Hi all, I'm planning to run a Pathfinder Society scenario from Season 1 for some players, and need a clarification surrounding the official rules for minimum table size, since I haven't GMed Society games for a few years. A player has mentioned that the minimum table size has been reduced to 2 players, so I'm checking how this ruling is officially applied to First Edition. The first source I checked was the Pathfinder Society Roleplaying Guild Guide. Page 11 of the rules states the following: Quote:
The next source I checked was the Organized Play Legacy FAQ and Campaign Clarifications. Zero results for "minimum table size". The next source I checked was this blog post on Organized Play Table Adjustments. This states the following: Quote: For tables at levels that have pregens available. GMs can now run up to two pregenerated characters to fill a table up to the four-person minimum. The GM can control these pregens themselves or designate one or more players to control the additional character(s), so long as the player agrees to do so. This should help our smaller lodges and Society home groups participate in our program and continue firing and reporting games. This blog post seems to be referring to Second Edition, given the immediate sentence following this states it's for Second Edition. Finally, there's reply #65 in the comments on the blog, stating that a decision was made on a private communication channel that this applies to First Edition. Can I please have some clarity on what the official ruling is for table size in First Edition Pathfinder Society, and where this official ruling is found beyond a comment on a blog post about a private conversation?
Mysterious Stranger wrote: Silent image does not allow you to change the image at will. You can move the image within the range of the spell, but cannot change the effect once cast. What if it's an illusion of a force that can fill the area of my spell with selective areas of colours? What about using Silent Image to make an illusion of something like a swarm of cockroaches, or have an illusionary red dragon use fire breath, which would be multiple illusions or altering an illusion? What about an illusionary ogre throwing a javelin or firing an arrow, which is separating one illusion into two?
I'm considering taking Silent Image as a spell on my sorcerer next level, and was wondering if the following usage of the spell is something you'd consider a valid strategy in combat. On my character's turn in combat, I'd gaslight any intelligent creatures we're fighting that I'm gonna use my magic to blind them. Then I'd cast the spell, filling all squares affected by the illusion with a momentary flash of bright light. Once the flash occurs, I'd swap to creating an orb of pure black around each enemy creature's head, which goes from the surface of their skin out to a 1 ft. circle. I'd move the illusion of pure black with the creature as it moves in combat while concentrating on the spell. From the enemy's perspective, I've cast a spell and turned them blind. From the party's perspective, I've made all visible enemies into easy targets for the ranged and melee players while I'm concentrating. Do you think the enemy would gain the blind condition from this, with the relevant penalties (no Dex to AC, penalized movement, etc.)? I'm also wondering how the rules for interacting with illusions apply here. If the enemy's only interacting with the spell via sight, I'm thinking they shouldn't get any kind of will save for disbelief, unless they have some suspicion that the effect is an illusion, such as an opposed spellcraft check or a creature outside of the area of effect telling them it's an illusion. Would that be a valid take on this?
I notice you don't have much arcane caster support in your group. If you're comfortable with playing a caster instead of a melee fighter, have you considered a healer Sorcerer? A Sorcerer with the Phoenix bloodline can cast infinite positive energy healing via cantrips. They're not a combat healer, but they're the ultimate support class at out of combat healing, 1 hp per round with no resource expenditure. There's two ways to go about building a Phoenix Sorcerer healer. The first way is to take the Magical Lineage trait to reduce metamagic costs by 1 on a single spell. Select Acid Splash for this spell, and take the Elemental Spell metamagic feat. The second way is to take the Crossblooded Sorcerer archetype, and pick up Elemental (fire) and Phoenix bloodline. You can now heal with any energy spell, but the downside is -2 will saves and -1 spell known per level. In either case, you're still gonna be a full class 9th spell level Sorcerer, with access to all those juicy arcane spells to support your group. My current character is an Ifrit Crossblooded Sorcerer. I have +4 racial initiative, +4 initiative from my 1st level feat, +2 trait initiative, and +4 familiar initiative from taking a compsognathus bloodline familiar at 1st level. That's +14 initiative at level 1 before adding stat modifiers, meaning I'm pretty much always going first. Adding a valet familiar archetype also gets you some silly synergy like taking Escape Route as a feat and never provoking attacks of opportunity for movement, since your familiar occupies your square and shields your moves. If you want a good out of combat healer that never runs out of juice, Phoenix Sorcerer is top tier.
