Sajan Gadadvara

Kavakii_Zhen's page

77 posts. Alias of gossamar4.




Maybe I should contact Hero Lab about this, but I'll give it a try here...

Is there a way to make a gestalt character with hero lab? Does it have a setting for this, or a "add-on" pkg?


Is a 1 lvl dip in rogue worth it?

This is the question I'm trying to educate myself on. Here's why I ask:

I had a lvl 4 flowing monk (dex build), that specializes in tripping. I play him for PFS via pbp. I needed a reliable way to use wands, scrolls, ect... mainly so I can always have mage armor and CLW via wand, but also so I can use PP to purchase different useful buffs as well. I took a 1 lvl dip in witch for that reason and as a bonus, to use hex strike for a 1 round min debuff on top of being prone.

this bring us to the question at hand...

due to the enemy always being prone from the trip build, I also have vicous stomp for a free attack when the enemy goes prone. Flowing monk also has unbalanced counter that leaves enemies flat footed after an AoO. This means most attacks I make are on a prone and/or flat footed enemy.

Since I'm playing PFS and will not be worried about post lvl 12 abilities, feats, ect....

Does another dip in rogue (to get SA on all those prone/flat footed enemies) make sense?

Is it worth the 1 BAB loss (not going monk) to get a min of 2 - 5 SA @ 1d6 ea?

As another bonus, I get extra skill points, and effectivly skill focus in at least 7 skills... trapfinding... ect.

I'm not a min/maxer but this additional class dip is pretty appealing. Is it a "trap" or not? Am I missing any other drawbacks?


I've done some searching and am asking if somehow I'm missing it...

I'm playing a witch, focus on debuffing. Other than normal class level progression, is the any: feats, items, archetypes, ect. to:

1. Increase the penalty from evil eye hex

2. be able to hex twice in 1 round

3. any other cool, fun, unique shenannigans


I can't seem to find answers to these questions, thought I would see what the consensus here would be:

1. does a qinggong monk's choice of a spell, give him/her the ability to use a wand of that spell w/o requiring a UMD check?

example = qinggong replaces slow fall with true strike, can the monk now use a wand of true strike w/o needing a UMD check?

2. Is casting time for the ki ability the same as the spell?

example = true strike has a casting time of 1 standard action, does it still take 1 standard action & 1 ki to "prepare" true strike for the next attack? or does it work like a potion, instantly, but instead of drinking a potion, the monk is using a ki point (swift action)?

Thank you in advance for your responses.


I really wanna make a teleporty melee character.

basics...

1. PFS
2. early teleporting (probably means wizard or arcanist w/ school understanding exploit)
3. Picturing "Nighcrawler"-ish type character
4. More fun, less min/max

Unless I'm missing something, using the teleportation school is the only way to get multiple ports per day. Please let me know if there are other PFS legal ways to get low level porting.

This is for a tiefling (demon looking, tail, smell of brimstone after port), so a interesting choice I was thinking of using is claws alternate racial trait. 2 natural attacks at 1st level MAY help make up for small damage dice. I'm not sure if "improved natural attack" is a PFS legal feat, but larger damage dice is always welcome.

I'm thinking with the armor restrictions on casting, dumping (10 or less) str, and going weapon finesse with a higher dex, would help AC as well as ranged touch attacks (spells). Of course, the damage doesn't jump until I can get "agile" property (probably lvl 4 or 5). Since I'm focusing on teleporting, if we could somehow add sneak attack, that would be a great way to boost damage.

If it were possible, a magus with access to telerportation school would be IDEAL, but a wand mastery arcana with a wand of vanish might fit instead?

My initial thought is something like this:

str - 10
dex - 14 + 2 tiefling
con - 14
int - 14 + 2 tiefling
wis - 10 - 2 tiefling
cha - 14

1st feat - weapon finesse

possible classes:

arcanist w/ school understanding for 1st exploit
wizard (melee focused)
magus

multiclass options:
rogue/wizard
wizard/magus
wizard/monk

with claws, dragon disciple at 5th?

Well that's plenty to get the creative juices flowing.

