:
The constructed familiar functions as a typical familiar of its type except as noted here. The construct familiar is always a construct with the clockwork subtype. A construct familiar grants only half of its typical bonus (minimum +1 bonus) from its special familiar ability to its master.

So, the clocksmith follows the usual rules for regaining a familiar:

If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

For completeness sake, here are the alternate rules for gaining a clockwork familiar by taking the improved familiar feat.
From Clockwork Familiar,

Construction
The creator of a clockwork familiar must start with crafted clockwork pieces worth 500 gp.
Clockwork Familiar
CL 12th; Price 14,500 gp
Construction
Requirements Craft Construct, geas/quest, make whole, creator must be at least caster level 12th; Skill Craft (clockwork) DC 20; Cost 7,500 gp


Morta1337y wrote:
I cannot find the Inner Sea World Guide on the paizo site at all. I got to the hardback version with a direct link, but the search function doesn't seem to show them.

Paizo's search function seems a little janky. Here's the pdf link.


As Mudfoot and Mysterious Stranger said, Warpriest is decent. Gives lots of bonuses to sacred weapon via damage increase, enhancements, and spells. Gets some bonus feats with fighter only feats accessable. And has the 0-6 level spells from cleric spell list which gives you options to help the party as well. Some of the blessings are nice, too. This is also one of the cheaper options for dual wielding, as you can eventually just buy a couple of +1's and enhance from there.

Slayer! is good option for combat, full BAB, studied target + sneak attack, and can use ranger combat styles to either get some feats that are otherwise tricky or get two weapon fighting feats with a less Dex based build. Plenty of skill points for whatever utility you want.

Inquisitors have good flexibility, and the spells, judgements, and bane to boost some damage. Good flavor and skills for utility and roleplay.

Investigators are pretty good too. The studied strike is somewhat more reliable than sneak attack, but more limited in multiple uses per round (without specific talents). The Natural Philosopher archetype does get proficiency with kukris, if that is worth it for you.

Vigilante gets either full BAB or hidden strike, and lots of useful social and vigilante talents so you have plenty of roleplay and utility options.


While hopefully everyone has cooled off, I will point out that the alchemist abilities refer to the crafting process, instant alchemy even refers to funding it.

Instant Alchemy (Ex): At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

These are also Extraordinary (Ex) features.

The Create Spell Tattoo ability is a Supernatural (Su) ability. It exists apart from Inscribe Magic Tattoo; it does not require the Inscribe Magic Tattoo feat, a craft check, or payment, because the ability doesn't say it does. RAW (ignoring PFS clarification) it doesn't even require expending the spell slot.

Another key aspect of this ability that informs us that we are not actually using the magic item creation rules (or by extension those costs) is that a tattooed sorcerer can do this twice a day at level 11 and thrice at level 15. Magic Item Creation RAW: "Regardless of the time needed for construction, a caster can create no more than one magic item per day."

Interpretation: the reference to the spell tattoo page is so that players know what a spell tattoo is and how to activate it. The further limitations on both no expensive components/foci and only one instance existing at a time strongly imply that the writer anticipated an abuse using expensive component spells - which is NOT a limitation of normally crafted spell tattoos - and so likely indicate the ability was intended to be cost-free.

I would also point out that many abilities reference feats, spells, and items for usage purposes. As this was the introduction of magical tattoos, they are unlikely to reprint spell tattoos twice in one book for the sake of the archetype; reading into the creation rules there is more akin to charging a magus the difference in creation cost of enhancing a weapon from using points from the magus's arcane pool.

As stated by Toshy, I can see why some may overthink this because of the cost reference in spell tattoo. This was just another space saver reference so that the tattooed sorcerer would know how these spell tattoos work.

Standard snark:
: a GM is entitled to interpret the ability as useless, at least until the sorcerer takes the Inscribe Magic Tattoo feat (with its painful prerequisites for most sorcerers), pays the base cost of a scroll of that level x2, has a willing or helpless target, a quiet, comfortable, and well-lit space, makes the craft check, and can only ever make one per day - as per magic creation rules.


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Pizza Lord wrote:

Turtle Bloodline

...

Just needs a rat familiar with sage archetype


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Spambots are getting devious...


1) Seems intentional. Your Enlarge Person example is part of that; the companion classes don't have it on their spell lists, and Animal Growth is a 5th level spell.* Wizards already had a great spell list, so they maybe didn't see the point with familiars?

2) They are separate statements, and S2 stands on its own. Well, S3 is subordinate to S2 for the companion classes.

*Only a few outliers like Construct Rider or Bloodrider have that available. The summoner/eidolon also has access to the spell, but eidolons can get crazy anyway.

Of course, with the wide expansion of archetypes and (sub)domains, and the ability for anyone to gain a familiar or animal companion through feats arguably makes S3 pointless.