avr wrote: Means of swift action movement include the wizard conjuration/teleportation school power of shift (also available to arcanists) and a batrachian helm. Just a quick note, the Shift power works like Dimension Door, meaning you can't take actions after you use it, per the Dimension Door rules. There's also a single move action per day using the Quick Runner's Shirt
What classes did you plan for the L20s? I'd suggest they simply split up after a massive conflict of personalities, each going their own direction. The rogue secretly loved the cleric, but when she started seeing the fighter, he ended up brooding over it until eventually drawing his blade on the fighter, getting badly beaten for his trouble. The cleric, realizing that the fighter wasn't actually who she really wanted, broke it off with him, but the fighter took it badly. The wizard was completely disgusted with all of them over being so childish, and after the bad blood, the four broke up their band, seeking to get as far away from each other as possible.
Interestingly, Iomedae's church does spend a fair bit of time discussing the danger of hubris. I'd recommend this excellent blog post by James Jacobs discussing the eleven acts of Iomedae. She's credited as teaching her followers to consider the spirit of her acts, avoid her faults, and learn from her actions, not her words. Letting her followers exceed their reach and fail? Sounds like a teaching moment of someone who believes actions speak louder than words.
Or to put it another way, the archetypes remove the fighter bonus feat class feature for that level, granting you a different class feature instead. Since that fighter bonus feat class feature is replaced, it is not a valid option for retraining using the bonus feats retraining class feature of the fighter.
Firebug wrote:
I did! The trick of cycling ki into channel using consumables and back into more ki using the ki channel feat is clever, but I think I prefer having a 9th level casting class and avoiding a 2 level dip.
Based on the handle length, I'd say it's more a one-handed weapon, otherwise the size of the blade head would be incredibly unwieldy if the length of the handle was designed for a two-handed grip. Although, all the extra crap on it makes it pretty poorly designed at doing what it's supposed to do anyway. You might as well just use a spiked mace and avoid the risk of hitting with the flat of the weapon.
How about the healiest healer that ever healed? Kitsune Double Life Spirit Guide Oracle Spoiler:
At 1st level, worship Pharasma, take the life mystery and channel revelation. Take the wrecking mysticism curse, and the fey foundling feat for extra healing.
At 2nd level, get bonus magical tail feats instead of bonus mystery spells. At 3rd level, grab the life spirit and life link hex, replacing the lost revelation from the archetype, picking up selective channel. At 4th level, gain back all the bonus mystery spells you traded for magical tail feats. The life mystery and life spirit lists are identical. At 5th level, pick up the fateful channel feat, letting all your allies roll twice each time you channel energy. Then at 7th level, gain a second channel pool from life spirit, along with quick channel to let you burn those rounds fast and hard. This support build's focus is being a hit point dynamo, constantly tossing out channel energy bursts which also give allies rerolls on their attacks, saves or skills. It utilises a few great synergies in the archetype to gain more than it loses, adding bonus racial feats without losing anything compared to the base class. The build is strongest from 5th level onward, with 7th level doubling the effective channels per day for the build. It plays well as a summoner outside of the role of healer, since the channel bursts can also benefit summoned monster allies and grant them rerolls without any extra resources spent.
Yeah, this one is rules legal, but keep in mind a few things. 1. Check their saving throw DC calculations carefully. Metamagic does not increase spell saving throw DC. Thus, Ball Lightning is only a DC of 14 plus whatever their casting modifier and miscellaneous feats produce. A standard CR 15 combat creature should have a +16 Reflex saving throw bonus on average. Even if the player is adding a +7 from their casting stat, that's still around 75% odds of making each saving throw. 2. Dazing spell only works if the creature takes damage from the spell. Any creature with resistance to electricity 10 is going to have near even odds of stopping any damage going through from 3d6. Resistance 20 or protection from energy will completely shut down this strategy. Spell resistance is also another show-stopper. 3. If we assume they're using a metamagic rod for at least part of the combination, a valid enemy strategy is to disarm or sunder their rod.