Please help get me going in the best direction.


Wizard with evocation school power:

Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
--------------------------------------------------------

1st: Can toppling spell be used on this?

-- Spell-like ability, "as magic missile"

2nd: Toppling adds 1 level to spell slot, this power doesn't have a spell slot ---> Toppling can be added, as is?

I'm looking for RAW here, as personally I would house rule it to take 2 uses vs 1 to add toppling.

Dark Archive

I keep getting disgusted with the action economy of trying to use potions. I'm trying to find a way to make potions more combat friendly. I've decided this is probably best used for an alchemist: mutagens, infusions, extra duration for potions, brew potion feat... seems to fit best.

So I've got a basic outline of combining these elements to allow a potion to be used in same round as an attack, similar to using a different weapon in same round as attack.

Components:

Tiefling (prehensile tail: alt racial trait): Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Tiefling also gets stat boost to Int (primary) and Dex (boost to attack with class feature: bombs), penalty to cha (typical dump stat for alchemist).... score!

Trait
Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

--------------------------------------------

Putting these together:

Could said character:

swift (tail) - draw potion
move - drink

leaving a standard for attack, 2nd move, whatever?

--------------------------------------------

Where I'm concerned about this build is "Accelerated Drinker: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand"

Does this translate to preventing the grab and drink of a potion in 1 round, do to the swift (tail) happening after the start of this turn?

Would any DM really have enough of an issue with this to prevent it?

Yes, I realize this can be avoided with the swift grab being done at end of previous turn, but now we're back to 2 rounds vs 1.

Also, if I "feed" the potion to the ally next to me, does that require standard action, or is it still a move action, since I have the trait and I'm performing the action?

--------------------------------------------

Compare potion vs weapon

Normal:

potions =

move - retrieve potion
standard - drink

vs

weapons =

free - draw
standard - attack

--------------------------------------------

so... with both hands free... I can draw 2 weapons, make 2 attacks, and still have a swift and move available

but

with both hands free... I can draw 1 potion (provoking aoo), drink (provoking 2nd aoo), have only a swift available?

--------------------------------------------

Can someone help me make sense of all this, please?


I don't see many posts like this, but I thought I would give it a shot.

I see a lot of unique threads for unique style games. There are a few threads for PFS.

I'm a active, commited pbp player. Willing to play any role. Looking for either a PFS regular group, or homebrew using same basic PFS character creation rules.

I'm in line on the Kludde thread, but the waiting is killing me. Are there any groups out there willing to bypass the weeks of "nominations", and "submit your character for consideration", in order to get a player who:

- wants to enjoy the regular PF rules, but can accept home rules
- willing to post multiple times/day
- can fill any role
- willing to commit to more that just a single adventure

Is there a better place to post this?


. I'm looking to create a character for use in pbp, that provides buffs/debuff ect, but can contribute to combat after the buffs are out. I prefer to avoid the complexity of preparing spells, so I'm envisioning an oracle or sorcerer. I already play a bard, so I'm hoping this character will be a different class for variety, but I'm not ruling bard out as an option.

. I play PFS so I'll be using those rules for character creation.

. I want to avoid the point blank feat tree, so a melee character is going to be the focus.

. I would like to have access to divine spells, but enlarge person and similar arcane spells would be very useful. Which is where I'm looking more at a melee Oracle (lore).

. Cleric would be my 1st choice except for they have to "prepare" spells vs spontaneous. (if there is a way to turn clerics into a spontaneous caster, that might solve my issue here. In my interpretation of the classes, a spontaneous cleric IS an oracle)

. Bard with access to cleric spells would also work

. I've read most of the class guides for: cleric, oracle, sorcerer. They don't seem to address this specific concept.

. I plan on Human and will need an Int of 13 for Fast Learner at Lvl 1.

. Thank you in advance for your creative suggestions.


I've recently begun playing a bard and was curious:

Is it a plausible strategy to carry numerous wands and constantly buff and debuff? Is this a waste of gold? Is this a waste of actions?

