OK, after a little research I am leaning this way so far:
Since there are no crafting feats needed at level 1 I decided the cohort does not need to be a human. Is there a race that gives crafting bonuses?
I am playing a Cleric in a home game and am strongly considering taking Leadership at 7th level in order to provide crafting opportunities for the group.
From a thematic standpoint I would prefer the cohort to be a Cleric who has been assigned to tutor underneath me.
My Question: Can a Cleric be a solid crafter?
Also, are there feats and/or traits that he can take which shorten his crafting time?
Any tips on what a 5th level Human Cleric crafter would build out? I think I would want him to be able to craft belts/headbands, wands, and staffs. Perhaps a few other items as well. Crafting time will be an issue.
OK, Outflank, Paired Opportunists, and Combat Reflexes seems to be the direction we will head into for now.
I will definately be taking the Infusion ability, and hopefully finding a good potion on a chronicle sheet we could use in combination with Alchemical Allocation.
Any other ideas for after that?
Greetings! My son and I are leveling up a couple Ratfolk brothers and were hoping for some tips/advice on Feats to take.
Ratfolk Unchained Rogue (Knife Master)
Ratfolk Swashbuckler (Inspired Blade) 1/Investigator (Empiricist)
The concept is my character will move in first after ID'ing the enemy followed by my son who will come in and hit them hard with Sneak Attack.
I understand that not all enemies will be subject to sneak attack/precision damage so lets not focus on that particular issue. Let's try and focus on what I can do as the Investigator to help set him up for success.
Teamwork feats? We will already be "swarming" so we flank from the same square, but perhaps Outflank would be effective to increase our bonus?
Should I go with a Trip build so his target is prone as well? As a small race it will make that a bit more difficult but perhaps I can make it work.
I'd say you both are ready to go right now. If you have any type of backstory worked out/printed out you are solid.
My son and I started playing PFS when he was 9...he rolled a Cleric of Sarenrae and I played his big brother the Barbarian. We had a blast with those characters! I (as the big brother) was always protective of the little bro, but he ended up saving me with healing more times than I care to remember. They are both semi retired now after having completed Eyes of the Ten.
I wish you and your daughter all the fun in the world! Getting to spend several hours with your child having fun while playing a game is a beautiful thing.
Out of curiosity, do we have an ETA for when this might happen? I for one was very excited about the Shifter class concept, purchased the PDF, and was almost immediately disappointed.
I would love to be able to play a viable Shifter in PFS play, not just a Druid or Beastkin Barbarian.
Thanks for all your hard work on this!
Yup, the Natural Attacks is the other option he was looking into. But you trade out the bonus to Perception for it...and if he is our Trap Spotter we are hoping he can actually spot them.
But along the lines of claw/claw/bite or tusk, there is also a catfolk item that they wear on the claws which can be enchanted and I'm sure fashioned from adamantine/silver/cold iron.
Lots to think about.
My son has decided against the Samurai (for now) and is intent on building a Catfolk Rogue of some type. Catfolk is his favored race and it seems it might fit (at least somewhat) thematically. The guide lists the Trapsmith and Burglar archetypes as solid choice, but he is leaning towards the Cat Burglar racial archetype.
We plan to tinker with this a bit to discover good ways to:
Increase Perception (Wisdom Penalty on Catfolks hurts)
I was hoping for the Sun and Fire domain for the blast spells, but the Blossoming Light archetype looks almost perfect for my concept. Since I would not get the bonus spells/spell slots the blast spells are no longer an issue and Sun and Fire domains make the most sense.
Are there any traits or feats or abilities that allow + damage to channeling to Harm Undead? I know the Sun Domain does, but anything else?
Regarding the Samurai I agree the Sovereign Blade looks best, but I will gently encourage him to look at the Cavalier as there seem to be many more options with that class. Is there a desert themed Cavalier?
As the title says I am looking for ideas on 2 builds for my son and I. He wants to play a Samauri while I am leaning towards an undead killing Cleric or divine caster.
Are there any Samauri archetypes that swap out the mount feature and are perhaps somewhat thematic for the sand?
Ideas on undead slayer?
Thanks for your suggestions.
Matthew Downie wrote:
There are items that give you a bonus. Is there any reason it has to be made into a Class skill? Wouldn't any +3 be just as good?
