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For reference/spell selection, is there any rough estimate of how long PFS fights last? I'm building my first Combat class (and first PFS agent) with access to L3 arcane buffs, and in choosing these buffs, I'm wondering whether great ones like Haste or Displacemend (duration: 1 rd/level) are worth it when you have only moderate caster levels (7 CL). These, as opposed to Heroism (10 min/level) and Monstrous Physique (1 min/level). (With Monstrous Physique --> Popobala, you get +2 Str, +2 AC, Darkvision 60, Fly 30 Average, Climb 30)
So, in the PFS forum, I first asked whether a character build was legal. After several replies/tweaks/iterations, questions about viability came up, but the thread lost steam. At this point, it seems the char is legal--now I'd like to make sure it can survive and contribute L1-12 (meaning everybody is happy: I'm having fun, party is having fun, glad to have PC around, etc.). The build in bullets:
Khashir El'eth Male Half-Elf Fighter 1 (Unarmed)/Monk 2 (Master of Many Styles)/Sorcerer 2 (Copper Draconic)/Dragon Disciple 7
STATISTICS
TRAITS
DEFENSE
OFFENSE
Feats
Skills
Languages
Spells:
The L6 spell Getaway allows you to designate a safe location to which you and your allies can teleport as a swift action. The exact nature of the trigger (mental/verbal/somatic/?) is not described, however: "At any time before the spell's duration expires, you may trigger the spell as a swift action." I'm curious as to how triggering it would work vs. grapples/silence/falling in acid/lava, etc.
I've been bombarding the boards, so, I'll keep this one short and sweet: Things like Bedrolls, Backpacks, Ropes, Maps, Grappling Hooks, etc., are they worth spending money on? In many (non-PFS) games, I spend sizable amounts of precious GP on these, but they end up not being necessary (i.e., they weren't "needed explicitly" at any point in the session).
Hi, I'd like to know if the following is doable in PFS (I'll first describe the mechanics, and then the flavour). I'm thinking about a character that dips two levels into monk--I'd like the char to start out Neutral Good, shift to Lawful Good, then end up Chaotic Good. The story is basically the following: the character is a Half-Elf Unarmed Fighter, with (Copper) Draconic heritage (though he speaks Draconic, he is not fully aware of why; and his heritage is hinted at by his reddish-brown hair, darker skin, etc.). After arriving at the Foreign Quarter in Absalom, he is awestruck by the Irorium. He pokes around, trying to find out more about it, and discovers Irori, and the followers' quest for physical and mental perfection. Drawn to it, he submits to their code (becomes Lawful Good), and trains for a while. Eventually, he starts to get tired of the strictness of their code, rituals and diets, which he finds are unnecessary. Further, their tenet that "all knowledge is sacred" implies (or, he takes to imply) that even evil knowledge (necromantic rituals, for example) must be safeguarded (I'm not 100% sure on this part; I've construed it this way so far). Ultimately, he argues with his superiors and storms out of the temple, partly wondering whether his rebelliousness was 'all him' (becoming Chaotic Good. Bear in mind Copper Dragons tend to be Chaotic Good). His draconic heritage continues growing, and he discovers that he is capable of channeling arcane energies without training (grabs Sorcerer level). He researches his new-found power, to finally discover his heritage. With this knowledge, he decides that, for him, mental and physical perfection involve tapping further into his draconic blood, and coming as close as possible to a Copper Dragon (Dragon Disciple). So, two questions: 1. Do the general rules/setting allow this?
Also, thanks very much for reading this far :)
Via BAB, Flurry/TWF (Sorry for the first, super-noob question, but I'm playing my first combat class next week, and I'm not sure how to interpret the rules on the matter.) Thanks!