In theory, with my lingering performance:

- I start a performance, end it on the next round, and the party continues to receive bonus for a total of 3 rounds before I start another performance.

- In those 2 rounds inbetween starting performances, throwing out buffs and defuffs with wands seems an overall better use of my standard action, than ranged or melee attacks that have little damage

- If this is a decent strategy, what are the best array of wands to carry?

Thank you for your thoughts.


I'm planning on embracing the bard philosophy of helping others achieve greatness, and interested in suggestions for what to tweak, plan for, consider, ect. to be the player shining the spotlight on OTHER players.

I'm planning on straight bard (possibly the song healer to boost wands of CLW to higher levels "cheaply"). I plan to focus on versatility, skills, and buffs. I would love a focus on: inspire courage, to give other players the boost they need.

I play PFS mostly so keep that in mind when making suggestions. Here's where I plan to start:

Human Bard 1

Str: 10 not melee?
Dex: 14 initiative, ac, ranged
Con: 12 extra HP
Int: 14 extra skills
Wis: 8 dump
Cha: 18 (16 + 2 Racial) primary

Feats:
(H) Fast learner (hp AND skills, or skills AND spells)
(1st) Lingering Performance (triple the rounds of performance)

Traits:

Maestro of Society (extra performances)
Reactionary? (+2 Initiative)

So here are some specific questions I have:

1. Are the 18 cha (bonus spells, performance, cha based skill use) benefits better than raising 1 or 2 other stats?

2. Should I plan on ranged (point blank tree) feats and/or dervish dance?

3. Other than gaining levels in bard, is there any way to increase "inspire courage"?

Thank you in advance for your thoughts.


Looking at all the different race traits, obviously they are presented for specific races, but I came across this:

"Members of any race can select a bloodline race trait, as they represent distant bloodlines intermixed with or corrupting those your race."

Is this true? I can find it drawn from any of my books, can anyone tell me if and where I could find this?

As I read this quote, it appears that it opens up all sorts of interesting flavor options for character backgrounds, if any race can use any racial trait.

or specifically...

I have a gnome sorcerer (draconic/elemental crossblooded) with the pyromaniac alternate racial trait.

As 1 of his 2 racial traits for PFS, I would love to give him:

Snap Ignition (Ifrit): You are a pyromaniac by nature and love nothing more than setting fires.

Benefit(s): As a full-round action, you can produce a small flame at the end of your finger that ignites combustible materials as a tindertwig. Alternatively, you can maintain a flame equivalent to a candle by spending a standard action each round to concentrate on it.

This would fit nicely into the background store of the character being driven to adventuring in order to find the source of his magic, and tracing it back through his lineage to either a dragon or ifrit.

Mechanics-wise, I see nothing that would be a problem by any DM, but as I mostly play PFS, is there anything I can site as proof that this is a "legal" choice, in case it were to ever be questioned at a table?

Thank you in advance for your response


Just curious....

When I sit down at a random table, if there is a human character, I automatically assume min/maxer, lacking the flavor of creativity. While this isn't necessarily a "bad" thing, I have trouble understanding why in a fantasy setting ANYONE would want to play human beyond the fact that they are the "best" choice in almost every class guide.

extra feat
bonus skill points
extra spells for favored class
+2 to any stat

the list goes on.

Any reason why the content pushes players to this race?


This is my 1st bard and after a lot of research and debating, I've decided on a Dawnflower Dervish.

Here is what I've put together so far, any suggestions or tweaks would be greatly appreciated.

Race: Elf (fluff)

PFS(20 pt buy)
str = 10
dex = 16 (18 racial)
con = 14 (12 racial)
int = 9 (11 racial)
wis = 7
cha = 16

traits:
Blade of mercy (for enforcer combo and fluff)
Maestro of Society? (something useful and fluff)
or
Warrior of Old?

feat:
dervish dance
arcane strike
or
enforcer

I'm not a min/maxer, and tend to add a lot of roleplaying fluff to my characters, but I also don't like playing a character that is not effective or can't contribute to both: encounters and role playing. Of course this is only lvl 1, but anything "wrong" with what I've got here, or I should consider for needs/prereqs/ect down the road?


