Rat

Lab_Rat's page

2,237 posts. Alias of Matt Beatty.



1 to 50 of 83 << first < prev | 1 | 2 | next > last >>

I have an idea to make a Barbarian Gunslinger who specializes in big booms.

The firearm FAQ states:
Specifically in the case of firearms, a Medium character can’t use a two-handed firearm sized for a Large or larger creature, and a Small character can’t use a two-handed firearm sized for a Medium or larger creature

However, the Titan Mauler syas:
Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. She can use two-handed weapons meant for creatures one size category larger, but the penalty for doing so is increased by 4. However, the attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0). This ability replaces trap sense.

Would A Titan Mauler Gunslinger be able to use a large 2-handed musket, bypassing the standard rules regarding large firearms.

1/5

Hey all!

I am just curious as to how many characters are still members of Shadow Lodge (ie have the boon allowing membership). So lets have a roll call and see what we got. I am betting that most members are high level with quite a lot of influence (fame) or even VCs.

1/5

Hey all,

So I have 2 characters that I REALLY love and would like to see level up to high level.

My Bloatmage just leveled to 12 during the PbPGameDay - High tier rocked the scenario and successfully finished without too many issues.

My Barbarian is currently in part IV of Eot10.

Anyone know of a path that would allow me to level both of these characters as high as I can?


458 people marked this as FAQ candidate. 64 people marked this as a favorite.

Hey all! This FAQ is long overdue for those who like to play Bard. I think an FAQ request has been tried before but never mustered enough interest to get on the radar. Let's give this another shot and hopefully we can wrack up enough votes to get attention and fix this issue.

This FAQ request will hopefully get an answer to two questions: If your not sure of the historical / mechanical background for these questions check out the spoilered sections.

Background:
The Bard's masterpiece ability has been in contention since it was first published. The ability requires us to give up a feat slot or a spell slot to gain an ability that utilizes Bardic Performance rounds. The ability is supposed to be roughly as powerful as the spell slot you give up.
However, there is contention over whether the Bardic Masterpiece counts as Bardic Performance or just utilizes performance rounds. The community has been relying upon an interpretation of the rules by James Jacobs as an ad hoc ruling. However these answers were very short and people have interpreted them differently. It is thought that at first James Jacobs ruled that you could utilize both a masterpiece and a standard Bardic Performance at the same time. However, in a later post he clarified that ruling and claimed that Masterpieces are Bardic Performances. IF it is considered a Bardic Performance then a Bard will almost never utilize the masterpiece because to start it they would have to end their inspire courage. The current consensus is that this is almost never worth it.
As such, the minimum level at which a Bard can use both a performance and a masterpiece is Lvl 10. At this lvl a Bard gains access to the 4th lvl spell Virtuoso Performance which allows them to start a second performance at double round cost. So a Bard has to give up a spell slot for a masterpiece that they then have to spend another high lvl spell and double performance rounds to use. As you can see, this is extremely costly to use. As such, a variety of masterpieces are not worth the effort and only THE BEST masterpiece would ever be considered for use. At 5th lvl the Bard gets Shadow Bard, reducing the cost to only the stated number of performance rounds. However, this is a 5th level spell you are casting to use a masterpiece that may only replicate a 2nd lvl spell.

1) Are Bard Masterpieces considered Bardic Performance, and thus subject to ALL rules and mechanics that govern performances, or are they a separate mechanic that just utilizes Bard Performance Rounds to regulate the usage of? Can you utilize both a Bardic Performance (inspire courage) and a Bardic Masterpiece at the same time without any other ability (shadow bard, etc)?

Background:
The current community has been functioning off of the ruling by James Jacobs that Masterpieces are Bardic Performances and subject to all rules as such. This has limited the number of masterpieces that players consider to be usable in play. These masterpieces usually fall into two categories: 1) masterpieces with long term effects and 2) masterpieces whose ability is good enough to use Virtuoso Performance or Shadow Bard on. However, another contention has arisen. Bardic Performances state that "A bard cannot have more than one bardic performance in effect at one time." The community is split on what this rule actually means in regards to EFFECT.
Is this just the English word effect meaning that the Bard can not be performing two performances at the same time? Or is this the game term EFFECT, meaning that any in play mechanical advantages created by the performance are ended even if they are long term effects and the Bard is no longer actually performing when they start the next performance. An example of this would be that the Bard utilizes the Masterpiece Triple Time to give all allies an extra 10 ft of movement speed for an hour. Long after the Bard has stopped performing for this effect but before the EFFECT has expired, the party gets into combat. The Bard then starts an Inspire Courage and because two EFFECTs can not be in play at the same time, the triple time effect ends prematurely. In this case Triple Time is a complete waste of a Masterpiece because when you actually need the extra movement is when you would loose it because the extra To Hit and Damage are a better option.