Thanks for your response avr! The biggest part of the racial entry that I'm having trouble with relates to the saving throws. Permanent negative levels don't have a saving throw. It seems like the intent was for the racial ability to remove temporary negative levels gained through energy drain effects, but the way the entry is written is... less than ideal.
From the Dhampir racial entry: Quote: Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw. What happens when a Dhampir gains a permanent negative level, such as from Raise Dead?
From the Crafting skill description: To Craft an item, you must meet the following requirements:
From the Magical Crafting feat: You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. If a wizard has the Magical Crafting feat and wants to scribe a scroll of a spell from his spellbook, what is required? A: He knows the "scrolls" formula, and can craft a scroll of any spell he knows.
I'd like to challenge your claim that the attack penalty is worth the trade because you hit more often due to having more attacks. In terms of combat potential, let's look at DPR, or Damage Per Round. Let's take a pair of 6th level barbarians and see how much they can put out against an AC 19 enemy, both wielding masterwork weapons. Our two-handed barbarian has taken Power Attack, Furious Focus and Weapon Focus (Greatsword). He has 22 Strength when raging. Our two-weapon barbarian has taken Two-Weapon Fighting, Double Slice and Improved Two-Weapon Fighting. He has 18 Dexterity and 18 Strength when raging. Here's the attack sequences: Greatsword: +14/+7 (2d6+24)
Our greatsword will hit AC 19 80% of the time on the first attack, and 45% of the time on the second attack. It deals an average of 31 damage per hit. So per round, we'd have 125% chance of dealing 31 damage, for an average of 38 DPR. Our shortsword will hit AC 19 55% of the time on the first attack, 30% of the time on the second and third attack, and 5% of the time on the fourth attack. It deals an average of 7.5 damage per hit. So per round, we'd have 120% chance of dealing 7.5 damage, for an average of 9 DPR. This isn't counting criticals, but these overwhelmingly favor the greatsword build as well.
I did my best with your wall of text, but while the math is nice, the formatting needs serious work. So, here's my rebuttal as to why a Barbarian two-weapon fighting build is inferior to a two-handed fighting build. 1st: Feat Tax At a bare minimum, you need to take Two-Weapon Fighting as a feat. This puts you 1 feat behind other builds, which can wield a two-handed weapon without penalty. 2nd: Attack Bonus You will have at best a -2 penalty to your attack rolls compared to a two-handed weapon fighter. This means an additional 10% of your attack rolls will miss the enemy's AC compared to if you were wielding a two-handed weapon. 3rd: Multiple Attribute Dependency Whilst you shouldn't be dumping dexterity on a martial character, the dexterity feat prerequisites for Two-Weapon Fighting only get steeper the deeper you go into the chain. This costs you in other areas of your build, whether it be lower mental or physical attributes. 4th: Cost of Equipment A two-weapon fighter needs two weapons. A two-handed fighter needs one weapon. A two-weapon barbarian using two +1 furious weapons spent over 16,000 gp on their weapons. A two-handed barbarian spent only 8,000 gp on their weapon. The two-handed barbarian will have better gear than the two-weapon barbarian. 5th: Damage Reduction Any creature with DR will mean you deal less damage with many small hits compared to more damage with one big hit. Many creatures have DR.
Note that Constitution damage is different to Constitution drain. I'm assuming your poison has dealt damage, since drain is much rarer. Thus, the following line from the Raise Dead spell applies: "A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone." So your character, if given a Raise Dead spell, would be alive and with sufficient Constitution damage to have a Constitution score of 1, in addition to any other effects that may be present.