So the concept is an elegantly, graceful, "dance" of combat. A character who looks at combat as more artistic than brutal. A melee combatant who dances as if a battle is a form of entertainment or show, instead of a brutal fight for survival. (think of black widow from avenger's, legolas from hobbit 2, yoda from attack of clones, ect)

I'm planning on:

Elf for flavor (I know human is a better optimized choice for ALMOST everything)

PFS... so 20 point buy

This is for FUN, and not worried about complete optimization, but want a viable contributing party member

I started with straight fighter, with a few skill points in a perform. That expanded to bard (I've never played a bard before). This went to Dervish Dancer, then to dawnflower dervish.

So....

Can you please explain what class/archetypes fit this best? Why is dawnflower or dancer "better" than the other. Should the class be straight or have a dip (multi-class)?

Thank you in advance for your suggestions


My regular group have moved away. I miss playing pathfinder, and am looking for a place to continue my enjoyment of the rpg experience.

I've come across this play-by-post concept and I'm interested in giving it a try. As I look at other pbp threads, I see rolls and info in different text and style than what the player posts. Is there some sort of download that is needed before I try to join a game?

How do gm's get player's character info (sheet)? Are they typically e-mailed? Posted on board?

There are a lot of "show/hide" buttons.

Can someone tell me what I need to know or do, to prepare myself with the vocabulary or basics, for pbp games?

Thank you in advance to those who will help me get back into pathfinder via a totally new media!


After doing a lot of reading and searching, I'm filled with general knowledge about sorcerers, different optimized builds, most of them don't quite fit within a, apparently, less than popular concept.

Gnome Sorcerer (Elemental)

(20 point buy = PFS)

str = 8 (10-2 racial)
dex = 16
con = 12 (10+2 racial)
int = 12
wis = 8
cha = 18 (16+2 racial)

Alt racial traits:

Pyromaniac (corner stone of build)

Gift of tongues (fluff... extra + 1 bluff, diplomacy on a charisma based class. Extra languages are nice, if I can spare a couple skill points)

Traits:

1. Magical Lineage or Gifted Adept (almost required for any caster)

2. ???? (probably something that adds diplomacy as a class skill - ease of faith; or something that adds to initiative)

Feat:

Spell Focus (evocation) = prereq for other useful feats (specialization)

or

Mage's Tattoo (evocation)

or

Point Blank Shot = prereq for precise shot

Basic Principals:

1. Take various types of elemental spells (any of which can be used as is, or more often, changed to fire using bloodline arcana and apply pyro benefit)

2. Serve as "face" as needed

3. Gnome! fun-loving, trickster

---------------------------------------------------

From here, since I've never played a spellcaster, please help by suggesting tweaks to: stats, combos, feat suggestions, planning ahead for future levels, ect...

Please provide a reason/explanation. "you should raise your dex" doesn't help. All stats would be better if they were higher and we are working with a point buy. "you should raise dex by dropping str, because you higher initiative is more beneficial to a sorcerer than carrying a lot of gear" explains why a benefit outweighs a sacrifice.

Thank you, in advance, for all your suggestions!


So through all the searches and reading i've done on the boards and elsewhere...

We are able to "purchase" things like: taverns, stores, ships, off shore islands, ect.; but, then what?

Most items have a slight "boon", but is there already, or a plan to bring these into the actual character's world? Such as...

- Clarifying where stores, taverns are actually located

- gaining enough renown to have the vanity featured specifically in a scenario, mod, or AP

- if GM's report that after the adventure the party re-supplied, upgraded items, ect. at a specific character's store, or celebrated at their tavern? Maybe even having a slight percentage of gold awarded to the owner's character, or have "xp" placed on that vanity eventually leading to a growing and expanding business that may actually end with a well known location, in the biggest city, that attracts customers from throughout the world, ect. (think of it as sim-pathfinder, or the vanity being it's own character that grows with the player)

This would all be easy enough to do with a home game, but any chance of applying a role-playing aspect to these in the PF Society?