2) IF masterpieces are bardic performances and subject to all stated rules regarding performances: Are long term effects (effects lasting beyond the time required to perform) of masterpieces, such as Pageant of the Peacock or Triple Time, ended when you start another masterpiece or Bardic Performance?

Please FAQ this request so that we can solve this issue finally and stop bugging James Jacobs with this.

Leave a post on your thoughts / opinions as this helps keep the thread alive and on the front page. A living FAQ is an FAQ that gets answered. So if you can think of anything else to add feel free to add it. I cannot guarantee that it will be addressed but the developers may see it if this actually goes for an FAQ.


Simple build that has been done before. Mysterious Stranger 7 / Paladin X. After a lot of thought on possible combinations this combo is probably the best choice for a Mysterious stranger gunslinger. The concept is to create a gunslinger who is stupid hard to kill and still do decent damage. Cha is THE stat. Everything else is secondary (Dex and Con) or tertiary. It gives him damage, grit, misfire ignores, smites, LoHs, and ridiculous saves.

LG Human
Str 8
Dex 14
Con 12
Int 8
Wis 10
Cha 20 (+2 racial included)

1: Paladin (OoV, Sacred Servant) - Point Blank Shot, Precise Shot
2: Paladin
3: Mysterious Stranger - Rapid Reload
4: Mysterious Stranger
5: Mysterious Stranger - Extra LoH
6: Mysterious Stranger - Rapid Shot
7: Mysterious Stranger - Extra LoH
8: Mysterious Stranger
9: Mysterious Stranger - Improved Critical
10: Paladin
11: Paladin - Critical Focus
12: Paladin

Any ideas on a domain choice? I would get it at ll, so it isn't too important. My thought was to go luck domain. I could Bit of Luck myself before combat and then have a very nice chance of a crit on my first dead shot. One shot one kill the enemy boss (Vengeance) and then ask for surrender from the others.

Another option would be to take divine hunter. This gives me Precise Shot for free and frees up a feat slot for Fey Foundling or something else. I don't get the late domain but what I do get is something I can use for an additional 10 lvls of play. Very tempting. At lvl 9, I could also choose to retrain rapid shot and point-blank shot into other feats (extra LoH and a combat feat) since I would be focusing more on Dead Shot.

1/5

Hey all!

So I need some advice. I have a lvl 12.2 Barbarian that I was able to run through EotT part 1. Unfortunately the table fell apart and never progressed through the rest of the parts. Then I moved to another state. It has now been well over a year since part 1. I would really like to move this character forward though.

Options that I see available to me IF I can find a group of players with lvl12+ characters
1) Find a new group that is willing to take me on for parts 2 to the end. I get to complete the series but I loose some table cohesiveness since I didn't survive part 1 with them.
2) Abandon EotT and find a table playing a module that a lvl 12 character can play in. I am now stuck with a character at lvl 12.2 but I get to continue playing him. I can then utilize a GM star replay to bring my soon to hit lvl 12 Bloatmage into an EotT table (If I find one and upon GM approval).

Any advice on what I should do?


I am currently using the Alias Lab_Rat for my messageboard posts and have been for quite a while. I have almost 2000 posts under this alias and most people on the boards know me by this alias. However, I can not search any of these posts, look through past threads, or look at my favorites. This is because when I or anyone else clicks on my alias they are sent to the wrong page.

This is my official page. You can see that the vast majority of activity is actually under the Lab_Rat alias.

This is the page that you get sent to when you click on my alias. It is a completely different person. Different avatar. No posts. It's empty.

Is there anyway to to get the link fixed so that I can access the true page for my alias?

Thank you.


54 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

The gunslingers dead shot deed states:

When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack.

This wording states two pieces of info that can be confusing. The statement "based on base attack bonus" implies that you only get your BAB based attacks. However, the text "as many attacks as you can" and "as if making a full attack" could imply that abilities or effects that increase your attack number, such as rapid shot and haste, would effect the number of attack rolls you make since they effect how many attacks you make on a full attack.

Do rapid shot and haste grant extra attacks when using the gunslingers dead shot deed?