Also note the rather obscure 1st level spell called Unwelcome Halo. This spell's text specifically says: "If unwelcome halo is brought into an area of magical darkness (or vice versa), the effects of both spells are temporarily negated, so that the otherwise prevailing light conditions exist within the overlapping fields of effect." Thus, a potion of Unwelcome Halo is a great purchase for a non-good character which can completely negate a spell such as the 3rd level Deeper Darkness. A great cheap means to cancel a nasty effect.
Prankster gnomes are a rather over-used trope. I'd personally much rather play with someone that makes a character motivation that isn't overused. As an example, I once played a dwarf paladin of Torag. However, I claimed that his worship of Torag's holy symbol of the hammer representing the forge was paired with a sickle representing the fields, for all who toil at honest work bring honor to the gods. He constantly spouted rhetoric condemning the bourgeois and urged the proletariat to rise up and claim the means of production. In your case, try to come up with a concept for your character that's identifiable but unique. For example, why not make him a politician or businessman? "Why hello sir, pleased to make your acquaintance! The name's Boondoggle Filibuster, and I'd like a moment of your time to bend your ear. Have you ever thought that the rulers of your fair city aren't doing enough to support the common man? Do you yearn for safer streets, better wages, and more jobs? Yet instead, the elite all have their snouts in the trough, gobbling up your hard earned tax money! Let me share with you my five-step plan to revolutionize your city!"
I do an 'every character kit' system that I use for Pathfinder Society games, where I have a standard list of items I feel are appropriate for every single 1st level character I create. Whilst it might not be exactly what you're thinking, perhaps you might find it useful for your purposes. I also highly recommend a 750gp wand of cure light wounds when you can afford it. Give it to your healer to cover yourself for heals. Adventuring Equipment
Sack of Powder - 1 cp (1/2 lbs) [Ultimate Equipment]
Chalk - 1 cp (0 lbs) [PRPG Core Rulebook]
Torch - 1 cp (1 lbs) [PRPG Core Rulebook]
Earplugs - 3 cp (0 lbs) [Ultimate Equipment]
4 Candles - 4 cp (0 lbs) [PRPG Core Rulebook]
Inkpen - 1 sp (0 lbs) [PRPG Core Rulebook]
3 Oil Flasks - 3 sp (3 lbs) [PRPG Core Rulebook]
Waterproof Bag - 5 sp (1/2 lbs) [Ultimate Equipment]
Wooden Holy Symbol - 1 gp (0 lbs) [PRPG Core Rulebook]
Grappling Hook - 1 gp (4 lbs) [PRPG Core Rulebook]
Potion Sponge - 2 gp (0 lbs) [Advanced Race Guide]
Spring-Loaded Wrist Sheath - 5 gp (1 lb) [Adventurer's Armory]
Ink, 1 oz. vial - 8 gp (0 lbs) [PRPG Core Rulebook]
Journal - 10 gp (1 lbs) [Ultimate Equipment]
50 ft. Silk Rope - 10 gp (5 lbs) [PRPG Core Rulebook]
Smoked Goggles - 10 gp (0 lbs) [Ultimate Equipment]
Pathfinder's Kit - 12 gp (22 lbs) [Ultimate Equipment]
Total: 60 gp (38 lbs) - Leave your rations and bedroll at camp or on a mount to take 12 lbs off this total Weapons
Alchemical Silver Cestus - 25 gp (1 lbs) [Ultimate Equipment]
Cold Iron Kunai - 4 gp (2 lbs) [Ranged Tactics Toolbox]
Total: 29 gp (3 lbs) Pets
Guard Dog - 25 gp [PRPG Core Rulebook]
Total: 25 gp Alchemical Items
Tindertwig - 1 gp (0 lbs) [PRPG Core Rulebook]
2 Sunrods - 4 gp (2 lb) [PRPG Core Rulebook]
Vermin Repellent - 5 gp (0 lbs) [Ultimate Equipment]
Smokestick - 20 gp (1/2 lbs) [PRPG Core Rulebook]
Smelling Salts - 25 gp (0 lbs) [Ultimate Equipment]
Holy Water - 25 gp (1 lbs) [PRPG Core Rulebook]
Smog Specialty Smoke Pellet - 40 gp (0 lbs) [Dungeoneer's Handbook]
Tanglefoot Bag - 50 gp (4 lbs) [PRPG Core Rulebook]
Air Crystals - 50 gp (0 lbs) [Pathfinder Society Field Guide]
Total: 220 gp (7.5 lbs) Potions
Potion of Touch of the Sea - 50 gp (0 lbs) [Advanced Player's Guide]
Potion of Feather Step - 50 gp (0 lbs) [Advanced Player's Guide]
Potion of Remove Sickness - 50 gp (0 lbs) [Ultimate Magic]
Potion of Protection from Evil - 50 gp (0 lbs) [PRPG Core Rulebook]
Total: 200 gp (0 lbs)
Rumors have it the head is actually a long lost artifact, the Head of Vecna! Oh wait, wrong universe.