Oddly, looks like fabricate bullets should actually require 2 pounds of metal: 1 pound as material component and 1 pound as target. Obviously, that just illustrates how the lines blur with magic. Although I don't see a huge issue with the feat working with any mundane materials, I would personally probably rule along the lines of Mysterious Stranger's and just let players understand that the feat isn't compatible with ALL possible material components.
These spells maybe should have been written like Bullet Ward, with destroyed foci (which goes against normal rule for focus). Of course, the other approach would be to make the material of the false focus determine the effects of these type of spells.

However, back to the original question with scrolls, I could see a GM asking if the player also had scribe scroll and the spell prepared or known, requesting a spellcraft roll (or craft(calligraphy)/profession(scribe)), and then saying the spell takes a day to cast. No one expects the Magic Item Creation Rules in the middle of combat!
:)

Though this does recall other confusing spells like Storm of blades that expects an actual sword as material component, but lacks a cost or M notation indicating that it has an expensive component material - so by RAW is included in spell components pouch.


I'd see CN Pharamins being a "Sect of Uncertain Fate." They would remind all that one's soul's final rest may not be as one expects. Paladins fall. Evil can be redeemed. Gods die. Yet, fate can also be what one makes of it. They could actively try to aid some to change their perceived eternal destiny, if desired either by the future Petitioner or the Petitioner's friends/family/etc.


Can use the oracle curse as some inspiration for the bloodline powers:

Deep One:
(Horror Realms pg. 14): The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.


Possible magic effects by school:

Abjuration - normal, with thematic exceptions to taste

Conjuration - [healing] spells less effective; conjured creatures start showing up with templates like Yog-Sothoth, fungal, hive, etc. rather than fiendish or celestial; [teleportation] generally fail if beyond visual range, or always returns creatures to a fixed point

Divination - fails + require sanity check

Enchantment - generally normal, maybe [fear] spells at CL+1

Evocation - normal, except spells with [light] are counted as CL-1 and have max light level of normal (or reduced by one step)

Illusion - twisted results: see strange things while under the effects, or figments have unintentional deformities and behaviors

Necromancy - possibly enhanced or sets off wild magic like results

Transmutation - [polymorph] spells can cause random mutations or effects from other appropriate templates or roll of tiefling variant ability table


Have you seen John Carpenter's The Thing? Some set pieces from that can help guide and foreshadow the situation. The Norwegian camp destruction and helicopter pilot shooting at the "dog," could be adapted. Handing out little notes to players of what they "saw" another character do to ramp up suspicions and paranoia.

Go Alien-esque (original movie) with finding "eggs" - except now are giant seed pods growing bodies that look like the PCs, and/or perhaps people the PCs know and care about: current or long-dead lovers, parents, siblings, heroes, etc.

Have enough NPCs in the group (porters, academics, crew members) to be red shirts/suspense fodder/exposition dumpers. They can form factions that are trying to sway PCs to conflicting paths - be greedy, delve deeper, more study, run away, call for help, mutiny, sudden random romance, etc.

Once afflicted, they can spread the taint to others, as you can show through NPCs or research. Final trick could be to make sure all PCs get afflicted, and see if they can fight it enough to destroy themselves before spreading it...


Frillfill wrote:

Gun chemist seems to be the most direct increase in power since it ate something like 1d6 per odd level in gunchemist and at a good amount of times a day… how would it compare to inquisitor’s judgement and bane?

Inquisitor using destruction judgement gets 1+1 per 3 levels damage (max +6 and 5 combats at character level 20). Works on all hits during the combat. Bane starts at 2d6, goes to 4d6 (+2 from added enhancement bonus). One advantage with the bane ability is that the Bane baldric allows you have effectively full character level for the ability.

Archetypes may be more campaign dependent as to whether they give you a boost or not. Couple of options worth noting: Preacher can actually be a decent replacement for teamwork feats if your party isn't using any. Solo tactics can be disappointing for ranged inquisitors. Sanctified Slayer gets studied target and sneak attack instead of judgements. Sneak attack only gets to 4d6 (5d6 with feat), but bane can give another 4d6. Inquisitors do also eventually get greater invisibility, if you want to go a sniper route.

Gun chemist is probably easier of these two classes.


Melkiador wrote:
Azothath wrote:
Plausibility is an issue in writing. If the reader can't swallow your "I said it so it must be True" statements you've lost him permanently.
An entire genre of fiction would seem to argue that’s not a major concern

Several genres, honestly. One might even note a fair bit of "non-fiction" has this.

Shouldn't we also be asking if androids prefer the term "artificial person"?


Elandyr wrote:
Its seems my question wasnt clear. Can an alchemist wear armor and still use the Wings discovery since the wings are permamanet or in order to use armor it needs to be modified (have holes in the back to fit the wings). And also can he still use a cloack? Or since the wings are there he cant use a cloack also?

Azothath linked the rules and noted that no limitations or pricing guidelines are provided. So the most basic answer is yes. An alchemist can still wear armor and cloaks and aprons. There is no additional cost nor any other limitations.

There was some added commentary that your GM in a home game may add such restrictions, but the RAW game simplifies such things.

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