Mechanically, dead shot deed falls behind a full attack on damage. When a gunslinger can target touch AC and hit with the majority if not all attacks, the additional static damage is way more then the dead shot deed can make up for. The mysterious stranger can make up for some of this but cha mod to damage is a small portion of the static damage that a gunslinger brings to a full attack. Additionally, at lvl 13, both the musket master and pistolero no longer have to worry about misfires, a key mechanic balancing a full attack. This leads to a HUGE bump in damage for these archetypes. The dead shot deed does not receive anything in return.

Mark Seifter is also in agreement that the deed is ambiguous in regards to these abilities and would probably GM it with the ability to use rapid shot and haste. Link

It seems there is at least some developer support for a more usable dead shot. So lets give this one last shot at an FAQ.


1 person marked this as a favorite.

So one thing I have noticed on the advice board in regards to the gunslinger is that people love to talk about how gunslingers are OP because they can get huge DPR. We tend to use the known and loved DPR formula h(d+s)+ft(cd+cb+r). This formula is great because it allows us to estimate average damage vs an theoretical enemy and compare builds.

However, the gunslinger has slightly different mechanics. In addition to the hit vs miss and critical calculations we also have to take into consideration a misfire. Misfires can be a big deal as they basically make you stop in the middle of a full attack to fix your gun. This can end your damage prematurely and possibly set you back the next round as well. If you decided to shoot an enemy and misfired on the first shot, then you could spend your move action quick clearing and be back up[ and running nex round. However your damage for this round was 0. If you misfired in the middle of a full attack you would have to stop mid attack and quick clear next round. You have a lower damage for this round and must spend a move action next round to quick clear, limiting yourself to a standard. This all puts a drastic negative on a gunslingers actual DPR.

I think I have come up with a formula to take into consideration the loss of damage during a full attack due not following through after a misfire. This assumes that you stop after the first misfire and don't attempt to push on with a broken weapon.

Misfire (-DPR) = -m(d1+d2+d3+d4+...dn) -(1-m)*m(d2+d3+d4+...dn) -(1-m)^2*m(d3+d4+...dn) -(1-m)^3*m(d4+...dn)... -(1-m)^(n-1)*m*(...+dn)

m = misfire chance expressed as decimal. A misfire on a 1 or 2 = 10% = 0.1
d1->dn = Your damage calculated by typical DPR calc (see above in bold) for attack 1 (d1) through to your last attack (dn)
n = number of attacks you make

feel free to point out any errors in the formula

So a couple of things that this formula tells me when you plug in real numbers.

1) The loss of DPR from misfires can be very very large. If you have a 15% misfire chance (double pistol with cartridges as an example). Your DPR can take a hit of close to half from misfires. With a lvl 12 basic pistolero with a double pistol (rapid shot, deadly aim, haste, double tapping every shot for 10 attacks total) I had a DPR of 199 and change. Adding in the effect of a misfire on a dice roll of 1-3 cut my dpr down to around 100. Feel free to put the formula to use with your own calculations.

2) Reliable is by far the best enchantment. Why? It scales with your increase in damage. The more damage that you do the more a misfire will take away and vice versa with reliable.

Side note: I am making the assumption that people stop a full attack after a misfire rather than risk blowing up their gun. I am also not taking into consideration the loss of actions during the next round that may occur following a misfire.


I am attempting to make a viable one shot gunslinger. The idea is to use the Mysterious stranger and use deadshot when I can full attack and maybe vital strike when I need to move.

Deadshot:
As far as I can tell you take a full action, and roll all of your possible attacks according to BAB. So at lvl 12 this would be three attacks and if you had a double barrel pistol / musket it would be 6 attack rolls. However, this is just a mechanism for determining your possible damage. In reality you take a single shot. So even though you are using a double barrel weapon and act as if you double tapped all your attacks, you are only shooting a single bullet. Thus your reload time is cut down to a single reload. A mysterious stranger with rapid reload (double musket) and paper cartriges could reload after a deadshot with a move action. Not bad and it leaves space for a standard action. I could thus reload and move or reload and vital strike. Thoughts? Incorrect? Just as correct as any other interpretation?

Vital strike:
This one I am having more issues with. When you vital strike, you take a standard action and make a single attack for more damage. With a double barrel weapon, say a musket, do you get the full double tap as a vital strike (2d12/2d12), only one bullet of double tap as vital strike (2d12, 1d12), or is it only 1 bullet with no double tap (2d12 - completely useless as you might as well save a feat and double tap for more damage)?