In response to most of the above theorycrafters, I'll submit my own experiences playing the Invulnerable Rager class. I played one near exclusively for Pathfinder Society, and it rocked out quite hard in damn near every scenario I played. For example, at 5th level we fought the skeleton of an undead dragon. Being a mindless creature, it showed no tactics and would simply attack the closest living target. So, I walked up to it, hunkered down with Stalwart and Total Defense, and simply ate every attack it threw at me. The combat lasted 15 rounds, letting us conserve resources by whittling away at the creature using cheap ranged attacks, and in total it cost me two charges of a cure light wounds wand to restore the lost hit points afterwards. The basics of the build I used are below the spoiler, due to length. Invulnerable Rager: Race: Half-Orc
Alternate Racial Traits: Mystic, Dusksight Class: Barbarian Archetype: Invulnerable Rager Stats (20 Point Buy) Str: 15 +2 Racial Dex: 14 Con: 14 Int: 13 Wis: 12 Cha: 8 Favored Class: Barbarian Favored Class Bonus: +1/3 to the bonus from the superstition rage power each level Traits: Hermean Paragon, Fate's Favored Feats: Endurance (Shaman's Apprentice), Diehard (1st) 2nd
3rd
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12th
Here's an example of what the build looks like at 12th level. The cornerstone of this build is rage cycling through use of Allnight. In combination with Superstition, Witch Hunter and Spell Sunder, it lets our combatant Sunder through most defensive spells and maintain extremely high saving throws, with a free action reroll on failed saving throws using Eater of Magic. Pre-fight buffs are consuming Allnight and a potion of Fly, then using Haste from boots and entering a rage as a free action. Beyond that, strategy revolves around closing to melee with the enemy as quickly as possible in order to bring the pain before they have time to cast too many spells, cycling a rage as a free action whenever possible. Offensively the focus is on melee damage to put the enemy down, and the greatsword attack sequence isn't counting Reckless Abandon or Haste to improve the attack bonus. Against extremely high AC enemies, the strategy would be to target any spells boosting defences by using the opening bonus Haste attack to perform a Strength Surge Spell Sunder (usually +37 with Haste and Reckless Abandon vs. DC 25 + CL to dispel, ignoring any miss chance caused by a spell or spell-like ability) against an ongoing effect on the target, dispelling things like Mirror Image, Barkskin or Shield of Faith. Note this provokes an attack of opportunity from the enemy, as the build does not include the Improved Sunder feat. Assuming free actions to cycle rage can occur between iterative attacks, this can possibly strip the opponent of multiple spells per round of full attacks, though many GMs limit free action rage cycling to once per round. Defenses include strong saving throws against magic including rerolls (once per rage using Eater of Magic, once per day with +4 Luck using Lucky Horseshoe) on failed saves, generous amounts of hit points, and the option to use Combat Expertise with Improved Stalwart to increase the DR from 6/- to 14/- at the expense of -4 to hit. If Strength Surge is unused during the current rage, it can be used defensively to add +12 to CMD vs. a single combat maneuver instead. All favored class bonuses have been put towards increasing the saving throw bonus of Superstition via human heritage. There's just enough ranks in Use Magic Device to activate wands on anything but a natural 1, and skills already include the skill penalty of Allnight and ACP. Scrolls are a riskier proposition, but available if required, mainly to counter invisible or stealthed opponents. Half-Orc barbarian (Invulnerable Rager) 12 (Advanced Player's Guide)
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Special Attacks greater rage (29 rounds/day), rage powers (reckless abandon +4, superstition +9, witch hunter +4, spell sunder, strength surge +12, eater of magic) --------------------