Well, making it a Class Skill gives the +3 bonus, and then any additional items will give additional bonus. I'm not looking for the ultimate Diplomat but any reasonable way to increase the skill will be considered.
I have a quick question regarding an Alchemists bombs and Discoveries.
If an Alchemist picks up the Entangling Bombs Discovery at level four, do the bombs still do normal damage when they explode, but also have the additional function of entangling? Or does the entangle replace bomb damage?
I could not read anywhere that it replaces the damage, and some of the other Discoveries explicitly read that bomb damage is reduced in some case when additional effects are added. So as far as I can tell the bomb would explode doing damage, and then entangle.
Am I correct? If not, can someone point me to the phrase / post / FAQ where it is explained better?
I am building a character that I am currently applying my GM credit to, but I want the character to end up as a Noble. Is there a scenario (or scenarios) that offer a Noble Title on the chronicle sheet as a boon?
I understand if this type of "farming" is frowned upon by the community but I am hoping for a little help in which scenario to run next.
Thanks in advance.
I am trying to build a PFS legal character that is expertly skilled in Knowledge Nobility.
My ideas so far:
2 Levels of Empiricist Investigator-Get Inspiration on Knowledge checks and converts several skills to use INT modifier instead of normal modifier. Could get by with a single level, but character will be INT focused so the extra level makes sense.
Minimum 2 levels of Mindchemist Alchemist-Gets Double INT bonus to all Knowledge checks, plus Cognatagen to increase INT, and bombs for some combat ability. Would prefer race with Bonus to DEX/INT, but Half Orc may work with +1/2 point of damage to bombs.
Trait: Civilized-+1 Trait Bonus to Knowledge Nobility & Local
Item: Mossy Disc (Cracked) Ioun Stone-+1 Competence Bonus on Knowledge Nobility. Also, can the Ioun Stone be upgraded to the higher level items similar to how we do magic weapons/belts/headbands?
What other Race options are there that might give alternative racial features to increase a knowledge skill?
Any other items that help with this?
While I would prefer to keep it to just two classes I am open to hear suggestions on additional classes that would offer a considerable bonus to knowledge checks in general, Nobility specifically.
Any ideas out there?
Thanks for the input!
With that group, I would say Bard. You and the investigator have Cure spells on your list so you both can use a wand. Inspire Courage would be delicious candy for that group.
However, a Cleric would be handy for the "Remove" line of spells. I know, play the Cleric archetype that gives Inspire Courage...is that Evangelist?
I am building a Necrologist Spiritualist for an upcoming game and I want to spend the majority of my gold on gear for the phantom. I am hoping for some suggestions on what to buy for it.
Currently, I will be picking up a Strength Belt and some cheap Leather armor. I have about 7k left to spend on him. Is there an item which will help him deliver touch spells? A feat perhaps?
As an Anger based phantom he will get Power Attack as a bonus feat so will have 3 other feats to take as we are building for 6th level.
Also: How do I calculate his HPs each level? 4.5 per level plus CHA modifier and Toughness if he has it?
Yup, I have a character concept for a Rougorou. Now to check the non race boons I have at home to see if anyone is interested. I will also have a Skinwalker boon in the near future I would be willing to trade.
I have been poking a bit around the forums and haven't found any info on the Starfinder Society rules regarding character creation and such similar to Pathfinder society. Has there been a Starfinder Society Rulebook released to build legal Society characters for the upcoming season of Starfinder?
My son and I are wanting to begin building our characters but I want to make sure we follow the correct guidelines.
I realize this may be something that was addressed earlier and that it may be released after Gencon, but I am simply hoping for clarification.
The excitement builds!
I have a question regarding applying GM credits to a brand new toon, and whether or not I can apply special boons to it after my initial chronicle sheet but prior to when I've actually played the character.
My Specific Situation:
I am very interested in the upcoming Shifter class. I believe the book comes out in October but then there will be a short period of time while we wait for it to be "legal."
Can I store up chronicles on a character, and then create a Shifter at level 5? (or 3, 4, 6)
Also, can I apply a Race Boon that I would have received after the moment I first applied a chronicle but prior to ever actually being played?
I have a question regarding Sanctuary: It states that the target can also not attack. So can this be ended just when I attack, or am I not able to attack, period.
I see what you mean: Move, Attack, LoH to gain Sanctuary. And then I guess on the next round you just follow the same routine...after reading a bit more it seems perfectly reasonable.