Thanks for opinions / rules interpretations.


Hey all,

I have been messing around with the idea of a mysterious stranger who focuses on the gunslingers dead shot. In order to get some sense of comparison on damage and how much to hit and Cha bonus play into the damage I am trying to build a DPR formula for dead shot. Here is what I got so far. Correct me if I am wrong / missing something and definitely point out any thread that tried to do this (I didn't find any).

I am going to break the formula into 2 parts:normal damage and crit damage

Normal damage:
h1*(d+s)+ h2*d+ h3*d + ... + hn*d
h1->hn: Chance of hitting with each attack from first (h1) to last (hn)
d: average dice damage plus charisma modifier
s: static damage (includes all damage that isn't from weapon dice and charisma mod)

Critical damage:
f*(1-m^n)*(c*d+c*b)
f: chance to confirm critical hit
(1-m^m): this calculates the chance of getting one critical hit where m is the chance to not get critical hit and n is the total number of attacks you make
c: number of bonus multiples you get on a crit. x2=1, x3=2, x4=3
d: sum of normal damage calculation above
b: bonus damage from burst / thundering enchant

So in total DPR looks like this:
DPR = (h1*(d+s)+ h2*d+ h3*d + ... + hn*d) + f*(1-m^n)*(c*(h1*(d+s)+ h2*d+ h3*d + ... + hn*d)+c*b)

I know I know...way more complex than the standard dpr. Thats why I am asking for opinions and possible corrections.

1/5

Hey all,

Putting together a rogue idea for another new character and trying to see if it is possible to utilize unchained rogue with skulking slayer. My opinion is that everything will work fine. However, I have seen at least 1 person question whether surprise-follow through would be available since PFS limits unchained rogue talents. My opinion is that it would be available since the archetype is giving you access to this as a bonus feat in place of your rogue talent and not as a rogue talent. I.e. you are not taking it as a talent like weapon training but as an actual bonus feat like a fighter.

Agree / disagree?


I have always liked the idea of playing a melee character that was the opposite of common advice. Don't go large, with strength and reach....go tiny, with dex and lots of AoOs.

I am thinking of trying to build a melee character around a 1 lvl dip in Mouser. The debuff plus flanking are nice pro-party buffs and you get the nice AoO if the enemy moves out.

I am thinking that it might work well with any class that has easy access to reduce person or the beast shape line. As such it would work well with Druids and Alchemists. I also think that a Kitsune monk could pull this off well with use of fox shape and later on the ability to pounce.

Has anyone seen a good build for Mouser?


Hey all.

I am looking for a great wand spell to deal damage by my familiar. I am more focused on weapon like spells or rays, since they can take full advantage of based buffs.

One thought was to try spiritual weapon. Although it would be attacking AC, it could squeeze out quite a few attacks in 3 rounds and deals force damage.

Any other ideas that might work out better?


Hey all,

Looking for some advice on how to stack my Bard's inspire courage with a masterpiece. I know that it is somewhat ambiguous as to whether masterpieces will stop another performance when you start them. However both James Jacobs most recent retcon of his opinion and my local GMs agree that a masterpiece would stop any other performance (ie they are exactly like additional performances). Until they officially FAQ this interaction I am stuck using this ruling.

So, if that is the case, what is the quickest / easiest way to maintain two performances at the same time?

The earliest I have found is at lvl 10 when you can grab Virtuoso Performance.


Hey all!

Have a new idea for a crit fishing gunslinger using dead shot. I know, I know, not optimal but I like to try outside the norm/optimal concepts.

My question is how does a double barrel weapon work with dead shot?

Double barrel weapons allow you too make one attack using both barrels, rolling both attack rolls but resolving it as a single attack.

Deaf shot allows me to roll all my BAB based attacks as a full round attack and resolves it as one powerful attack.

So if I had 3 BAB based attacks using a double barrel weapon and dead shot would I:
Roll 6 attack rolls (3 double barreled attacks at 2 rolls each)
-or-
Ignore the double barrel attack and take 3 normal shots.


Hey all,

So I am on the fence about which way to go regarding a melee focused small character. The character will be a grippli alchemist and as such have a -2 str +2 dex +2 wis.

Do I embrace the dex bump and go weapon finesse or do I just absorb the loss of str and carry on?