Consumables potion of enlarge person, potion of feather step, potion of protection from evil, potion of remove fear, potion of remove sickness, potion of touch of the sea, potion of countless eyes, potion of displacement, potion of fly x3, potion of haste, potion of heroism, potion of gaseous form, potion of good hope, potion of protection from energy: fire, potion of remove blindness/deafness, scroll of glitterdust x5, scroll of mirror image x5, scroll of see invisibility x5, scroll of invisibility purge x2, scroll of wind wall x2, wand of divine favor, wand of lead blades, wand of faerie fire, wand of long arm, wand of obscuring mist, wand of shield Weapons and armor +1 furious greatsword, +3 mithral breastplate Other gear belt of physical perfection +2, headband of inspired wisdom +4, boots of speed, cloak of resistance +4, cracked magenta prism ioun stone (UMD), cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), cracked dusty rose prism ioun stone, goz mask[ISWG], lesser talisman of freedom[OA], lesser talisman of danger sense[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], pathfinder's kit, locked gauntlet, weapon cord, spring-loaded wrist sheath, allnight
The Dandy Lion wrote:
I did one for Pathfinder Society, and it rocked out quite hard in damn near every scenario I played. The basics of the build are below the spoiler, due to length. Invulnerable Rager: Race: Half-Orc
Alternate Racial Traits: Mystic, Dusksight Class: Barbarian Archetype: Invulnerable Rager Stats (20 Point Buy) Str: 15 +2 Racial Dex: 14 Con: 14 Int: 13 Wis: 12 Cha: 8 Favored Class: Barbarian Favored Class Bonus: +1/3 to the bonus from the superstition rage power each level Traits: Hermean Paragon, Fate's Favored Feats: Endurance (Shaman's Apprentice), Diehard (1st) So a few notes regarding alternate racial features and traits. Mystic gets you a free feat towards the prerequisites for Stalwart and a +1 luck bonus to all saves. This is by far the best package for you. Due to the +1 luck bonus, you want the Fate's Favored trait to double this as well. The final trait is simply a way to get +2 initiative without spending your combat trait, which you'll want later. You'll never regret having a higher bonus to initiative. The final alternate racial trait is Dusksight, which trades your racial weapon proficiencies away for low-light vision, a good trade considering you're already proficient with martial weapons and the exotics aren't really worth worrying over. With low-light vision, you can see 80 ft. distance by torchlight in darkness, better than your own 60 ft. Darkvision. 2nd
3rd
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12th
Here's an example of what the build looks like at 12th level. The cornerstone of this build is rage cycling through use of Allnight. In combination with Superstition, Witch Hunter and Spell Sunder, it lets our combatant Sunder through most defensive spells and maintain extremely high saving throws, with a free action reroll on failed saving throws using Eater of Magic. Pre-fight buffs are consuming Allnight and a potion of Fly, then using Haste from boots and entering a rage as a free action. Beyond that, strategy revolves around closing to melee with the enemy as quickly as possible in order to bring the pain before they have time to cast too many spells, cycling a rage as a free action whenever possible. Offensively the focus is on melee damage to put the enemy down, and the greatsword attack sequence isn't counting Reckless Abandon or Haste to improve the attack bonus. Against extremely high AC enemies, the strategy would be to target any spells boosting defences by using the opening bonus Haste attack to perform a Strength Surge Spell Sunder (usually +37 with Haste and Reckless Abandon vs. DC 25 + CL to dispel, ignoring any miss chance caused by a spell or spell-like ability) against an ongoing effect on the target, dispelling things like Mirror Image, Barkskin or Shield of Faith. Note this provokes an attack of opportunity from the enemy, as the build does not include the Improved Sunder feat. Assuming free actions to cycle rage can occur between iterative attacks, this can possibly strip the opponent of multiple spells per round of full attacks, though many GMs limit free action rage cycling to once per round. Defenses include strong saving throws against magic including rerolls (once per rage using Eater of Magic, once per day with +4 Luck using Lucky Horseshoe) on failed saves, generous amounts of hit points, and the option to use Combat Expertise