Hi, Not sure if this is the right place to post it, but the program I use to check for legality is saying 'no,' while the research I've done (PRD, forums, etc.) says 'yes.' I'm very new to the Monk class, so, please bear with me in pointing out my mistakes. Also, if it's legal, any advice to make it more playable is welcome. I'm considering swapping out 2 levels of sorc for 2 more levels of Monk (to improve AC and unarmed strike, though this would mean giving up Calcific Touch, Haste, and one spell at every other level; not sure which yet). Thank you! Khashir El'eth Male Half-elf Monk 2/Sorcerer 3/Dragon Disciple 7
DEFENSE
OFFENSE
Space 5 Reach 5 STATISTICS
"Free" Feats (Sorcerer, Half-elf, Monk)
Skills Acrobatics +8, Diplomacy +17, Disable Device +3, Fly +6, Knowledge (arcana) +9, Perception +23, Sense Motive +13, Spellcraft +5, Use Magic Device +6 Languages Common, Elven, Draconic Spells L0: Acid Splash, Prestidigitation, Dancing Lights, Detect Poison, Detect Magic, Disrupt Undead, Mage Hand, Arcane Mark L1: Enlarge Person, Magic Weapon, Vanish, Mage Armor, Anticipate Peril, Protection from Evil L2: Alter Self, Mirror Image, Resist Energy L3: Haste, Paragon Surge, Fly L4: Calcific Touch
I was hoping to get some feedback re: how to improve this build. There's a bit of flavour behind it, though the idea is not fully developed. The character has a thing for planes/planar travel (hence, Sage's K skill); as well as using necromancy to overcome opponents (hence, thanatopic and the +2 for necro DC). The concept is a planar explorer, searching for lore, knowledge, random curiosities (think a PF Agent-inspired char), with a bent towards versatility/self-sufficiency (due to his lone traveling, needs to cover bases as much as possible). Khashir El'eth Male Human Sorcerer 20 (Sage)
Traits
DEFENSE
OFFENSE
STATISTICS
Feats Toughness, Silent Spell, Persistent Spell, Empower Spell, Maximize Spell, Improved Initiative (BL), Spell Penetration, Quicken Spell, Thanatopic Spell, Spell Focus (Necromancy) (BL), Spell Perfection (Enervation), Dazing Spell, Piercing Spell, Iron Will (BL) Skills Appraise +10, Bluff +1, Diplomacy +25, Disable Device +3, Fly +6, Intimidate +5, Knowledge (arcana) +29, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility) +7, Knowledge (planes) +27, Knowledge (religion) +25, Perception +21, Sleight of Hand +3, Spellcraft +31, Use Magic Device +24, Appraise +10, Bluff +1, Diplomacy +25, Disable Device +3, Fly +6, Intimidate +5, Knowledge (arcana) +29, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +25, Knowledge (nature) +25 Languages Common, Celestial, Infernal, Abyssal, Undercommon Spells (BL-Bloodline):
Spoiler:
Here are some of the combinations/tactics available (so, any feedback/ideas in this respect are welcome too!): Spoiler:
Does the feat apply whether the enemy saves or not (300 dmg if not)? In the first case, no dice are rolled, but in the second, there are (in which case, this ruling would apply.) I guess the gist of my question is whether it's reasonable for the application of a feat to change depending on whether the enemy saves or not. Or, maybe more importantly, whether the higher slots are used either way (so, you choose to empower, you cast it empowered, but you only get the empowered benefit if the creature saves).
So, after searching the forums, reading back and forth between the relevant section in UM and the spell descriptions, I'm still not sure how Summon Monster works (more so, at higher levels, when outsiders come into play). UM has this section, where the bolded text (above all) confuses the hell out of me: CALLING OUTSIDERS
So, if we use SM to summon an outsider, we still have to bargain/etc.? I'm not sure if the "none of these" part is including summon monster. Specifically, if I summon a trumpet archon, can I command it to heal me and my party? More realistically (since I'd never treat a Trumpet Archon so foolishly), as a Chaotic Good character, could I summon it and say something like "My apologies for calling you here, but we have just finished fighting off this great evil, and need your aid to continue further." (For now, ignore the fact that I'm summoning after fighting is done.)