Dex based:
Racial +2
Better AC (always bumping dex)
Better reflex save (always bumping dex)
Have to spend a feat on weapon finesse
Have to purchase an agile weapon to gain dex to damage
More SAD - can use Dex for both melee and bomb throwing

Str based:
Racial -2
Lower AC
Lower reflex
No feat tax
No need for special weapon
More MAD - Str for melee and dex for bombs (not a real issue as I would only be throwing 1 bomb per round vs touch)


I am currently leveling a bodyguard flag bearer bard. I enjoy optimizing but I also don't like to be that guy who takes all the attention and makes every one else feel useless. When I first started this character concept the idea was to not do a single point of damage myself but to put my effort into buffing the party as much as I could with inspire courage, buff spells, and aid another. At this point the character doesn't isn't overwhelming the game mechanics. However, at level 7-8 hrs will start to add quite a bit punch to the party. In s single round he could be adding +7 to hit, +6 to damage, +30 ft movement, and an extra attack (inspire courage, banner of kings, and haste).

Would this kind of skewing break the scenario?
As a GM or player would you want fair warning?
Should I try to keep another character in the same level range in case the table doesn't want the buffs?


Hey all,

I am attempting to make a Grippli alchemist for PFS that utilizes Dex for feral mutagen combat. Of course, issues involving dex based melee are the need for extra feats and money investment in order to utilize dex and the need for some form of additional damage to match Str based melee.

The unchained rogue solves these issues. 3 levels of rogue gets you dex to hit and damage and +2d6 sneak attack. You also get trapfinding, evasion, and a rogue talent. Not a bad dip.

So the goal is to play a natural weapon Mr Hyde grippli who utilizes dex.
The question is how I intermingle the 3 levels of rogue into the works.

My thought is to go:
1: Alchemist
2: Unchained Rogue
3: Unchained Rogue
4: Unchained Rogue
5+: Alchemist

Anyone have a better progression?

1/5

So I am throwing around a character concept in my head and I need to make sure I have all the rules regarding poisons down.

The concept is a grippli (GenCon Boon) alchemist who focuses on poison. The issue is that the poison rules are spread out.

FAQ
Core rulebook poisons: Giant wasp poison, Large scorpion venom, Medium spider venom, Shadow essence, Small centipede poison

Additional Resources
Ultimate Equipment: black adder venom, bloodroot, giant wasp poison, greenblood oil, large scorpion venom, malyass root paste, Medium spider venom, nitharit, shadow essence, small centipede poison, terinav root
Rival Guide: All poisons on page 53
Heroes of the Wild: All poisons on page 20

So from the look of things my thoughts are that there are two distinct lists for classes with poison use.

1) Poisons that can be purchased: Those listed for Ultimate Equipment and in the FAQ (they overlap)

2) Poisons that may be crafted with craft (alchemy): Poisons listed as purchasable plus those listed in Rival Guide and Heroes of the Wild.

Am I wrong in regards to the rules?

Am I missing any other sources of poison?

1/5

So I didn't think that the choice of what to play in the CORE only campaign would be this difficult. However, when I started running concepts through my thinker, I found that most of my concepts were either underdeveloped ideas that I would rather play in the normal campaign for a few key non-core pieces or were too close in play style to current characters.

So I have decided to go the opposite way. What is a character that I have shied away from time and time again because there are so may other options....Mystic Theurge.

I have not thought about an MT build for quite a while. It used to be that a core MT had to take Cler3/Wiz3 or some other combo to get into MT at 7. However, I am seeing a lot of people claiming the use of SLA's to enter earlier. Is this a legal choice? The current FAQ of SLA's seems to say no.

FAQ wrote:

Spell-Like Abilities, Casting, and Prerequisites: Does a creature with a spell-like ability count as being able to cast that spell for the purpose of prerequisites or requirements?

Only if the pre-requisite calls out the name of a spell explicitly. For instance, the Dimensional Agility feat (Ultimate Combat) has "ability to use the abundant step class feature or cast dimension door" as a prerequisite; a barghest has dimension door as a spell-like ability, so the barghest meets the "able to cast dimension door prerequisite for that feat. However, the barghest's dimension door would not meet requirements such as "Ability to cast 4th level spells" or "Ability to cast arcane spells".

So whats the best way to enter MT?


Hello web gurus,

My current Alias has 1500+ posts but when I click on my name it brings me to another alias's page. This page is for an alias with no posts and a different, less superior, and quite ugly rat. It has become detrimental as I can not browse through the majority of my old posts, threads, and favorites.

Could you fix this?

1/5

1 person marked this as a favorite.