Can someone please explain how poison use works for combat and how an Alchemist puts it into practice?


I'm not smart enough to be the 1st to think pf this, but I couldn't find anything with a search. Also, I'm not enough of an optimizationist to crunch the numbers on if this would make a difference, but here goes...

Could a standard archer build (fighter) for instance, just enough levels of Alchemist to get 2 vestigial arms, follow the 2 weapon fighting tree, and be able to fire 2 composite longbows?


Gnome
Alchemist (Grenadier)

Str - 10 (8 racial)
Dex - 16
Con - 10 (12 racial)
Int - 17
Wis - 8
Cha - 9 (11 racial)

replace:

gnome magic and illusion resistance with pyromaniac

- bombs 1 lvl higher

defensive training and hatred with gift of tongues

- loads of languages (flavor)

obsessive with academician

- can't craft in society play

Traits:

Etymologist (social) - compounds with gift of tongues for flavor

Any +2 Initiative trait

Lvl 1

Feat = Point Blank Shot

Lvl 2

Discovery = Explosive Bombs - extra splash radius

Bonus Discovery (Grenadier) = Precise bombs

Lvl 3

Feat = Precise Shot

Lvl 4

Ability increase = Int +1 (18) - more bombs, more bomb/splash damage

Discovey = Infusion - hand out buffs/heals to party

Is this a decent build? Where do I go from here? What would you "tweek"?


So my concept for a character starts with gaining as many languages as possible.

This leads me to a gnome for the "gift of tongues" trait. So after starting with at least 3 languages (gnomes start with common , gnome, and sylvan + any bonus languages from int modifier), and every rank I put in linguistics gives me 2 additional languages.

now comes the hard part, what class and build should i look at?

I think the 2 strongest choices are: Wizard, Bard. Mainly due to being 2 of the 4 classes that have linguistics as a class skill.

Is it possible to add this skill w/o multiclassing, with a feat or something?

Anything else I should be looking at? What types of builds should i look into, to actually be a use to the party, besides standing around saying I can understand every enemy and npc we meet.

Seems to me that using all the languages toward some bluff and intimidate shenanygans should be out there somewhere.

While I am a fan of gnome flavor, they are not particularly great at any class, then i throw this restriction on. Am I just a glutton for punishment here? Or should I be satified with a different race resulting in half the languages, but more effective in the party?

Thank you in advance for your contribution!


So...

I've got my 1st scenario to GM. I've downloaded "Silent Tide". I'm confused on how the gold and treasure works.

Each enemy has a list of gear they had on them.

1st - can players keep any of this gear for use beyond this scenario?

2nd - can players sell any of this gear (for 1/2 cost of course)?

3rd - the record sheet shows a "max gold" amt for both Tier 1-2, and Tier 2; This amt matches the total gold that each act rewards, is the gear dropped by defeating enemies included as part of this amt? Or is this simply an actual gold amt recieved and thus any sold loot is added to this amt?

Thank you in advance.


anyone got some general or specific guidlines for handling "inventors"?

This is something I would encourage, but to what extent? I have a player with a gnome alchemist. He asked about making "inventions", I told him, sounds like a "craft: engineering" skill. He came up with an idea to adhere an extract and a mutagen together with a "button" to open both lids and drink them together, effectivly reducing his "buff" time to 1 round instead of 2 (i.e. strength mutagen and enlarge person).

Seems to me this would be viable. He has no problem with allocating skill ranks, using "time" units to create the item, accepting whatever DC I come up with, even drafting a "schematic" which would use materials available found in the pathfinder world. As I understand it, an 8th lvl alchemist can take the "combine extracts" discovery and get the effects of 2 extracts at once. Should I tell him to wait till 8th lvl and "allow" 2 extracts to equal 1 extract AND a mutagen, or reward the "inventiveness"?

Does anyone see this as "broken"? Would you "allow" this? Any similar scenarios?


Here's the sad tale:

1. The party was set with a sorcerer or wizard, cleric, ranger, and 2 rogues.

2. Show up for our 1st game session and find out the ranger is the ONLY person who created the class they said they were going to be.