with Improved Stalwart to increase the DR from 6/- to 14/- at the expense of -4 to hit. If Strength Surge is unused during the current rage, it can be used defensively to add +12 to CMD vs. a single combat maneuver instead. All favored class bonuses have been put towards increasing the saving throw bonus of Superstition via human heritage. There's just enough ranks in Use Magic Device to activate wands on anything but a natural 1, and skills already include the skill penalty of Allnight and ACP. Scrolls are a riskier proposition, but available if required, mainly to counter invisible or stealthed opponents. Half-Orc barbarian (Invulnerable Rager) 12 (Advanced Player's Guide)
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Special Attacks greater rage (29 rounds/day), rage powers (reckless abandon +4, superstition +9, witch hunter +4, spell sunder, strength surge +12, eater of magic) --------------------
Consumables potion of enlarge person, potion of feather step, potion of protection from evil, potion of remove fear, potion of remove sickness, potion of touch of the sea, potion of countless eyes, potion of displacement, potion of fly x3, potion of haste, potion of heroism, potion of gaseous form, potion of good hope, potion of protection from energy: fire, potion of remove blindness/deafness, scroll of glitterdust x5, scroll of mirror image x5, scroll of see invisibility x5, scroll of invisibility purge x2, scroll of wind wall x2, wand of divine favor, wand of lead blades, wand of faerie fire, wand of long arm, wand of obscuring mist, wand of shield Weapons and armor +1 furious greatsword, +3 mithral breastplate Other gear belt of physical perfection +2, headband of inspired wisdom +4, boots of speed, cloak of resistance +4, cracked magenta prism ioun stone (UMD), cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), cracked dusty rose prism ioun stone, goz mask[ISWG], lesser talisman of freedom[OA], lesser talisman of danger sense[OA], lesser talisman of warrior's courage[OA], lucky horseshoe[OA], pathfinder's kit, locked gauntlet, weapon cord, spring-loaded wrist sheath, allnight
Similarly to the above, I believe defensive barbarians are an underrated build. Specifically, the invulnerable rager archetype with the stalwart feat, stacking up the DR/- to negate the need for AC. Having played one to great effect, I find they're a refreshing type of character that employs a variety of tactical choices to dominate the battlefield. Pairing the reckless abandon rage power with the combat expertise feat feeding through stalwart to trade AC for DR, they can bring a hefty amount of damage dice whilst still soaking up generous levels of punishment without significantly denting their hit point pool, extending their staying power long after many other classes would be looking for a fast exit. Pairing this with spell sunder at later levels is almost cheating.
On the flip side, it is quite possible to play a character with extremely poor stats effectively, so long as you focus on characters whose abilities aren't based on their stat rolls. A summoner with a focus on pimping out their eidolon, a druid focused on buffing their animal companion and using summon nature's ally, or any 9th level spellcaster that uses the summon monster spells can effectively contribute to a combat encounter even with very poor initial stats. In essence, if your own stats are poor, borrow something else's stats instead.
1. A novelty scroll case bearing the inscription "World's Best Wizard"
Actually, the rules do point to summons being specific, individual entities rather than figments. But that being said, from a game mechanics perspective, they follow your orders to the best of their ability, even if that wouldn't normally be their usual behavior. Demons would ordinarily try to rip apart any mortal creature, but the magic of the summoning spell compels them to instead obey your commands. Many GMs often overlook the communication aspect, especially when it comes to intelligent creatures such as elementals. If you speak Terran, for example, you can hold a (likely rather dull) conversation with a small earth elemental for the duration of the spell. However, there's a lot of languages out there, so you'd be lucky to get more than basic auto-pilot tactics from most summoned creatures.