Hey all,

I took a year off for a life hiatus (new job, new place, new state). I finally dug out all my pathfinder goodies and am getting back into playing/GMing.

I obviously have a lot of new things to read up on as we have new content and an entirely new season.

Can anyone give me a quick update on any major changes to society play since...early season 5.

Thanks!


Hey all! I am creating a Grippli Nature Oracle riding a Giant Frog mount for PFS. The concept is to buff the giant frog and make him as amazing as I possibly can. In doing so I am wondering if there is anyway I can treat myself as an Aasimar so that I can pick up the Celestial Servant feat. Just seems appropriate that an oracle might have some slightly divine animal companion and it boosts the companions survival/damage.


Hey all!

I am looking for some feat/build advice. I am going to be playing a Grippli nature oracle riding a giant frog (yes I can do that). The concept is purely flavor but I want to make the most from it.

Can anyone recommend feats and class dips that would work well?

Also, any recommended feats for the giant frog would be great too. I would really like to see him be a grappling machine. 15ft reach and swallow whole should be put to good use.

1/5

Hey all,

So I am running We Be Goblins and We Be Goblins Too at GenCon. Each is in a 5 hour slot (which is really 4:30) in which to run 2 tables. So about 2:30 per table. I ran a test table of each at my home game. 4 players, 1 for each pregen. The We Be Goblins ran fine, maybe a little long because my home game table goofs off and I wasn't keeping them reigned in. However, when they played We Be Goblins too, the moot ran way way way too long. I figure no more than 30 min for the entire moot, leaving an 1:45-2 hrs for the actual important part. However, 2 of these dares require actual combat.

What ended up happening was is that a couple players felt hopeless (failed acrobatics checks, could not escape bonds) and the other 1-2 players took for ever to finish everything off.

Does anyone have any advice for making these games quicker? They are obviously not the point of the scenario and they ended up just frustrating most of my players. Do I have any options for calling them early without making the players feel like I hampered their ability to win the moot?

1/5

Hey all,

I will be GMing We Be Goblins @ GenCon this year. In the past I have run it just with the 4 pregens supplied but I know that a few other semi-official pregens were made for this scenario. Are we aloud to officially use these or do I have to make my table of 6 overlap the characters?

Also, has anyone done the same thing for We Be Goblins Too?

Thanks!


Hey all!

I am planning to make a transmuter that utilizes some of the polymorph spells on his familiar.

My plan is to take Improved Familiar and grab a Arbiter, Inevitable. The main reason for this is that the little guy has regeneration 2 (chaos) and so even if he goes down (Has half my HP) in a fight he probably won't die and need replacement.

I need advice on two things
1) What will the little guy loose when polymorphed? I assume he looses low-light vision, his natural attacks, his flight, electrical burst, etc. Does he also loose his construct traits and regeneration?

2) Are there any guides or tips you can recommend for this endeavor? I am not sure if I will be doing this before I get improved familiar.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Hey all,

I am making a Thassilonian Specialist. I have a few questions regarding how it interacts with the normal wizard mechanics and with the archtype rules.

1) Thassilonian specialist gets 2 spell per slot to spend on specialized school spell and both slots must be filled with the same spell. Is this in addition to the normal 1 extra slot or is this in replacement of said slot?

2) Thassilonian Specialist picks a school of magic to specialize in. Do they get the powers/abilities associated with that school

3) Thassilonian Specialist is listed as a Variant Magic in Inner Sea Magic. Can I combine Thassilonian Specialist with another wizard archtype?

Thanks all!


Hey glorious Paizo web monkeys!

I have an issue and to be honest it has been an issue for quite a while but it never truly bugged me, until I wanted to find an old post of mine. If I click on my alias name "Lab_Rat" it leads me to this alternative "Labrat" who apparently doesn't talk and prefers decrepit old naked mice to my obviously superior strong and knowledgeable one.

Can we fix this issue? I assume it has to do with my love of underscores but that's what I talk to you all for.

Thanks!
-Lab_Rat


Alright everyone....I Need You Help! I am going to be dipping my hands into the summoner for the first time ever and I have very little clue how to pull off what I want out of the character.

Concept:
Combat - Summoner who uses summon monster in combat. I want to make it rain crocodiles people! Yes I fully understand the groaning effect this causes among GMs but I feel I am knowledgeable enough and prepared enough to juggle all the extra creatures efficiently. Now I know that the master summoner is banned in PFS but I can still get very good utility and usage as a normal summoner with this strategy. As for my summoner, I would prefer to stay invisible and rely on my summons to solve my issues.