This is an off-shoot of another thread, but I felt some discussion on the matter would be useful: The subject says it all. Before you say 'all drow are evil, so, half-drow are impossible' or 'half-drow would be rejected by both parents' races, so, would never survive,' I don't see how any of those comments fail to apply to half-orcs. If you have any doubts, read the orc entry: "Along with their brute strength and comparatively low intellect, the primary difference between orcs and the civilized humanoids is their attitude. As a culture, orcs are violent and aggressive, with the strongest ruling the rest through fear and brutality. They take what they want by force, and think nothing of slaughtering or enslaving entire villages when they can get away with it. They have little time for niceties or details, and their camps and villages tend to be filthy, ramshackle affairs filled with drunken brawls, pit fights, and other sadistic entertainment. Lacking the patience for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves. They are arrogant and quick to anger when challenged, but only worry about honor so far as it directly benefits them to do so." If anything, given superior drow intelligence, it would seem that a half-drow would be better suited to act as a moral agent (i.e., able to consider the moral implications of its actions). Therefore, a half-drow seems to have a better chance of rising above the evil in its nature than a half-orc. Consider how any moral question requires one to go beyond instinct or socially-conditioned responses. Hence, the ability to question the status quo (i.e., intelligence and/or wisdom) seems to be necessary to reject it.
Bonus points if PFS legal! Anyway, ML let's you metamagic a spell and reduce its level by one (so, you can empower a level 8, maximize a level 7, quicken a level 6, etc). At the moment, I've gone down the utility route and am considering Spell Turning. Max spell turning means you always know how many levels you're protected against, sparing you the anxiety: do I have enough ST levels to take a FoD? I had another choice, but just realized it's not legal, so, it's gone. Other suggestions much appreciated!
This is a question I've been thinking about since 3.5e, but never really asked (maybe it's something dead obvious, and I'm missing it). How are Arcane casters balanced (in terms of power) with Divine ones? Here's a general overview of how I'm seeing the situation (which is where I'm hoping I'm wrong) Divine adv. over Arcane:
So... where I am I wrong (as an Arcane spellcaster for over... 12 years?)
If you crit with a spell of the same element as your draconic bloodline's, does it double the extra damage as well? Ex. A L. 20 Silver/White Dragon Sorc crits with Polar Ray. +40 (instead of +20) dmg ftw? I looked at the CB, all it says about critical exceptions is: Exception: Precision damage (such as from a rogue’s
I don't think it would count as either precision damage (which wasn't really defined anywhere) or 'special weapon quality.' Thanks, K
Acid Arrow says that it "lasts up to 6 rounds, unless neutralized" (rough paraphrase). What does 'neutralize' mean? I'm wondering whether one can cast an Extended Acid Arrow to deal 2d4 + 12*2d4 damage for a level 3, or whether 'neutralized' means 'pouring some non-magical alkali on the spot.' Cheers 8)
So, like many here, I'm still waiting for an official clarification re: grapple and metacasting. At the moment, if my search-fu is up to par, the most we have is a one-line response that seems to imply that grapple is as deadly to casting (even without somatic, verbal, and material components) as we fear: the concentration check is nearly impossible to succeed, especially at higher levels. One thing I haven't run into, however, is addressing a quickened silent still eschewed cast. For example, Dimension Door has only verbal components: could a silent, quickened DD bypass the check? RAW, it would seem to be at least plausible, given the definition of a Swift action (i.e., requires barely any effort on your part). Such spells already avoid attacks of opportunity, so, the question would be whether it also bypasses the grapple check. It doesn't seem game-breaking for a level 9 spell to allow this; but if the devs intended grapple to be so severe, then a level 9 spell should be a 'fair price' to pay... On the other hand, I have two questions about Contingency (being our best, current solution): 1-) Can you set the trigger condition to something you can control? Say, when you say a specific, made-up word? Or snap your fingers in a specific pattern? This would give much more control and flexibility over when a contingent dimension door triggers. 2-) Failing that, can the trigger condition be "whenever I fail a grapple check"? That way, you avoid the risk of DD triggering from a low-level grapple that, in theory, should be easy-ish to overcome. Thanks in advance for the insights. CPEvilref has not created a profile. |