From the shadowdancer prestige class in the core rulebook: Summon Shadow (Su)
So, to begin with, have you written up a formal code of conduct for your paladin? Two paladins might have very different approaches to the same problem, so it's useful to have a written code before you start. For example, here's two different codes based on two core deities: Quote:
Compare to the following: Quote:
A formal means of justifying your actions with the GM can go a long way towards avoiding alignment infractions in the first place, plus it makes a great roleplay tool!
If you're new to GMing and are looking for advice on building encounters for a three part story, it'll help to know the average party level of your group will be. If you're aiming for a CR 11 boss (which is a 12th level NPC with PC class levels), your party should all be around 9th level to keep the fight challenging but winnable, or 8th level for a super tough battle. If they're all about 12th level, they will likely steamroll the boss. If they're under 8th level, there's a good risk of a TPK if the boss is particularly optimized or has good luck on rolls. Especially if you're new to running multiple NPCs on the board during combat, you don't want to pick a crunchy class like magus that uses a variety of situational bonuses and buffs unless you're intimately familiar with the class. Unless you regularly play a magus and know their quirks backwards, it'll be easier to build a more static build such as a fighter or barbarian. The particular feat I'm discussing, Flickering Step, only requires 9 ranks in Knowledge (Planes) as a prerequisite, and adds the Dimensional Agility feat chain to a Fighter's combat feat list, so it's basically built for a BAMF fighter (pun intended). Of course, that's just my knee-jerk reaction to your request, without having any specific knowledge of your group's typical tactics in combat.
In this scenario you're using the second function of the Gate spell, per the following: Gate Spell wrote: Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). So to know if you can use it this way, let's check the rules for a calling effect. Conjuration Rules wrote: Calling: a calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. So from this wording, we can see the following: 1. The Gate spell calls extraplanar creatures.
Thus, unless the Gate spell is cast on a different plane than the one where the 20th level monk currently resides, you can't use it to call them. Also note that in no way is Gate limited to calling creatures of the outsider type. You can use a Gate spell to call a 1st level human commoner from the elemental plane of fire if you wish, so long as they're considered an extraplanar creature.
ShroudedInLight wrote: From a design perspective, its really handy to have a Chart I can use for my NPCs with class levels to build them without needing to bother with a good portion of bean-counting. I often apply ABP to my NPCs in order to keep them current with the PCs without flooding the PCs with hundreds of cloaks of resistance and rings of protection. This is an awesome tip and I wanted to thank you for this idea. I'd never considered this route of applying ABP in generating NPCs, and I definitely agree that having unique, cool loot is far more interesting than, "you find each of the bandits has a cloak, ring and armor that detect as magical." Definitely stealing this one. Any suggestions for a good chart for on-the-fly NPC generation? (Sorry for the derail to the OP)
As a player, I enjoy this game for the fun inherent in a story where outcomes are based on a degree of random chance. Introducing an extra layer of risk is, for my way of thinking, a good option so long as it doesn't completely derail the game. For example, our group regularly plays with the Critical Fumble Deck, using the harshest interpretation of the rules (a natural 1 is an automatic fumble). This has resulted in some game-defining moments, such as when the monk fumbled his attack roll and lost the ability to use unarmed strike for four rounds, or whenever the kineticist rolls a fumble, and the table collectively groans and leans back, dreading the results (the spell fumbles are particularly nasty). This very much depends on the group dynamic at your table. For us, it's always the same group of guys and gals sitting around a table each Friday night, drinking and snacking as we crack jokes and pursue wild fantasy adventures. A bit of random chance isn't going to ruffle anyone's feathers since we're not treating it as a competitive sport. For other tables, it might very well end in tantrums, torn up character sheets and eternal oaths of hatred.
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