OOC - I have an eidolon....SKILL MONKEY! Since I will be relying upon my summons in combat I can really focus my eidolon on utility and skills.

Any help you have I will appreciate and steal. Thanks!


Hey all,

So I just got my PFS Bloatmage to lvl 9 and I am contemplating taking spell specialization. He is a foresight wizard but specializes in conjuration spells. I already have spell focus (conjuration), varisian tattoo (conjuration), and bloatmage initiate (conjuration).

So the question becomes: what conjuration spell benefits well from caster level bumps and allows me to take full advantage of my prescience rolls. The best answer I could find is - Black tentacles. Now the big issue is that black tentacles does not scale well against monster/npc CMD. Are the available CL bumps enough to bring Black tentacles back into play at higher levels?

Right now I have a +2 CL and it would be +4 if I took spell specialization. There is also the possibility of playing this character to lvl 15 and taking spell perfection. This would double all my CL bumps giving me a +8 CL on Black Tentacles and allow me to quicken it for free.

So to sum it up:
1) Do you know of any other ways to cheaply bump CL?
2) Are there enough CL bumps to make Black tentacles work against higher CMD monsters?

1/5

Hey all! I am running 1-33 tomorrow and I am looking for advice on how to keep track of the first encounter.
Specifically
1) How do you handle tracking NPC vs NPC combat? I.e how many hits, how many agents vs bandits, etc.
2) How did you determine when the bandits found the scepter? I did not see anything regarding this (perception checks, how many rounds, etc)

Thanks!

1/5

Hey all!

Just a friendly reminder. They published a new errata for the CRB

Interesting points:
1) Stealth! Clear cut rule for sneak attack and new rule regarding breaking cover.
2) Grapple! You can now cast ANY spell while grappled as long as you make the concentration check.


20 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.

Hey Paizo Dev Team!

It seems to me that lighting and the effects of Darkness spells upon said lighting is an issue that really could use some explanation. Currently you have 2 FAQ posts on Darkness spells and a few threads asking for further FAQ's (these threads currently have 80+ FAQ clicks). Even after a new FAQ we all scratch our heads and wonder how this effects the game. For example, according to the new Darkness spell FAQ light behind a darkness effect is not seen. Thus a darkness effect acts like a black wall and blocks line of sight unless you have darkvision. Questions have thus arisen from this new fact. Does normal darkness act in this manner? What if the darkness effect only drops the light level to dim; does this dim effect apply to creatures on opposite sides of the darkness effect?

I think that it would be extremely useful if you could compile a FAQ blog post on lighting. The blog post would allow you to expand upon the FAQ's already published and be a venue for any new FAQ's you all wish to add to the mix.

Thanks for the great work you all do!

-LabRat-


2 people marked this as a favorite.

I just had a thread moved out of the PFS forum. I have been on this board for quite a while and have well over 1000 posts. I know the rules, help enforce them, and am quite sure that when I post a thread that is where it should be.

The post in example was on Riffle Scrolls. This item is absolutely redundant in a typical game since you can craft scrolls/buy them however you like, at whatever caster level you want, with what ever metamagic you want. This is not the case in PFS however.

In PFS we are restricted to minimal caster level and as such Riffle Scrolls actually mean something....an extra 2 caster levels and some metamagic. These are things we can't get otherwise on a scroll and as such I wanted a PFS perspective on usefulness and to spread that usefulness among other PFS players.

I would appreciate it if you all were not so quick to move anything about an item or rule out of PFS so quickly.


1 person marked this as a favorite.

Someone just pointed out an extremely useful item to me and I want to crowd source you all to find other spells that are worth it too.

Riffle scrolls! It's a scroll with a silent spell on it. Now the best thing about this is that because the spell requires a higher spell level to cast it also has a higher caster level. For most spells this may not be worth it but for some it is.

Ex:
Scroll of Communal Resist Energy
Level 3 spell, caster level 5
50 min of energy resistance 10 split among the party

Riffle scroll of Communal Resist Energy
Level 4 spell, caster level 7
70 min on energy resistance 20 split among the party

Double the energy resistance! .... for slightly less than double the price.

Does any one know of any other spells for scrolls that would be greatly improved by a 2 caster level bump.


I play some PFS online and as such I like to make digital maps of the maps in scenarios for use on virtual tabletops. These maps are 100% created by me in photoshop. The only thing taken from the original map is the layout (room sizes, item locations, etc). Nothing is copied from the original map and pasted into my recreation.