- The sorcerer was now a barbarian

- The cleric was now a wizard

- 1 rogue was now a paladin

- The remaining rogue was now a fighter (me!)

Now our party has no healing (until the paladin levels), and no rogue

I've deduced that I will need to be the rogue as well as being the fighter.

Here's my stats:

ELF FIGHTER 1

Str = 17 (+3)
Dex = 17 (+3)
Con = 14 (+2)
Int = 15 (+2)
Wis = 7 (-2)
Cha = 7 (-2)

Feat - Weapon Focus
Bonus - Dodge

AC - 20 (10 + breastplate 6 + dex 3 + dodge 1)

Weapon - Elven Curved Blade

Concept:

I arranged the stats to allow myself to go two weapon fighting (TWF) if later I wanted to. My goal was to hit AC=20 at 1st lvl. I wanted to up my int to take advantage of the race bonus and give me more skill points and languages.

NOW THE ASKING FOR HELP:

1. My higher Dex is what nominated me to be the party's rogue. At what levels should I take the rogue class?

2. Should I switch to TWF to take more advantage of sneak attack (SA) damage?

Thank you in advance for your thoughts.


I'll get the obious out of the way, EVERYONE, myself included, loves to level up. We all want to get that next ability, feat, spell, ect. With leveling every 3 mods, we get this.
I've also read and heard from other players that they prefer to level very quickly at lower levels, but would prefer to slow down some at higher levels.

The problem starting to arise with my group is the incresing gap between players' levels. With a core group of about 7 players, we almost always have a full party for our weekly session. With these 7 players, there is about 2 who are present EVERY week. We also picked up a NEW player last week. While the previous 2 are at lvl 5, the newbie starts at 1. This newbie will never catch up to the others and is having a difficult time maintaining a positive attitude when he must hang back from the party and avoid combat in order to simply survive.

I know a common suggestion is to have the higher level players create another character, but they love their characters and don't want to start over since their characters are starting to get interesting. I don't blame them.

My suggestion is this, instead of leveling every 3 mods, any given character could level after completing thier level in mods. (i.e. a level 4 character would level after 4 mods, a level 15 character would level after 15 mods.) I think this would still allow for leveling fast at lower levels and slow it at higher levels, while also allowing for lower level (newer) party members to close the gap. It also allows those who want multiple characters to continue playing with the characters who prefer only one.

While I know this probably has mechanical drawbacks or problems, I know my gaming group would like to see this or a similar system created, or at least considered. I'm sure we are not the only group out there experiencing this "problem".

Thank you for your comments and suggestions.


Ok, this is a contant area of debate among gamers. I'll start with my own personal problem.

With leveling every 3 adventures for everyone, a group of players will NEVER be at the same level. I have a core group of about 7 players that meet weekly to play. On any given week, about 2-3 are unable to attend. While at least 2 are there come hell or high water. These 2 are gaining level that are going to put them out of play range for the rest of the group. They love their characters and enjoy playing them, thus would prefer not to have to play a new character.
We are already at lvl 5-6 getting into the situation where they need a challenge, but any challenge for them, results in the rest of the party being killed.
For another point, we recently (last week) picked up another player. That means this new player will ALWAYS be at least 4 levels behind. This NEW player is having a hard time maintaing a positive attitude about the game.

I know EVERYONE, myself included, loves to level and get that new ability, feat, hit points, spell, ect. In that respect, I love the 3 mod and level system. After, seeing it in action though, I would prefer a system like old with the opportunity for lower characters to "catch up" to their companions.

I don't believe in complaining without offering a solution, and after discussing with some fellow gamers, I suggest this.

Of course this is probably overly simplistic, but how about something where you must run your level number of adventures to gain a level. (i.e. a level 4 character plays 4 mods, levels up; a level 15 character plays 15 mods, levels up. ect.)
The main concensus I've read and talked about is that people want to level fast at low levels and slow down at higher levels. I believe this will do just that, along with give new party members or lower party members an opportunity to adventure together.

Just my suggestion. Thank you for your thoughts.