I believe this is the pertinent quote from the Community use doc:
"You may not use artwork, including maps, that have not been published in the blog, although you may create your own interpretations of material presented in our artwork and maps, provided that your interpretations don't look substantially similar to our materials."

And I am going to assume that since I am recreating the map from scratch it would fall in the "don't look substantially similar" category.

Are these maps OK to share?


Hey all!
I am making a Veiled Illusionist for PFS and am try to get my tactics straight.
I am going to be using a Threatening (Metamagic Feat) Ghost Sound to give allies some flanking bonuses and make rogues happy. My issue is this.

Ghost Sound has a range of 25 + 5 / 2lvls and an effect of "Sound". My issue is that it has no target.

Do I pick a square within my range that the sound emanates from at casting?

This is important because it will determine if I have to cast another ghost sound (standard action) or just change the threatening square (swift action). How much area does the effect fill? One square or up to my range?


2 people marked this as a favorite.

Ok all...I am playing Eyes of the Ten (PFS) on Saturday. I had planned on purchasing a Headband of Havoc but I friend of mine just pointed out a rule that ruins that idea.

The plan was to have the headband so that if I was hit with a spell before I got to go I could still activate my rage and get my ridiculous superstition bonus. However, I am an invulnerable rager and so I gave up uncanny dodge. Thus I can be flat-footed and can not use that wonderful immediate action to rage.

Anyone see a flaw in this logic? Anyway around this? Anyone know of an item that gives you uncanny dodge or prevents you from being flat-footed?

Thanks for the help!

Oh...if it wasn't clear: If you can help please do before Saturday. Chop Chop!


3 people marked this as a favorite.

Hey all,

Since Kalenz just decided to flash spam half the forums with his pro-asmodeus message of dispair and horror, I think we should help out all the poor threads who fell to his waste of time. I am pretty sure spamming the forums falls in the "Being a jerk" rule. If you see one out there that isn't flagged, flag it. Help clean up the posts.


Hey all!

My home game is cycling to a new GM next play session (2 weeks from now) and I get to make a new character. I am looking to play something that I wouldn't ever get to play in my PFS setting, a Scarred Witch Doctor. My plan is to take a level of fighter (Unbreakable), 5 levels of Scarred Witch Doctor, and then go 10 levels of Eldritch Knight.

My question is....what Patron?


1 person marked this as FAQ candidate.

This came up with a character I played at a table with. Player was a grappler who could go all the way to tie-up in one turn. They used manacles to keep the enemy tied-up. However, the tie-up condition of grappling only states rope can maintain the pin condition.

Can you use manacles to maintain the pin-condition? - the tie-up rules don't mention them.

Do manacles prevent movement? - nothing about manacles prevents movement. In fact manacles are designed to allow a person to move in them. The only description of what the manacles look like is the image from the UE. They are handcuffs with quite a bit of chain between them. This is also backed up by the manacle barbs from ARG which insinuate that a character can in fact take 2 move actions while in manacles.

This leads me to believe that if a character manacled an enemy and left them there in the middle of combat that they could stand up and move away.


So I am thinking about the idea of a halfling divine defender.

Does anyone know if the shared defense ability effects that divine defender or is it just the allies around him?

Divine defender looses mercy and has a divine bond that saves you less cash, since armor enchantments are cheaper than weapon. Is the archetype even worth it?

1/5

Hey all!

You get to help me choose what race I am going to be. I have two character concepts for my next PFS character. The character will be a Paladin, probably Oath of Vengence Divine Defender, but I have a race dilemma. I have two character RP concepts that are equally attractive to me and one that I am worried may go too cheesy.

1) Halfling Paladin - Basically will play up the role of party defender. He will be more boasting than truthfulness at the beginning but as he gets levels on him, well most of those boasts will be true. The end goal is a tiny halfling who refers to himself as the "Mountain" and can usually back up that nickname with a ridiculous amount of healing and overall anti-evil smiting.

2) Tiefling Paladin - This character idea is to play a tiefling who has been abandoned by his parents. A long awkward childhood ensues and, you guessed it, he is the antithesis of his parents. Now the mechanical issue is that +2Dex +2Int -2Cha is about as bad as it can get. Hence option 3.

3) Heritage Tiefling - Same concept but I get useful stat bumps. Since this is a choice purely for Ability score bumps, it's kind of cheesy.

What would you choose?

1 to 50 of 83 << first < prev | 1 | 2 | next > last >>